Module: CCO6004-20 Commercial Games
Level: 6
Credit Value: 20
Module Tutor: Carol Manton
Module Tutor Contact Details: c.manton@bathspa.ac.uk
Please note that in order to take this module you must have studied CCO6004-20 Commercial Games.
1. Brief description of module
Commercial Games focuses on the commodification of original games. It explores how we might capitalise on national and global trends in gaming, as well as identify potential income streams and routes to market for the games that we make. Sessions in addition expose the pitfalls and best practices in releasing games into the marketplace. You encounter topics such as intellectual property and non-disclosure agreements, and receive insight into tried and tested methods of promotion and inviting player review.
Commercial Games features a compressed development schedule, with your game ‘launching’ at the end of this week 8. Across this period you work intensively within teams to propose an original game idea, evaluate its commercial potential, perform market analysis, create a launch plan, develop a playable level, and release via appropriate digital distribution platforms. The final weeks of Commercial Games are dedicated to beta testing, collecting player reviews, developing a future development plan and showcasing.
2. Outline syllabus:
Topics covered in Commercial Games include:
Trends in concepts and technologies
Utilising the skills of your team (e.g. in narrative, artwork, sound design, programming)
Evaluating commercial potential
Intellectual property and non-disclosure
Revenue models and income streams
Engaging gaming communities
Developing a launch plan
Conducting beta tests
Reviews, appraisals and longer term key performance indicators
Future development plans
3. Teaching and learning activities:
Class Hours
Commercial Games adopts a games studio model. You develop your games in teams in half day making sessions across 8 weeks. Tutors provide support in terms of design and problem solving, help you set objectives for sessions, supervise work delegation, and monitor/evaluate progress. Speakers from industry are engaged to provide additional insight into the pitfalls and best practices of releasing games into the marketplace.
Independent Learning
It is critical that your team meet outside of class hours to progress the development of your game. Tasks should be set and delegated in studio sessions and completed before the team next assembles. Establishing a strict schedule for team meetings following your official launch date is essential. During this period you share collected player reviews and critically reflect on the successes and limitations of your game.
Assessment Type: Course Work
Description: Launch Portfolio
% Weighting: 100%