Computer games design abertay




















For English A, no grade is specified. For alternative English language qualifications, please see below. English language: English Language 1 at grade 6 or English Language 2 at grade 7 are accepted. Applicants will typically be required to pass the Araratian Baccalaureate at Extended Level with grades BBB, to include any essential subjects.

Applicants will typically be required to pass the Certificate of General Secondary Education at an average of 6, and the first year of a university degree in a relevant subject with an average grade of 7. Applicants will typically be required to pass the General Certificate of Secondary Education at an average of 4. Applicants will typically be required to pass Brunei A Levels in 3 subjects at grades BBC, to include any essential subject s.

Applicants will typically be required to pass the Diploma za Sredno Obrazonvanie with an average score of 5. Applicants will typically be required to pass the Baccalaureat or Baccalaureat Technique at an overall grade of 14, to include any essential subject s at grade Applicants will typically be required to pass the Licencia de Education at an average of 4.

Applicants will typically be required to pass the Bachiller Academico at an average of 3. Applicants will typically be required to complete the Studentereksamen STX , including 3 Level A subjects an overall grade of 10, to include any essential subject s at grade 7.

Applicants will typically be required to complete the Studentsprogv at an overall grade of 10, to include any essential subject s at Level A grade 7. English language. Applicants will typically be required to pass the Abitur with an overall grade of 2.

English language: Abitur English at grade 10 is accepted. Applicants will typically be required to pass the Greek Apolytirion of Geniko Lykeio at grade 18 and 3 Pan-Hellenic exams at an average of 17, to include any essential subject s at grade Applicants will typically be required to pass the Hong Kong HKDSE at in 4 core subjects, with elective subjects at for 3 electives or 54 for 2 electives , to include any essential subject s at 3.

Applicants will typically be required to pass the Post School Qualification Diploma 1 at 3. Applicants will typically be required to pass the Upper Secondary School Leaving Certificate at grade 4.

Applicants will typically be required to pass the Certificate of Complete General Secondary Education at an average of 3, and the first year of a university degree in a relevant subject with an average grade of 3. Applicants will typically be required to pass the Voorbereidend Wetenschappelijk Onderwijs VWO with an overall score of 7.

Applicants will typically be required to pass the Attestat o Srednem Obrzovanii Certificate of Secondary Education at an average of 4, and the first year of a university degree in a relevant subject with an average grade of 3. Applicants will typically be required to pass the National Senior Certificate with Matriculation Endorsement with 4 subjects at , to include any essential subject s. Applicants will typically be required to pass the Certificate of Secondary Education at an average of 3, and the first year of a university degree in a relevant subject with an average grade of 4.

All courses at Abertay University are taught in English. If your first language is not English, you will need to demonstrate that you meet our English language requirements. Accepted English language qualifications include:.

IELTS - overall score of 6. You do not need to prove your knowledge of English language if you are a national of certain countries. Please see English Language Requirements for the full list of accepted qualifications and further details.

If your academic qualifications aren't listed above, or if you have any further questions, please contact our international team using the form below. There is also lots of useful information for international applicants on how to apply, visa information, and studying in Scotland on our international pages. Thank you for your enquiry! We'll be in touch as soon as possible.

If you have the potential and motivation to study at university, regardless of your background or personal circumstances, we welcome your application. We understand some people have faced extra challenges before applying to university, which is why we consider the background in which your academic grades have been achieved when making an offer. The course fees you'll pay and the funding available to you depends on factors such as your nationality, location, personal circumstances and the course you are studying.

Find out about grants, bursaries, tuition fee loans, maintenance loans and living costs in our undergraduate fees and funding section. As well as Abertay scholarships for English, Welsh, Northern Irish and international students, there are a range of corporate and philanthropic scholarships available. Some are course specific, many are not.

There are some listed below or you can visit the Undergraduate scholarship pages. The degree was created in response to the acute shortage of game programmers within the industry, and has been designed through consultation with the sector.

We work very closely with leading game developers, such as 4J Studios, Sony Interactive Entertainment, Microsoft, and Ruffian Games, making graduates from the course highly employable within the industry. Graduates have found employment as games, graphics and network programmers creating console games for Sony PlayStation, Nintendo and Xbox, to programming the latest mobile devices. Industry engagement is an essential part of the course.

Meet some of our Computer Games Technology graduates and find out what they've gone on to do. Find out more. Every year, we run the prestigious Dare Academy project, where teams of students are given a unique month-long summer hot-housing experience with games industry mentors to build and polish an industry-standard game. We then showcase the games at EGX , the UK's biggest games event, and the top three teams are flown out to visit international games partners and to be profiled.

Course detail. Register Interest Get Prospectus. But that's not all. About Your Modules. Modules Year 1 Year 2 Year 3 Year 4. Year 1 Core Modules You must study and pass all five core modules.

Introduction to Object Orientation: Read, understand and modify small object-oriented programs. Programming constructs: Make use of declarations, data types, assignment, operators, selection, iteration and functions for a range of programming problems.

Storage, access and direct access to computer memory pointers. Classes and structs. Brief description The core ideas of computer architecture. Indicative content: Computer architecture: Principal low-level components logic gates, logic blocks and what they do, bus interconnections, memory, storage devices. Data representation: Bits, integers, floating and fixed point, text, colours, bitmaps, bitwise operations.

Machine instructions: The von Neumann architecture, a modern CPU, arithmetic, control flow, the stack. Operating systems: Userspace and kernelspace, drivers, scheduling, memory management, filesystems, use of operating systems e. Linux to support simple system management, OS level security concepts. Brief description The basic concepts of applied mathematics relevant to the degree programme.

Indicative content: Calculus: Rates of change, derivatives of standard functions. Rules for derivatives of sums, products, quotients and composite functions. Higher derivatives and applications. Application to areas, mean values. Geometry: Plane coordinate geometry of lines, circles and conic sections. Matrices and Transformations: Basic matrix operations, determinants, inverses. Solving linear equations by matrix inverse. Homogeneous coordinates.

Momentum and impulse, collision of bodies 1-dimensional, elastic and inelastic. Kinetic and potential energy, elastic strings. Work and Power. Coplanar forces. Brief description Learn in a practical rather than theoretical way, some of the fundamental ideas of software engineering so you can develop and communicate designs for small and large scale software systems.

Indicative content: Problem-solving: Capturing requirements, general problem-solving techniques, testing, the idea of a non-programming language. Classes and Objects: Develop software using class definitions, methods, data, constructors and instantiation. Create basic class inheritance structures within a software solution using two classes. Security: Encapsulating objects using public and private access modifiers. OO Analysis Design and Implementation: Identify objects in a system and structure data and information in class definitions.

Mapping object oriented design principles to programming constructs. Abstraction: Understand how to work with complexity by using code abstraction, code blocks and control flows. Class modelling: Introduction to UML class diagrams. Data design — an OO approach: Modelling using object-oriented techniques, drawing informal and formal diagrams to describe information and behaviour including UML , design patterns. Data design — a relational approach: Modelling using relational techniques, theoretical and practical design concerns, constructing and querying a database using basic SQL Modelling using relational techniques, theoretical and practical design concerns, constructing and querying a database using basic SQL.

Brief description Introduction to the programming concepts and techniques for developing games. Indicative content: Structure of a Games Program: Explain the structure and architecture of a games program.

Development Process: The processes involved in developing games applications. Development Tools: The use of tools necessary for developing games applications. Computer Games System Architecture: Principal components specific to games system architecture and what they do, bus interconnections, graphics card, audio hardware. Graphic Sprites: The use of 2D sprites, and sprite animation in a games application. Input systems: Use of keyboard and mouse input.

Audio: The use of sound samples and background music in a games application. Game Logic: How to implement game logic fundamentals to create gameplay. Texturing: Applying 2D image data to 3D objects. Model processing: Loading and rendering geometry from an external source. Data storage: Techniques for generating and storing 3D geometry data. Brief description Build on the earlier module, Data Structures and Algorithms 1. Indicative content: Measuring performance: Basic techniques, sources of error round off, range, instability, discretisation , profiling, analysing and presenting results.

Low-level programming with threads: Starting and joining threads, sharing data safely, mutual exclusion, synchronisation objects, lock-free. High-level parallel programming: Task-based parallelism, data-parallel problems, exploiting locality. Instruction-level parallelism: SIMD instructions, automatic vectorisation. Application case studies: Awareness of common sorting, numerical, image processing and searching and optimization algorithms and associated data structures and a recognition as to which are relevant for chosen field of study e.

Spatial trees, pathfinding and AI, database indexing, password hashing, simulation, file carving] and which can benefit from parallelisation. Brief description The necessary components to develop a 3D physics-based game application considering the console hardware.

User interfaces: Methods to exploit touchscreen and controller pads user inputs. Audio engines: 3D positional audio — considering the position, orientation and velocity of the listener and the position, orientation and velocity of the emitter. Character animation: Types of character animation and techniques of character animation. Putting it all together: How — where to parallelise recognising console architecture.

Brief description How lifestyle can affect physical and mental well-being. Year 3 Core Modules You must study and pass all five core modules. Brief description The principles of formalising, implementing, testing and iterating on functional game mechanics applied in the context of a game engine. Indicative content: Modern game functionality programming: Review of modern game development with regards to use of game engines and methods and levels where game functionality can be implemented.

Aspects of game design: Theoretical and practical aspects of the game design process derived from established conventions. Analyse a game system from a game theoretical perspective and construction and upkeep of documentation. From design to function: Design interpretation and extrapolation. The process of going from written design to design suitable for engine implementation. Consideration for correct game engine OO standards in visual scripting as well as code.

Maintainable design: Review and evaluation of the aspects of game functionality relevant to the iteration and evolution of game mechanics and how this integrates with other personnel in the development team. Hardware integration: Dealing with hardware integration and aligning hardware to work with a game engine and specific game functionality. Data logging, debugging and testing gameplay: Practices and specifics related to gameplay functionality. Numerical analysis and data for game balancing: Review and evaluation of mathematical techniques and their application to aid in the balancing of gameplay parameters.

Brief description The computer graphics programmable pipeline and various graphics techniques. Indicative content: Graphics programming: Introduction to the graphics programmable pipeline.

Shaders: Creation and use of shaders within the context of the programmable pipeline. Development: Develop applications and shaders which include topics such as lighting, vertex manipulation, post processing and tessellation.

Brief description The principles of computer networks as applied to the development of various types of networked computer games. Indicative content: Background to Network Computer Games: Review of network computer games with a particular emphasis on network functionality and performance issues.

Distribution of Functionality: Critically evaluate methods for distributing the functionality and processing requirements of a network computer game between participating hosts on a network. Message Passing Structure: Review and evaluate methods for passing data between hosts in network games.

Latency Mitigation: Critically evaluate the effects of, and potential solutions to dealing with latency in network computer games. Prediction: Critically review dead reckoning, prediction and smoothing techniques and approaches for implementing fast action network computer games with a particular emphasis on maintaining the user experience. Testing: Methods for testing the functionality and performance of networked computer games in order to evaluate robustness against network variations.

Brief description Work together on an interactive media project as part of a multidisciplinary team. Indicative content: Team Organisation and Management: Attend and participate in team meetings, keep meeting minutes, and assign roles and responsibilities; Identify and overcome team problems, understand conflicts and approaches to conflict resolution, and engage with team building.

Development Methodologies: Understand and apply appropriate development methodologies framed by the requirements of a project and balance of a team, e. Research and Concept Development: Research similar products and competitors; Research and interpret the product marketplace, considering platform, user profiles, costs, regional differences etc; Conduct visual and audio research; Iteratively develop design concepts in response to a given brief.

Technologies and Pipelines: Research software and hardware technologies; Develop a technical plan for game development; Research, develop, test and document production pipelines. Style and Branding: Develop a brand for the team and the project; Research, develop, document, and communicate a defined visual and audio style; Produce marketing and promotional materials.

Pitching and Presentation: Use appropriate software, hardware, game engines, and other tools to deliver a working digital prototype; Engage with regular user testing to inform design iteration, demonstrating an appreciation of user experience.

Prototype Development, Testing, and Iteration: Use appropriate software, hardware, game engines, and other tools to deliver a working digital prototype; Engage with regular user testing to inform design iteration, demonstrating an appreciation of user experience. Release Management: Manage the software development process using source control, defect tracking, and build processes.

Project Delivery: Consider the methods for delivering products to the market, including market cycles, digital distribution, and the publisher-developer relationship; Deliver a complete prototype with accompanying press kit.

Brief description Introduction to some of the many Artificial Intelligence techniques which are currently, or could in the near future, be used to enhance the development of intelligent game systems. Machine Learning: The ability of a machine to learn from its environment. Mining: Knowledge discovery and the process of finding hidden patterns in data.

Intelligence on the Internet: Analyse the emergence of intelligent agents on the internet. Module content: Modern game functionality programming: Review of modern game development with regards to use of game engines and methods and levels where game functionality can be implemented. Year 4 Core Modules You must study and pass all five core modules.

Brief description Introduction to the theory and practice of digital audio and music for games programming students. Indicative content: Introduction to Audio: How the ear works, frequency and pitch, amplitude, phase, sampling, aliasing, Nyquist, time vs. Audio Design for Games: Putting the above into practice: how audio is used in the design and implementation of games.

Audio Compression: Lossless codecs, perception and masking, perception of quality, perceptual codecs, streaming audio, audio processing for real-time chat, producing audio assets for games. Audio in Game Engines: Audio facilities in real-world game engines and middleware. Digital Music: How music theory relates to audio basics, structure of music and basic compositional techniques, sequencing and MIDI, streams of notes, streams of control messages, synthesis vs.

Spatial Audio: Perception of spatial audio, multichannel audio, binaural audio, environmental audio design, characteristics of materials, reproducing an environment through processing, audio for virtual reality. Interface Design with Audio: Delivering information effectively, user comfort and fatigue, how to improve accessibility through audio, current developments in audio for games interfaces.

Brief description Emerging technology trends used in computer games development. Indicative content: Human Computer Interface: Input devices and methods of interaction with gaming platforms. Visualisation: Programming techniques applicable to modern video graphics hardware. Platform: Emerging hardware platforms used for computer games development. Innovation: Enquiry based activity into technologies beyond that which is currently used for computer games development. Brief description Undertake the practical and development work for a major, in-depth individual project in an aspect of your programme.

Indicative content: Investigation, Research and Selection: Initial investigation of project topic, Background research of project topic and Selection of project topic. Evaluation: Methods of evaluating a project. Proposal: Production of a project proposal. Project Feasibility and Proof of Concept: Demonstrate feasibility of project. Brief description Present as a dissertation, a major, in-depth individual project in an aspect of your programme.

Indicative content: Introduction: Introduce the topic of the project and the problem area, and appropriate research question. Investigate: Investigate previous work in the chosen project area and show how the work of the project relates to it.

Justify: Demonstrate a sound justification for the approach and methodology adopted. Document: Document the output of the project with some originality. Evaluate: Critically evaluate the output, using third party evaluation where appropriate, and recognise the strengths and limitations of the work.

Demonstrate an ability for independent learning and linkage to future work and career aspirations. Brief description The principles, practices and techniques in tools development. Module content: Background to Tool Development: Review of games development tools with a particular emphasis on real world examples and applications. Legacy Codebases: Review of working practices and techniques associated with dealing with legacy code in tools. Databases: Review of databases relevant to games and how they are inter-faced with tools.

Tool Design and UX: Aspects of producing a tool fit for purpose and functional for the user. The importance of user centred design. SE: Review and application of established software engineering practices. Tool creation: Bringing aspects of 3D graphics, data management and user experience together to make a cohesive and functional tool. Code review: Practices of Code review and team discussion on programming.

Find out if you're eligible for minimum entry see below. UG PG Preparation. Select your qualification from the list below. Academic Requirements. English Language Requirements.

Contact our International Team. First Name. Last Name. Telephone Number. How can we help? We need your permission to get in touch. Please choose how you would like to receive essential information about your application. Email Phone SMS. The …. Are you a PG student at this University or have you applied to study a postgraduate program at a university in Europe?

Refine courses. Full-Time, 1 years starts Sep IELTS - overall score of 6. You do not need to prove your knowledge of English language if you are a national of certain countries. Please see English Language Requirements for the full list of accepted qualifications and further details.

If your academic qualifications aren't listed above, or if you have any further questions, please contact our international team using the form below.

There is also lots of useful information for international applicants on how to apply, visa information, and studying in Scotland on our international pages. Thank you for your enquiry! We'll be in touch as soon as possible. If you have the potential and motivation to study at university, regardless of your background or personal circumstances, we welcome your application. We understand some people have faced extra challenges before applying to university, which is why we consider the background in which your academic grades have been achieved when making an offer.

The course fees you'll pay and the funding available to you depends on factors such as your nationality, location, personal circumstances and the course you are studying. Find out about grants, bursaries, tuition fee loans, maintenance loans and living costs in our undergraduate fees and funding section.

As well as Abertay scholarships for English, Welsh, Northern Irish and international students, there are a range of corporate and philanthropic scholarships available. Some are course specific, many are not. There are some listed below or you can visit the Undergraduate scholarship pages.

We work closely with leading game developers such as 4J Studios, Sony Interactive Entertainment, Microsoft and Ubisoft, making graduates from this course highly employable within the games industry. These roles are spread across a variety of projects, including AAA games, independent, mobile and online marketplaces. The production and leadership theme of the programme has also thrust entrepreneurial graduates towards forming their own companies in the games or media sectors.

Small games studios to national and international media groups require talented individuals with expertise in team management, design and production control of new media products. The games industry offers long term career potential through its continued expansion. Abertay Game Lab also runs a series of special events and masterclasses with well-known local and international designers and developers.

These are on offer to all students. Meet some of our Game Design and Production graduates and find out what they've gone on to do. Arran changed his career goals from history teacher to computer games designer.

He now works at Mediatonic. Find out more. Every year, we run the prestigious Dare Academy project, where teams of students are given a unique month-long summer hot-housing experience with games industry mentors to build and polish an industry-standard game. We then showcase the games at EGX , the UK's biggest games event, and the top three teams are flown out to visit international games partners and to be profiled. Unistats collates comparable information in areas students have identified as important in making decisions about what and where to study.

Course detail. Register Interest Get Prospectus. Your Journey Starts Here At Abertay, we enjoy an international reputation for excellence in computer games education. About Your Modules. Modules Year 1 Year 2 Year 3 Year 4. Year 1 Core Modules You must study and pass all five core modules. Brief description This module will provide students with an introduction to the games industry by engaging them with developing, pitching, and communicating game concepts, and by requiring them to consider gameplay principles, game development practices, and game production.

Indicative content: History of Games and the Games Industry: Fundamentals of play, board and card games, early digital games, emergence of a professional digital games industry, the role of the game designer, the role of the game producer. The Nature of Digital Games: Gameplay, game genres, game platforms, audiences.

The Structure of the Games Industry: Developers, software tools and middleware providers, publishers, hardware manufacturers, distributors and retail outlets.

Documentation and Communication: High concept, X meets Y, pitching, visualising concepts, communicating gameplay, developing a game design proposal. An Introduction to Game Project Management: Overview of project management methodologies employed in digital game production, discussion of production planning materials, consideration of the business case, the scope baseline, the schedule baseline, work breakdown, cost breakdown, risk register.

Brief description This module will introduce you to the processes and pipelines used to develop 2D and 3D assets for games. Indicative content: Visual research: Collecting and collating visual research materials such as photography, illustration, film and other media, existing game products and franchises.

Pipelines and platforms: Understanding the diversity of software used within game art pipelines, and the importance of considering game engines and target devices. Animation: Understanding how to create and implement animated game assets. User interfaces: Understanding the theories and best practices for UI design and implementation in games.

Professionalism: Presenting game art portfolios that show an awareness of best practices and employer expectations. Brief description The module provides an introduction to computational thinking for students who want to work in the games industry. Indicative content: Introduction: An introduction to fundamental concepts of programming. Expressions, variables and statements: Use and syntax of basic programming mechanisms. Conditionals: Checking conditions and changing the behaviour of a programme accordingly.

Repetition and Loops: Repeating code within a programme. Functions: Create functions to perform tasks and operations within a programme. Data structures: Introduce the concept of organising the data within a programme through the use of basic data structures such as lists arrays and dictionaries associative arrays.

Classes: Write and use programme components that encapsulate data and functionality together. Modules: Use independently developed modules libraries to create additional functionality within a programme. Files: Create and use data stored in external files.

Engines: Demonstrate an awareness of available game engines and their applications. Brief description Introduction to the quality assurance process and user experience design. What is testing? General testing principles. How testing relates to design. What are the industry trends? Documenting Game Quality: Design and implement test plans, test cases and bug reports for a computer game using common software packages.

Measuring Game Quality: Design and implement bug metrics and project indicators to measure project quality for games using a common software packages. The evolution of test engineering and automation techniques. Designing a User Experience: The importance of user-centric design in computer development, designing for different user audiences. Iterating on Design: How you incorporate focus testing and user feedback back into the project, an exercise in prioritisation and time management.

Brief description In recent years, the democratisation of games technologies has made entry into game development easier and cheaper, resulting in a broader range of creative and experimental games that explore ethical, social, and cultural issues. Indicative content: Theories of play and games: The important theories of play, and games most often cited in game scholarship. Critical theory and analysis: Theories for the analysis of cultural forms, including aesthetic theory and reception theory, useful for the analysis and criticism of games.

Histories of games: Various models of game history, from technological and techno-social through genre-specific and conceptual histories. Culture and politics of games: Contemporary issues in representation and inclusion in cultures of digital gaming.

Years 1 and 2 Elective Modules You must study and pass one elective module of your choosing. Brief description Introduction of the concept of smart cities - hard infrastructure, social capital including local skills and community institutions, and digital technologies to fuel sustainable economic development and provide an attractive environment for all. Security Different types of cyber-attacks that could be launched against a Smart City.

Sustainable urban food production Includes the long established allotments movement to large-scale projects based on sustainability throughout the food chain. Brief description Develop a range of skills, knowledge and techniques within the natural, technological and social sciences relevant to the study of environmental sustainability and life in the twenty-first century.

Brief description How lifestyle can affect physical and mental well-being. Module content: Sleep and stress The impact of sleep and stress on health and performance. Completion of sleep diaries and questionnaires related to sleep patterns and stress.

Physical activity Current physical activity recommendations, components of physical fitness. Physical inactivity Understanding why people are inactive. The link between physical inactivity, obesity and type 2 diabetes. Physical activity and mental well-being The effects of physical activity on mental well-being.

The effect of carbohydrate consumption and exercise on blood glucose Measurement and recording of blood glucose in response to the carbohydrate ingestion and exercise. Simple health and fitness testing Measurement and recording of data.

Tests will include blood pressure, strength, endurance and flexibility. Data will be compared with normative values for these tests.

Brief description Develop critical thinking skills that form the basis for progression across the academic disciplines of the university. Brief description The social, managerial, economic, political, and technical challenges and opportunities associated with emerging renewable energy innovation, production, supply and consumption. Brief description An understanding of the concepts of tolerance, and the importance of making sound ethical decisions.

Brief description Learn how to adjust language to suit context. Brief description Develop perspectives on the key challenges faced by humankind such as environmental change, pollution, food security, energy provision, conflicts, terrorism, emerging diseases, and changing demographics. Module content: Interdisciplinary research Introductory lectures will discuss the definitions, methods, benefits, challenges, and drawbacks of disciplinary and interdisciplinary approaches and the role of public policy influencing research Global challenges Challenges from different disciplines.

Examples include: Climate Change: causes and impact; Serious Games: science and application of visualization and games; Global Security: valuing ecosystems: balancing policy, economics and environment; Contemporary Challenges to Healthy Living; Food Security: global threats and local needs; Energy Poverty: space travel.

Brief description Design an activity to communicate and present scientific principles to primary school children. Brief description Develop the knowledge and awareness required to make good career decisions and the skills and confidence to successfully navigate each stage of the recruitment process for graduate jobs.

Module content: Developing self-awareness Profiling of personal strengths, values and priorities in relation to career choice.

Developing opportunity awareness Generating career ideas based on your personal profile; Exploring the range of graduate opportunities within job sectors of interest; Reviewing occupations that are directly related to your own subject discipline.

Developing a career action plan Matching your personal profile with best fit opportunities in the job market; Creating a timeline of actions to improve your prospects of meeting your aim. Developing job seeking skills Sourcing suitable job opportunities - both advertised and unadvertised; Creating a professional image online; Identifying the skills and qualities employers look for in graduates; Learning how to produce targeted applications for specific job roles; Practising the presentation of your strengths and motivations in face to face selection activities.

Brief description Learn about natural disaster such as landslides and flooding, structural disasters such as the Tay Rail Bridge and the system of critical infrastructure such as road, rail, air and shipping transport networks, power grid, gas and water networks, health system that constitute the backbone of modern societies. Brief description Introduction to the skills and knowledge needed to launch a small business successfully.

Module content: Understanding entrepreneurship. Generating successful business ideas. Environmental scanning. Developing a credible business plan that includes evaluating business ideas. Presenting the business idea. Brief description An understanding of some of the processes involved in food production.

Brief description Learn how we approach and understand mental health, from historic, social, therapeutic, and individual perspectives. Diagnosis and the anti-psychiatry movement Who holds the power to decide what is normal in terms of psychological well-being and behaviour?

Gender, culture and mental health How gendered cultural expectations and representations influence how we respond to mental health issues.

Media representations The impact of film and literature on attitudes and understandings of mental health. Resilience, treatment and recovery Common mental health problems in the UK, treatment and management, and frameworks for enhancing well-being and resilience. Brief description An introduction to the wide range of disciplines in forensic investigation.

Year 2 Core Modules You must study and pass all five core modules. Brief description Introduction to the knowledge, processes and techniques to formulate and explore effective, innovative game ideas with consideration for the structure of both gameplay and narrative design.

Indicative content: Game Genre Mechanics: Deconstructing core components of popular game genres. Constructs of Gameplay: What is gameplay and how is this broken down and communicated within the game design. Design Documents and Artefacts: Physical prototypes, visual documentation, technical design, capturing requirements.



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