Each module will use industry standard project management software, such as Trello, Github and BaseCamp where appropriate, which will also facilitate the capturing of developmental evidence for development and research journals.
Selection of modules include:
Design and Aesthetics
Technology and Engine
Contexts and Market
Playtesting, Prototyping and Evaluation
The Faculty understands the importance of a strong grounding in research knowledge and skills, enterprise and innovation as part of a balanced postgraduate education.
We also recognise that each student has different requirements of their postgraduate experience.
You can choose to study one of the following three, 20 credit common modules. Each of these has a different focus, enabling you to select the module that will be most beneficial to you.
Creative and Cultural Entrepreneurship
This module aims to develop your knowledge of the methods to identify, develop and manage enterprise and innovation in the creative sector. It will then help you apply this to your own entrepreneurial project.
Research and Practice in the Creative and Cultural Industries
The focus of this module is on the development of research knowledge and skills, while also encouraging critical engagement with approaches to creative practice. You will also explore ideas, debates and issues in the creative and cultural industries.
This module focuses on research paradigms and their theoretical underpinnings. It also looks at key conceptual tools drawn from a wide range of subject areas relevant to postgraduate research in the creative industries.
PLEASE NOTE: Modules are subject to change.
Learning and teaching methods
The course will be taught through a variety of seminars, discussions and presentations. All staff are active in research, consultancy, or employed within the games industry.