- Teacher: Furat Al-Faraj
- Teacher: Henry Oti
- Teacher: Payam Salamati Nia
Search results: 764
- Teacher: Greeshma Labees
- Teacher: Resmi Nair
- Teacher: Lekshmi Rajesh
- Teacher: Sivamalar Shijumon
- Teacher: Furat Al-Faraj
- Teacher: Abbes Berrais
- Teacher: Erik Costamagna
- Teacher: Peter Farrell
- Teacher: Henry Oti
- Teacher: Payam Salamati Nia
- Teacher: Furat Al-Faraj
- Teacher: Emad Alfar
- Teacher: Lekshmi Rajesh
- Teacher: Sivamalar Shijumon
- Teacher: Erik Costamagna
- Teacher: Payam Salamati Nia
- Teacher: Ian Caballero
- Teacher: Caroline Carfrae
- Teacher: Aby Cohen
- Teacher: Sarah Hatherley
- Teacher: Emily Lynch
- Teacher: Barbara Mulroy
- Teacher: Rachel Nicholson
- Teacher: Nina Paine
- Teacher: Richard Sadler
- Teacher: Ian Caballero
- Teacher: Caroline Carfrae
- Teacher: Aby Cohen
- Teacher: Barbara Mulroy
- Teacher: Rachel Nicholson
- Teacher: Nina Paine
- Teacher: Richard Sadler
This module develops an understanding of the professional and legal constraints within which computing specialists operate. The module operates using a ‘discursive’ environment where you will be confronted with the social and ethical issues of using technology, considering both regional and global trends and perspectives. Skills learnt will include how to communicate your work effectively keeping in line with the process and standards to be adhered to as a Professional in Computing Field. The module helps to develop a mature attitude to working as an ethical, sustainability aware, computer or information systems professional as well as build upon your undergraduate research skills through the introduction and application of advanced techniques to support you in your professional practice.
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- Teacher: Abayomi Arowosegbe
- Teacher: Eugen Harinda
- Teacher: Pradeep Hewage
- Teacher: Mansoor Ihsan
- Teacher: Ibtisam Mogul
- Teacher: Francis Morrissey
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- Teacher: Irum Feroz
- Teacher: Naveed Islam
- Teacher: Celestine Iwendi
- Teacher: Bren Tighe
This module develops an understanding of the professional and legal constraints within which computing specialists operate. The module operates using a ‘discursive’ environment where you will be confronted with the social and ethical issues of using technology. The module develops and consolidates your ability to undertake a major research project. The two main approaches, quantitative and qualitative, will be explicated, exemplifying how data is collected and analysed within each of these areas, looking at the different conceptual frameworks and tools available. Skills learnt will include: how to manage your project in terms of time, workload, and record-keeping; how to undertake an effective literature search including the use of digital resources; and, lastly, how to communicate your work effectively. The module helps to develop in you a mature attitude to working as an ethical, environmentally aware, computer or information systems professional.
- Teacher: Yakub Iqbal
- Teacher: Ibtisam Mogul
The Major Project module is undertaken by all the undergraduate students in the faculty in their final year. It is a substantial piece of work that will enable you to demonstrate the extent of your achievement on the degree as a whole. The range of projects will vary but the following features will be common to all: You will be allocated a member of academic staff to act as a supervisor once your area of study is agreed; Before work on the major project can commence, you will define the projects terms of reference as a document which will include: Aims and objectives consistent with the “SMARTER” notion (Specific, Measurable, Achievable, Realistic, Timed, Extending, Relevant); Appropriate consideration of research ethics and health and safety practice in line with University policy.
- Teacher: Carly Guy
- Teacher: Abdi Hubsey
- Teacher: Yakub Iqbal
- Teacher: Fathima KS
- Teacher: Ibtisam Mogul
The Major Project module is undertaken by all the undergraduate students in the faculty in their final year. It is a substantial piece of work that will enable you to demonstrate the extent of your achievement on the degree as a whole. The range of projects will vary but the following features will be common to all: You will be allocated a member of academic staff to act as a supervisor once your area of study is agreed; Before work on the major project can commence, you will define the projects terms of reference as a document which will include: Aims and objectives consistent with the “SMARTER” notion (Specific, Measurable, Achievable, Realistic, Timed, Extending, Relevant); Appropriate consideration of research ethics and health and safety practice in line with University policy.
- Teacher: Yakub Iqbal
- Teacher: Ibtisam Mogul
- Teacher: Renuka Nyayadhish
- Teacher: Maggie Adepetun
- Teacher: Maxine Houghton
- Teacher: Fahad Mohamed
- Teacher: Richard Nield
- Teacher: Farid Vali
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Aim
To provide learners with an understanding of computer games development as an underpinning technological concept in the fields of computer gaming and systems development.
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Unit Abstract
What makes a great game? Although it’s easy to say, “This is a great game” when your character has just cleared a zone and your friend’s voice buzzes in your headset letting you know that everybody is waiting for you to join the party – then another player interrupts suggesting tactics to take down the next objective. However, it is a completely different story when you (the designer) are sitting, staring at a blank sheet of paper and your producer is expecting you to present ‘The next big title’. This unit introduces students to an exploration of the practices, principles and skills needed to successfully design a game. Initially this unit establishes an overall history of games and reviews how they have (and are still) evolving. It also takes the opportunity to introduce and assess common game features and help the students identify the roles, responsibilities and challenges of game design. As part of this unit students will become familiar with a range of standard documents associated with games design including the ‘Game Design Document’. Before students embark on defining, designing and documenting their own game ideas they are given opportunities to work in groups to debate and review the elements of game design, introduced to the design process as well as the practices, principles, tools and techniques. As students progress they are given opportunities to evolve their ideas through peer-reviews before finally presenting a ‘High Concept’ pitch. To help maximise the student involvement, this unit should (where possible) simulate a realworld, design experience. Among the topics included in this unit are: design documentation, research, requirement gathering, idea generation, world design, storyboards, storytelling, characters, levels, gameplay, assets and asset management, tools and techniques, game engines and environments, genres, game mechanics, player motivation and challenge, rewards, game structure, game design vocabulary, and preparing and presenting a pitch. On successful completion of this unit students will be able to critically assess the types, practices, principles and skills used in the design of games, analyse the concepts and elements required for the production of a Games Design Document, evaluate the game design process with regards to game development and production and use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
Learning outcomes
On successful completion of this unit a learner will:
- LO1. Critically assess the types, practices, principles and skills used in the design of games.
- LO2. Analyse the concepts and elements required for the production of a Games Design Document.
- LO3. Evaluate the game design process with regards to game development and production.
- LO4. Use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
- Teacher: Maggie Adepetun
- Teacher: Fahad Mohamed
-
Aim
To provide learners with an understanding of computer games development as an underpinning technological concept in the fields of computer gaming and systems development.
-
Unit Abstract
What makes a great game? Although it’s easy to say, “This is a great game” when your character has just cleared a zone and your friend’s voice buzzes in your headset letting you know that everybody is waiting for you to join the party – then another player interrupts suggesting tactics to take down the next objective. However, it is a completely different story when you (the designer) are sitting, staring at a blank sheet of paper and your producer is expecting you to present ‘The next big title’. This unit introduces students to an exploration of the practices, principles and skills needed to successfully design a game. Initially this unit establishes an overall history of games and reviews how they have (and are still) evolving. It also takes the opportunity to introduce and assess common game features and help the students identify the roles, responsibilities and challenges of game design. As part of this unit students will become familiar with a range of standard documents associated with games design including the ‘Game Design Document’. Before students embark on defining, designing and documenting their own game ideas they are given opportunities to work in groups to debate and review the elements of game design, introduced to the design process as well as the practices, principles, tools and techniques. As students progress they are given opportunities to evolve their ideas through peer-reviews before finally presenting a ‘High Concept’ pitch. To help maximise the student involvement, this unit should (where possible) simulate a realworld, design experience. Among the topics included in this unit are: design documentation, research, requirement gathering, idea generation, world design, storyboards, storytelling, characters, levels, gameplay, assets and asset management, tools and techniques, game engines and environments, genres, game mechanics, player motivation and challenge, rewards, game structure, game design vocabulary, and preparing and presenting a pitch. On successful completion of this unit students will be able to critically assess the types, practices, principles and skills used in the design of games, analyse the concepts and elements required for the production of a Games Design Document, evaluate the game design process with regards to game development and production and use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
Learning outcomes
On successful completion of this unit a learner will:
- LO1. Critically assess the types, practices, principles and skills used in the design of games.
- LO2. Analyse the concepts and elements required for the production of a Games Design Document.
- LO3. Evaluate the game design process with regards to game development and production.
- LO4. Use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
- Teacher: Maggie Adepetun
- Teacher: Maxine Houghton
- Teacher: Fahad Mohamed
- Teacher: Farid Vali
-
Aim
To provide learners with an understanding of computer games development as an underpinning technological concept in the fields of computer gaming and systems development.
-
Unit Abstract
What makes a great game? Although it’s easy to say, “This is a great game” when your character has just cleared a zone and your friend’s voice buzzes in your headset letting you know that everybody is waiting for you to join the party – then another player interrupts suggesting tactics to take down the next objective. However, it is a completely different story when you (the designer) are sitting, staring at a blank sheet of paper and your producer is expecting you to present ‘The next big title’. This unit introduces students to an exploration of the practices, principles and skills needed to successfully design a game. Initially this unit establishes an overall history of games and reviews how they have (and are still) evolving. It also takes the opportunity to introduce and assess common game features and help the students identify the roles, responsibilities and challenges of game design. As part of this unit students will become familiar with a range of standard documents associated with games design including the ‘Game Design Document’. Before students embark on defining, designing and documenting their own game ideas they are given opportunities to work in groups to debate and review the elements of game design, introduced to the design process as well as the practices, principles, tools and techniques. As students progress they are given opportunities to evolve their ideas through peer-reviews before finally presenting a ‘High Concept’ pitch. To help maximise the student involvement, this unit should (where possible) simulate a realworld, design experience. Among the topics included in this unit are: design documentation, research, requirement gathering, idea generation, world design, storyboards, storytelling, characters, levels, gameplay, assets and asset management, tools and techniques, game engines and environments, genres, game mechanics, player motivation and challenge, rewards, game structure, game design vocabulary, and preparing and presenting a pitch. On successful completion of this unit students will be able to critically assess the types, practices, principles and skills used in the design of games, analyse the concepts and elements required for the production of a Games Design Document, evaluate the game design process with regards to game development and production and use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
Learning outcomes
On successful completion of this unit a learner will:
- LO1. Critically assess the types, practices, principles and skills used in the design of games.
- LO2. Analyse the concepts and elements required for the production of a Games Design Document.
- LO3. Evaluate the game design process with regards to game development and production.
- LO4. Use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
- Teacher: Maz Hussain
- Teacher: Fahad Mohamed
- Teacher: Richard Nield
-
Aim
To provide learners with an understanding of computer games development as an underpinning technological concept in the fields of computer gaming and systems development.
-
Unit Abstract
What makes a great game? Although it’s easy to say, “This is a great game” when your character has just cleared a zone and your friend’s voice buzzes in your headset letting you know that everybody is waiting for you to join the party – then another player interrupts suggesting tactics to take down the next objective. However, it is a completely different story when you (the designer) are sitting, staring at a blank sheet of paper and your producer is expecting you to present ‘The next big title’. This unit introduces students to an exploration of the practices, principles and skills needed to successfully design a game. Initially this unit establishes an overall history of games and reviews how they have (and are still) evolving. It also takes the opportunity to introduce and assess common game features and help the students identify the roles, responsibilities and challenges of game design. As part of this unit students will become familiar with a range of standard documents associated with games design including the ‘Game Design Document’. Before students embark on defining, designing and documenting their own game ideas they are given opportunities to work in groups to debate and review the elements of game design, introduced to the design process as well as the practices, principles, tools and techniques. As students progress they are given opportunities to evolve their ideas through peer-reviews before finally presenting a ‘High Concept’ pitch. To help maximise the student involvement, this unit should (where possible) simulate a realworld, design experience. Among the topics included in this unit are: design documentation, research, requirement gathering, idea generation, world design, storyboards, storytelling, characters, levels, gameplay, assets and asset management, tools and techniques, game engines and environments, genres, game mechanics, player motivation and challenge, rewards, game structure, game design vocabulary, and preparing and presenting a pitch. On successful completion of this unit students will be able to critically assess the types, practices, principles and skills used in the design of games, analyse the concepts and elements required for the production of a Games Design Document, evaluate the game design process with regards to game development and production and use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
Learning outcomes
On successful completion of this unit a learner will:
- LO1. Critically assess the types, practices, principles and skills used in the design of games.
- LO2. Analyse the concepts and elements required for the production of a Games Design Document.
- LO3. Evaluate the game design process with regards to game development and production.
- LO4. Use game design practices and principles to create an original Game Design Document and present a High Concept pitch.
- Teacher: Amjad Kalyar
- Teacher: Fahad Mohamed
- Teacher: Rachel Upsall
- Teacher: Farid Vali
- Teacher: Justine Walker
- Teacher: Ian Caballero
- Teacher: Caroline Carfrae
- Teacher: Aby Cohen
- Teacher: Nina Paine
- Teacher: Richard Sadler
This Module will extend the learning of CTL7002 (Creative Technologies Practice 1: Research and Development) through to the realisation and production of complex technologies for Live Events. You will develop further critical and practice-based work in your chosen specialism, whilst collaborating with other practitioners and managing the requirements of clients and/or stakeholders. Advanced skills workshops, masterclasses and lectures will strengthen your core skills and allow you to experiment with further emerging tools, techniques, technologies and platforms as appropriate to your discipline.
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- Teacher: Ian Caballero
- Teacher: Caroline Carfrae
- Teacher: Aby Cohen
- Teacher: Nina Paine