Video Game Production Field of study: Creative management in new media
Programme code: W8-S2CM20.2022

Module name: Video Game Production
Module code: W8-ZN-S2-PGV
Programme code: W8-S2CM20.2022
Semester:
  • winter semester 2024/2025
  • winter semester 2023/2024
  • winter semester 2022/2023
Language of instruction: English
Form of verification: exam
ECTS credits: 2
Description:
In this course, students will learn about the process of creating video games from concept, through production and publication to support and release. They will learn about the different stages of pre-production, production, and publishing of games, such as Vertical Slice, Alpha, and Beta. They will understand what is essential at each stage and the critical tasks. They will learn about the typical roles of video game development studio employees. Learn about the example processes that allow the successful creation of features and content for video games. Learn methods that help estimate the time required to create a game and create high- and low-level production plans. They will learn to use Jira and Confluence software popular in game dev and the basics of version control systems. Students will learn about the standard cooperation between a game developer and publisher and the roles of a producer in a development studio and a publisher. They will learn how the publishing process works on PCs and consoles.
Prerequisites:
The student should have basic knowledge of video games, the processes and stages of video game development, and agile methodologies (Agile).
Key reading:
H. M. Chandler: The game production handbook. Jones and Bartlett Publishers, 2013.
D. Harris, A. Wiltshire: Making Videogames. Thames and Hudson, 2022. 
G. Engelstein: Game production. Prototyping and Production Your Board Game. Taylor & Francis Ltd, 2020.
H. M. Chandler: The game production toolbox. Taylor & Francis Ltd. 1st Edition, 2020. R. Hill-Whittall: The Indie Game Developer Handbook, Routledge, 1st Edition, 2015. 
Noclip - Video Game Documentaries https://www.youtube.com/c/NoclipVideo GDC https://www.youtube.com/c/Gdconf Game Maker’s Toolkit https://www.youtube.com/c/MarkBrownGMT
Learning outcome of the module Codes of the learning outcomes of the programme to which the learning outcome of the module is related [level of competence: scale 1-5]
Students will understand the planning and execution of video game production. [PGV_1]
K_W11 [5/5]
The student knows the applied methods and techniques of video game project management. [PGV_2]
K_W09 [4/5]
The student can plan the production process of a video game, determine the conditions of its completion, define the organizational structure, create a plan for the use of resources, and production schedule, identify the risk of product realization, and plan the budget of a video game and assess the whole process of a video game production. [PGV_3]
K_U09 [5/5] K_U13 [4/5]
The student will identify the processes involved in video game production to create video game functionality and content. [PGV_4]
K_U01 [4/5]
The student can critically assess the work performed during the production of a video game; thanks to the knowledge of the roles of the employees of a video game development studio, he/she is competent in terms of the creative work of a team. [PGV_5]
K_K03 [4/5]
The student is competent in managing a video game production team. [PGV_6]
K_K09 [3/5]
Type Description Codes of the learning outcomes of the module to which assessment is related
Test [PGV_w_1]
Verification of the extent to which students achieve the established learning outcomes will be carried out using a test on the issues discussed in class.
PGV_1 PGV_2
Continuous evaluation [PGV_w_2]
The student demonstrates activity in class (participation in discussions and solving tasks/problems), case study, and project work.
PGV_3 PGV_4 PGV_5 PGV_6
Form of teaching Student's own work Assessment of the learning outcomes
Type Description (including teaching methods) Number of hours Description Number of hours
lecture [PGV_fs_1]
Lecture combined with discussion and presentation of a specific case study.
15
Analysis of the subject literature and case studies, analysis of lecture contents, searching for examples in practice, independent realization of the indicated parts of the material taking into account the subject literature.
15 Test [PGV_w_1]
practical classes [PGV_fs_2]
Didactic classes of a practical nature are conducted with an activating method - work in small groups.
15
Individuals realize the material indicated in the syllabus and analyze examples selected by the lecturer, repeating and consolidating knowledge and skills acquired during the classes.
15 Continuous evaluation [PGV_w_2]
Attachments
Module description (PDF)
Information concerning module syllabuses might be changed during studies.
Syllabuses (USOSweb)
Semester Module Language of instruction
(no information given)