Skip to Content

Courses

Programme Specification

PgDip Games Technologies

Academic Year 2024/25

A programme specification is required for any programme on which a student may be registered. All programmes of the University are subject to the University's Quality Assurance processes. All degrees are awarded by Queen's University Belfast.

Programme Title PgDip Games Technologies Final Award
(exit route if applicable for Postgraduate Taught Programmes)
Postgraduate Diploma
Programme Code MDL-PD-GT UCAS Code HECoS Code 101267 - Computer games - 100
ATAS Clearance Required No
Mode of Study Part Time
Type of Programme Postgraduate Length of Programme Part Time - 1 Academic Year
Total Credits for Programme 120
Exit Awards available No

Institute Information

Teaching Institution

Queen's University Belfast

School/Department

Arts, English and Languages

Quality Code
https://www.qaa.ac.uk/quality-code

Higher Education Credit Framework for England
https://www.qaa.ac.uk/quality-code/higher-education-credit-framework-for-england

Level 7

Subject Benchmark Statements
https://www.qaa.ac.uk/quality-code/subject-benchmark-statements

The Frameworks for Higher Education Qualifications of UK Degree-Awarding Bodies
https://www.qaa.ac.uk/docs/qaa/quality-code/qualifications-frameworks.pdf

Computing (2007)

Accreditations (PSRB)

No accreditations (PSRB) found.

Regulation Information

Does the Programme have any approved exemptions from the University General Regulations
(Please see General Regulations)

None

Programme Specific Regulations

None

Students with protected characteristics

Are students subject to Fitness to Practise Regulations

(Please see General Regulations)

No

Educational Aims Of Programme

The Programme aims to:

•Provide students with advanced skills and critical approaches to current industry standard game development principles, techniques and workflows
•Encourage students to problem solve and make informed creative decisions in the area of game related applications for real-world problems
•Provide a critical awareness of current industry practices and potential developments
•Provide students with practical skills and knowledge to work independently and with initiative.
•Allow students to work as part of a multidisciplinary team in an industry-like setting.
•Foster a stimulating and supportive learning environment which promotes intellectual, professional and personal development.
•Encourage and support advanced level practical, analytic and critical thinking skills

Learning Outcomes

Learning Outcomes: Knowledge & Understanding

On the completion of this course successful students will be able to:

Employ relevant mathematical and physical concept used in 3D applications.

Teaching/Learning Methods and Strategies

These will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

Quizzes delivered using Canvas. Students will be able to take multiple practice formative assessments to highlight areas for improvement as a randomised question bank generator is used for creating assessments.

Apply level appropriate games technologies methods to projects.

Teaching/Learning Methods and Strategies

These will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

This will be assessed in a variety of ways: A formative informal review by module coordinators will be carried out in laboratory sessions. Students will be encouraged to reflect on decisions made throughout development. Summative assessment will be in the form of peer review and final review by module coordinators.

Employ interaction ideas with the understanding of utilizing digital software as a creative tool further to develop practical art and design projects, like interactive installations, immersive environments etc.

Teaching/Learning Methods and Strategies

This will be conveyed through online teaching and the undertaking of practical exercises.

Methods of Assessment

This will be assessed in a variety of ways: Formatively, informal review by module coordinators will be carried out in laboratory sessions. Students will have to describe their project development based on their interaction ideas learned in the module. Summative assessment will be in the form of peer review and final review by module coordinators.

Apply the basic principles, syntax and commands of programming languages. (C# as preliminary language here). 

Teaching/Learning Methods and Strategies

These will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

This will be assessed in a variety of ways: A formative informal review by module coordinators will be carried out in laboratory sessions. Students will be encouraged to reflect on decisions made throughout development.  Summative assessment will be in the form of peer review and final review by module coordinators.  

Utilise the essential principles, theories, practices, languages and tools that may be deployed throughout the games technologies development process.

Teaching/Learning Methods and Strategies

This learning outcome will be addressed through online teaching strategies. The lecture portion of the online class, combined with class discussion and practical workshops will facilitate this. Students will be required to maintain a learning journal to document their journey through the development process.

Methods of Assessment

This will be assessed both formatively through informal review and self-reflection; and summatively through peer review and final review of projects and learning journals by module coordinators.

Understand the methods, considerations and decision processes inherent in creating a research project.

Teaching/Learning Methods and Strategies

This will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

This will be assessed through review of artefacts created in design thinking & research methods module, and through application of these elements in Design Studio.

Learning Outcomes: Subject Specific

On the completion of this course successful students will be able to:

Demonstrate level appropriate skills in the use of industry standard games technology software.

Teaching/Learning Methods and Strategies

This will be delivered using online lectures, laboratory sessions and technical workshops from industry experts.

Methods of Assessment

Assessed from projects, demonstrations and peer review.

Utilise industry standard technologies, and development methodologies.

Teaching/Learning Methods and Strategies

This will be initiated through the content layout of the course and expanded on during online lectures, students will be encouraged to iterate on their development process through a series of projects.

Methods of Assessment

Students will complete short projects to demonstrate competence in industry technologies.

Evaluate design decisions to adhere to coding standards for real time applications.

Teaching/Learning Methods and Strategies

Guidance on coding standards will be provided in online lectures, laboratory sessions and technical workshops from industry experts. Students will be required to document design decisions and their justification in their learning journal.

Methods of Assessment

Code review by peers and module coordinators.

Exemplify collaborative software development using version control software.

Teaching/Learning Methods and Strategies

Implemented in all project development across each module.

Methods of Assessment

Review of codebase by module coordinators to determine adherence to good practice.

Create (tangible/digital) interactive pieces, such as generative visual/audio art, visual-audio interactive elements, AR/VR applications, but also encourage to open for any innovative experiments with different (digital) mediums.

Teaching/Learning Methods and Strategies

Delivered using online lectures and laboratory sessions across each module.

Methods of Assessment

Assessed from demonstration (3 technical assignments) and projects (3 design projects) and module coordinator/peer review.

Equipped and capable of freely employing any level appropriate knowledge of 3D objects/environment, visualization, simple AR/VR settings, and synthesized audio with relevant software as elements for exploring creation.

Teaching/Learning Methods and Strategies

Delivered using online lectures and laboratory sessions across each module.

Methods of Assessment

Assessed from demonstration (3 technical assignments) and projects (3 design projects) and module coordinator/peer review.

Equipped with level appropriate knowledge of 3D objects/environment, visualization, and synthesized audio with relevant software as elements for creation.

Teaching/Learning Methods and Strategies

Implemented in laboratory sessions and project development across each module.

Methods of Assessment

Code review by peers and module coordinators/external panel.

Employ essential 3D visualizing skills to deliver individual creativity and generate a comprehensive 3D real-time digital visual environment.

Teaching/Learning Methods and Strategies

Delivered using online lectures and laboratory sessions across each module.

Methods of Assessment

Assessed from (3 technical assignments) and projects (3 design projects) with follow-up reviews by peers and module coordinators.

Learning Outcomes: Cognitive Skills

On the completion of this course successful students will be able to:

Assess projects from peers/own work and make critical judgements on code quality.

Teaching/Learning Methods and Strategies

This will be introduced in lectures and built upon in class discussions. Assessment feedback and formative assessments will provide opportunities to enhance these skills.

Methods of Assessment

Self-reflection will be reviewed in learning journals/code bases, engagement with the peer review process will be part of summative assessments. Peer review will only occur once per module.

Analyse, evaluate, interpret, and synthesise information

Teaching/Learning Methods and Strategies

This will be integral to all modules and will comprise the basis of completion for all assessments throughout the programme.

Methods of Assessment

This will be assessed in all summative elements in the program.

Demonstrate an ability to undertake independent enquiry.

Teaching/Learning Methods and Strategies

Students will be required to demonstrate independent learning across all modules through completion of assigned readings/ presentations/ discussions and completion of a learning journal.

Methods of Assessment

Learning journal, presentations, project evaluation.

Learning Outcomes: Transferable Skills

On the completion of this course successful students will be able to:

Iterate on work and skills based on reflection and feedback.

Teaching/Learning Methods and Strategies

Students will have multiple opportunities to improve their development process for presentations/ projects/assignments throughout the programme through use of formative assessments/ peer review and feedback on early versions of projects.

Methods of Assessment

Incorporation of feedback into later versions will be part of the criteria for project assessment.

Retrieve information from a variety of sources and by a variety of techniques.

Teaching/Learning Methods and Strategies

Developed in all modules, students will be expected to perform independent practice in this area during the programme.

Methods of Assessment

Presentations, assignments and Learning Journals.

Independently manage their learning and development.

Teaching/Learning Methods and Strategies

Time management and organisation will be explicitly required across all modules, the asynchronous nature of lecture delivery means that students will have to determine how to consume content before each laboratory/synchronous teaching time.

Methods of Assessment

This will be assessed in all summative assessments on the programme.

Work effectively as part of a multidisciplinary team.

Teaching/Learning Methods and Strategies

The students will be required to work in teams with various roles throughout the modules. The importance of team dynamics and task assignments will be demonstrated throughout this module. Students will be given guidance on managing relationships through training videos.

Methods of Assessment

This will be assessed through the project created as part of the Design Studio.

Work effectively and independently as a creative research individual.

Teaching/Learning Methods and Strategies

The students will be required to work on individual study within the Applied Games Technology and Creative computing modules. module. It is to train them with independent thinking and to be capable of carrying out research studies individually. Students will be given guidance by the instructors.

Methods of Assessment

This will be assessed in the mini projects in taught modules.

Deliver work from a given brief to deadlines and to pre-agreed specifications.

Teaching/Learning Methods and Strategies

The importance of continuous development will be heavily stressed in sessions during the programme. Students will be clearly told that projects must start early as attempting to rush all deliverables when close to the deadline for submission will result in failure.

Methods of Assessment

Students will demonstrate this ability through all summative assessments on the programme, with a particular emphasis on projects.

Module Information

Stages and Modules

Module Title Module Code Level/ stage Credits

Availability

Duration Pre-requisite

Assessment

S1 S2 Core Option Coursework % Practical % Examination %
Design Studio MDL7006 7 20 -- YES 10 weeks N YES -- 100% 0% 0%
Creative Computing in Art, Design and Technologies MDL7005 7 20 YES -- 10 weeks N YES -- 100% 0% 0%
Applied Games Technologies MDL7004 7 20 YES -- 10 weeks N YES -- 100% 0% 0%
Design Thinking & Research Methods MDL7007 7 20 -- YES 10 weeks N YES -- 100% 0% 0%
Introduction to Games Technologies MDL7001 7 20 YES -- 10 weeks N YES -- 100% 0% 0%
3Din Games MDL7002 7 20 YES -- 10 weeks N YES -- 100% 0% 0%

Notes

No notes found.