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Last
updated: 4.IV.01
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BSc
(Hons) Computer and Video Games
CVG Home Page
Duration:
Three years full-time |
This innovative undergraduate degree course started
in September 2000. |
Institution Code:
SALF S03 |
The course is run jointly by the School of Media,
Music & Performance and the School of Art & Design Technology. |
UCAS Course Code:
BSc/CVG - G570 |
Online articles and interviews about the degree:
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Telephone:
0161 2956027 |
FAX:
0161 2956023 |
What is studied?
This degree course provides students with academic, theoretical
and practical training in the production of computer and video games
and is intended to serve as preparation for a career in the dynamic
and rapidly transforming world of computer and video game production.
The course has a three-year, modular, semester-based structure and
students are expected to choose specialist options as they progress.
The course is sponsored and supported by the European Leisure Software
Publishers' Association (ELSPA), and has been developed in conjuction
with Sony Computer Entertainment Europe (SCEE), Electronic Arts,
Infogrames and Eidos Interactive (amongst others).
List of Modules
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Course Leader:
Mark Grimshaw
Music Division
University of Salford
Adelphi Campus
Peru Street
Salford
MANCHESTER
M3 6EQ
UK
m.grimshaw@salford.ac.uk
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Entry requirements.
You must be at least 18 years of age and possess one of the following:
- Three A levels in relevant subjects or
- BTEC National Diploma or Foundation Diploma (in relevant areas
and with an A level) or other acceptable qualifications.
All candidates should be able to demonstrate a high level of familiarity
with a range of leisure software and games as well as some expertise
in at least one of the following areas:
- Project Management;
- Programming;
- Art & Graphics;
- Game Design;
- Sound & Music;
- Marketing or
- Technology.
Mature students with relevant experience are welcome to apply.
They must demonstrate the necessary motivation, knowledge and potential
to follow the course successfully.
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How do I apply?
Applications must be made through the
Universities and Colleges Admissions Service (UCAS):
UCAS,
P.O.Box 67,
CHELTENHAM.
Glos.
GL50 3AP.
UK.
Application forms can be obtained from your careers advisor or
direct from UCAS. International and UK applicants not currently
attending a school or college can also obtain application documents
by writing to UCAS.
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International students.
International students may contact their nearest British Council office
or the University's International Office for an application form:
International Office,
University of Salford,
SALFORD,
Greater Manchester.
M5 4WT.
UK.
Telephone: +44 (0)161 2955000
Fax: +44 (0)161 295-5999/5885
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Modules
Level 1:
Programming 1
Basic logic and programming techniques, pseudo-code and C++.
Programming 2
IDEs, libraries and APIs, cross-platform development, creative problem-solving,
ergonomics and design considerations for games.
Project Management 1
Fundamentals of project management and the different roles of personnel.
Project Management 2
Software management, the 'game bible', time and budget management.
Design 1
Game theory, strategy, story-lines, images, audio and characters through
the analysis of game forms and genres both physical and digital.
Design 2
Game prototyping, HCI and interface design.
Art & Graphics 1
Introduction to 2D and 3d content generation and 2D animation.
Sound & Music 1
The physics of sound, psychoacoustics, sequencers, sampling, recording
technology. The role of music, ambience and sound FX in games and other
media and the sound generation capabilities of games technology.
History & Analysis 1
Historical perspective of the evolution of games from earliest times to
the modern age and the cultural importance of games.
History & Analysis 2
Psychological and social factors involved in digital game playing and
the broader application of games in Arts and Sciences.
Level 2:
Project Management 3
Documentation, reports and software tools for project management.
Project Management 4
Sponsoring a game project within a complex organization.
Technology
Hardware, operating systems and peripherals as they relate to computer
and video games. Networking, data acquisition and software mastering.
Marketing
Principles, terminology, techniques and strategy of product marketing
in the games industry.
Design 3
The theories and methodologies of software design for computer games,
testing, evaluation, state transition, flowcharts and data flow.
Design 4
Ergonomics, psychology and captology as they relate to computer games.
In Semester 1, students choose two of the following:
Programming 3
Other programming languages and packages and the programming design process.
History & Analysis 3
Academic research techniques, the presentation of data and their application
to games.
Art & Graphics 2
Students undertake a tutor-directed project utilizing a range of tools.
Sound & Music 2
Students utilise multiple sound and music generation and manipulation
tools in a tutor-directed project. Sound and music generation and manipulation
tools.
In Semester 2, students choose one of the following:
Programming 4
Students undertake a tutor-directed project in addition to the study of
analysis, adaptation and development of programming in a variety of current
game genres.
History & Analysis 4
Students undertake original research on aspects of computer and video
games from cultural, analytical and sociological perspectives.
Art & Graphics 3
Students undertake a tutor-directed integrated project. Analysis, adaptation
and development of image in a variety of current game genres.
Sound & Music 3
Students utilise multiple sound and music generation and manipulation
tools in a tutor-directed integrated project.
Level 3:
Legal Issues
Patents, copyrights and other means of legal protection.
Industry Perspective
Industry needs, markets and trends, professional practice and industry
structures.
Team Project
Students work in teams to produce a prototype game.
Team Project Critical Evaluation
Principles of evaluation and user-testing within the Team Project.
Individual Portfolio (chosen from Programming, Art & Graphics,
Sound & Music, Design, History & Analysis)
Students develop either a portfolio of personal creative work or engage
in a substantial piece of academic research.
Individual Portfolio Critical Evaluation
Students develop an ability to critically review their own work in
a broader context.
The University reserves the right to vary, add to, or delete any of the
courses or parts thereof and any other information on matters referred
to in this document at their discretion and without prior notice.
Quake III Arena.
Webmasters: Mark
Grimshaw, Louisa Yong,
Ian Dobie
Copyright ©1998-2001 School of Media, Music & Performance,
University of Salford. All rights reserved.
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