BA (Hons) Games Design

01 Sep 2027 - 31 Aug 2033

Course Leader Dann Rees
Course Team
Awarding Body University of South Wales
Teaching Institutions University of South Wales
Modes of Study Full Time

Document Version

Version 0
Valid From 01 Sep 2027
Valid To 31 Aug 2033

QAA Benchmarks

N/A

Educational Aim

  • Develop creative and innovative game designers capable of generating, prototyping and refining game experiences through iterative, practice-based processes.   

  • Equip students with core technical, design and production skills required for the creation of games across a range of platforms and contexts.    

  • Foster critical understanding of games, players and culture, enabling students to analyse, evaluate and apply theory to design practice.    

  • Prepare students for professional practice through collaborative, studio-based development and engagement with industry-informed, real-world challenges.    

  • Cultivate reflective, adaptable and ethically aware graduates who can communicate effectively, conduct research, and manage their ongoing professional development. 

Learning Outcomes

A1 Apply game design principles, methods and workflows to create coherent playable experiences
A2 Identify and apply appropriate tools, technologies and production methods for game creation.
A3 Generate, prototype, test and refine original game ideas through experimentation and iterative development.
A4 Collaborate effectively in multidisciplinary teams to plan, produce and evaluate game projects.
A5 Apply research, testing and critical analysis to inform creative and technical design decisions.
A6 Communicate, present and justify design work for academic, professional and public audiences.
A7 Demonstrate reflective, ethical and professional awareness in relation to games, players, communities and career development.
B1 Apply game design principles, methods and workflows to create coherent playable experiences
B2 Identify and apply appropriate tools, technologies and production methods for game creation.
B3 Generate, prototype, test and refine original game ideas through experimentation and iterative development.
B4 Collaborate effectively in multidisciplinary teams to plan, produce and evaluate game projects.
B5 Apply research, testing and critical analysis to inform creative and technical design decisions.
B6 Communicate, present and justify design work for academic, professional and public audiences.
B7 Demonstrate reflective, ethical and professional awareness in relation to games, players, communities and career development.
C1 Apply game design principles, methods and workflows to create coherent playable experiences
C2 Identify and apply appropriate tools, technologies and production methods for game creation.
C3 Generate, prototype, test and refine original game ideas through experimentation and iterative development.
C4 Collaborate effectively in multidisciplinary teams to plan, produce and evaluate game projects.
C5 Apply research, testing and critical analysis to inform creative and technical design decisions.
C6 Communicate, present and justify design work for academic, professional and public audiences.
C7 Demonstrate reflective, ethical and professional awareness in relation to games, players, communities and career development.

Course Structure

Level 4 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
4B070E MOD014381 Making Games Running 30 core
4B071E MOD014382 Game Design Principles Running 30 core
4B072E MOD014383 Worlds, Rules and Systems Running 30 core
4B073E MOD014384 Playable Worlds Running 30 core

Level 5 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
5B091E MOD014385 Prototype Lab Running 30 core
5B092E MOD014386 Prototype to Polish Running 30 core
5D001E MOD014319 Professional Practice Running 60 core

Level 6 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
6D002E MOD014387 Pre-Production Studio Running 60 specified
6D003E MOD014388 Launch Studio Running 60 core

Teaching and Assessment


Learning and Teaching Methods

The learning and teaching strategy is based on learning through making. Students develop their understanding of game design through practical, challenge-based activity in which design theory, technical skills, research, collaboration and professional practice are applied directly to the creation of playable game experiences. This aligns with the USW Academic Blueprint and 2030 Curriculum Design Principles through real-world challenges, active and collaborative learning, digital fluency, learner autonomy, employability and inclusive practice. 

Teaching uses a blend of lectures, seminars, tutorials, practical workshops, supervised studio learning, technical demonstrations, project supervision, guest and industry input, and guided independent learning. Lectures are used selectively to introduce or frame key concepts, theories, methods and professional contexts. These are connected directly to active learning through design exercises, case-study analysis, practical experimentation, collaborative problem-solving, rapid prototyping and reflective discussion. 

Students learn through authentic challenges, individual and team-based projects, design sprints, playtesting, peer critique, studio reviews, milestone presentations, pitching, group discussion, peer teaching and iterative production. Regular stand-ups, progress reviews and retrospectives support planning, communication and reflection. Students test work with peers and target audiences, analyse feedback, evaluate design decisions and make evidence-based improvements. Collaborative activities also develop role negotiation, shared decision-making, conflict resolution and responsibility for collective outcomes. 

At Level 4, teaching is highly structured and supportive. Students produce games in response to relatively prescribed briefs, formats and constraints. Demonstrations, guided exercises, defined production stages, frequent formative feedback and supported workshops help students build fundamental design, technical and collaborative skills. Creative choice is encouraged within clear boundaries. 

At Level 5, briefs become more open-ended and professionally contextualised. Students respond to defined challenges, audiences or design problems but have greater freedom over genre, mechanics, themes and creative direction. Learning places greater emphasis on experimentation, collaborative enquiry, peer critique, independent problem-solving and iterative refinement, with staff acting as facilitators and critical guides. 

At Level 6, students determine the direction of substantial game projects, including their concept, audience, scope, design priorities and production approach. Learning reflects professional studio practice through independent research, project leadership, specialist critique, production reviews, external feedback and public presentation. Staff primarily act as supervisors, mentors and critical reviewers. 

Inclusive learning is supported through clear scaffolding, accessible digital materials, varied activities, transparent expectations, inclusive group practices and regular formative feedback. Blackboard and digital production tools support preparation, communication, documentation and access to learning, while repeated cycles of making, testing, analysing and improving develop confidence, independence and professional capability. 


Employer Engagement

The course develops Employability, Enterprise and Entrepreneurship through repeated challenge-based game development activity. Students respond to real-world and professionally contextualised briefs, requiring them to generate ideas, test feasibility, manage scope, communicate decisions, collaborate in teams and present playable outcomes to defined audiences. This aligns with the Academic Blueprint, which expects Graduate Attributes and the 3Es to be embedded across the curriculum, and recognises Challenge Based Learning, Co-Design, Learner Autonomy and Professionalism as key vehicles for this work.  

Employability is developed through authentic production practices including studio critique, milestone reviews, team roles, production planning, documentation, playtesting, version control, presentation and reflective evaluation. Industry engagement will be built into the curriculum through guest speakers, employer or alumni input into briefs, professional case studies, feedback on student projects, portfolio review and networking opportunities. This reflects CBC validation guidance, which identifies industry engagement, authentic assessment, graduate attributes and employability as core expectations of course and module development.  

Enterprise is developed through the creation, testing and refinement of original game concepts. Students consider audience, user experience, market context, pitching, feasibility, production resources, publishing and public-facing presentation. This is particularly visible at Level 5, where students develop and publish or present a substantial game project, considering audience, budgeting, licensing, release-readiness and platform conventions such as itch.io. 

At Level 6, students further develop entrepreneurial awareness through substantial studio projects, portfolio development, pitching and consideration of freelance, indie, startup and graduate studio routes. Students are encouraged to understand how graduate teams can develop original intellectual property, present commercially viable prototypes and engage with opportunities such as Tranzfuser and UK Games Fund, which support commercially sustainable studios, early-stage games development, skills, jobs and new UK games IP.  

Assessment incorporates the 3Es through practical portfolios, production evidence, project documentation, presentations, playtesting analysis, reflective evaluation and Student Choice assessment. Work experience or equivalent professional experience is embedded through simulated studio practice, industry-facing challenges, public presentation, networking activity, portfolio review and engagement with relevant sector organisations and networks such as TIGA, UKIE, IGDA, DiGRA and BDiGRA. 


Means of Assessment

Assessment is aligned directly with the Course Learning Outcomes by requiring students to create, test, analyse, present and reflect on playable game projects. Across the course, students evidence design thinking, technical application, iteration, collaboration, communication, research and professional judgement. Practical outcomes are normally assessed alongside supporting documentation, allowing students to show both the final artefact and the process used to develop it. This supports the course’s core principle of learning through making, ensuring that creative, technical and critical skills are assessed together rather than as separate activities. 

Assessment develops progressively across the three levels. At Level 4, students work with structured briefs and supported practical tasks to develop core design principles, production methods, analysis, reflection and basic prototyping skills. At Level 5, assessment becomes more ambitious and professionally contextualised, with greater emphasis on experimentation, team production, audience awareness, publishing, specialist enquiry and public-facing presentation. At Level 6, students undertake substantial studio projects that require greater autonomy, critical judgement, research-informed practice, professional presentation and portfolio development. 

Formative assessment is embedded throughout the course through workshops, studio critique, playtesting, peer feedback, milestone reviews, tutorials and production check-ins. These activities help students test ideas, respond to feedback and improve work before summative submission. Summative assessment captures the developed outcome, supporting evidence and individual contribution. 

Academic integrity is supported through authentic, process-led assessment. Students must evidence development over time through prototypes, versioning, design documentation, testing records, production logs, reflection and presentation. This makes the development process visible and reduces reliance on single-point submissions. Assessment also develops key graduate skills including communication, digital literacy, project management, collaboration, leadership, commercial awareness, innovation and enterprise. Student Choice assessment is used where appropriate to support inclusivity, learner autonomy and varied modes of communication, while maintaining equivalent learning outcomes, workload and criteria. 


Learning Support

Induction 

Students will participate in a structured induction programme introducing course expectations, learning resources, studio practices, health and safety and digital platforms to support a successful transition into higher education. 

Learner Analytics 

Learner analytics systems will be used to monitor student engagement through digital platforms and learning activities. This will enable early identification of students who may require additional support and timely interventions. 

Office hours 

Academic staff will provide regular office hours where students can seek one-to-one support, discuss feedback and receive guidance on their academic and creative development. 

Tutorials 

Personal Academic Coaching (PAC) provides structured, proactive support to undergraduate students throughout their studies at USW. Every undergraduate student is allocated a Personal Academic Coach who acts as a consistent point of contact from induction onwards. PAC focuses on building supportive academic relationships, helping students to settle into university life, feel part of a learning community, and stay engaged with their course. Coaches take a holistic view of students’ progress across modules, encouraging reflection on assessment feedback, engagement, and learning behaviours. Through regular, timetabled meetings at key points in the academic year, PAC supports students to identify strengths, address challenges, set realistic goals and develop effective strategies for success. Coaches also play an important role in supporting transitions between levels of study and in discussing employability, placements and future aspirations. Where specialist support is needed, PACs signpost and refer students to appropriate university services, ensuring students receive timely, joined-up support to help them succeed academically and personally. 

Seminars 

Seminars will support discussion, critical thinking and peer learning, enabling students to explore ideas, analyse work and develop communication skills in a collaborative environment. 

Formative Assessment 

Formative assessment will be embedded throughout modules via critiques, feedback sessions and iterative review points, enabling students to reflect on their progress and improve their work prior to summative submission. 

Progress meetings 

Students will participate in regular progress meetings (for example, Personal Academic Coaching) to review academic progress, set targets and identify any support needs. 

Research Supervision 

Students will receive guidance in developing research skills, including sourcing, analysing and applying relevant visual and contextual references to support their creative practice. 

Online Resources and Digital Support 

Students will have access to a range of digital learning resources through Blackboard, including module materials, lecture notes and supporting resources. Students will also be supported through software demonstrations delivered by dedicated Technical Instructors, alongside access to specialist software and digital tools to support animation production and independent learning. 

Library Services 

The University of South Wales Library offers expert support, high-quality resources, and modern study spaces to help students succeed in their studies. Students can access extensive academic resources, including specialised databases, digital collections, and the FINDit discovery tool to help students locaterelevant materials. It also supports learning through subject-specific guides created by academic librarians, alongside tutorials, workshops, reading lists, and one-to-one appointments that develop independent research skills. Across four campus libraries (Cardiff, Glyntaff, Treforest and Newport), students have access to safe, inclusive study spaces, as well as computers and essential software. 

Learner Development Services 

LDS (formerly the Student Development and Study Skills Service) is committed to the Universal Design for Learning (UDL) approach to teaching and learning that gives all students equal opportunity to succeed. The Service teaches students to: 

 

  • Develop a questioning mindset. 

  • Become reflective and ethical practitioners. 

  • Be confident, resilient and adaptable learners. 

 

They do this by providing academic study skills support, maths support and self-help resources to all USW students. 

 

Three standouts to help you support your student cohorts: 

 

  1. Curriculum Planning brochure – includes full-service offer. 

  1. Epigeum Academic Integrity modules – Information and support on the fundamentals of studying with integrity. Includes using GenAI and certificate of completion if desired. 

  1. Academic Skills Hub – self-help resources for student to improve their academic skills. 

 

For full details, visit Learner Development Service - University of South Wales. 

 

You can contact the team by emailing [email protected].ukwith your query or if you wish to discuss how to embed study skills support into your curriculum. 

Peer To Peer Support 

USW Student Mentoring is part of LDS. It offers three options for peer support: 

 

  1. Digital Mentoring – for digital support on navigating USW systems and software – referrals for individuals, or embedded/requested for groups. 

  1. Student Mentoring Scheme – for pastoral support. 

  1. Peer Assisted Study Support (PASS) sessions – for timetabled, academic support offered as part of a course/module/block. 

 

All Digital Mentors, Student Mentors, and PASS leaders are trained and offer confidential help. 

 

Email [email protected] to discuss how you can embed peer support into your course. 

Specialist Study Skills Support 

For information on individualised support for students with specific learning requirements, please email [email protected]. 

 

Visit our Connect pages for more details on any of the above. 

Advice Zone 

Staffed by Student Success Officers, the Advice Zone provides students with quick and easy to access to information, advice, services and support. Students can contact the Advice Zone in person at the Advice Zone desks, through Advice Zone Online or via telephone. 

 

Working directly with colleagues and services across the University, SSO’s: 

 

  • Answer general and subject-specific enquiries. 

  • Provide guidance on Extenuating Circumstances, Course Transfers, Interruption of Studies and Withdrawal. 

  • Refer students to specialist services such as Student Money Advice or Wellbeing where appropriate. 

  • Help students navigate University regulations, policies and procedures. 

  • Deliver proactive support to help students succeed in their studies. 

Disability Advice Team 

The Disability Advice Team will provide support for students with disabilities or specific learning differences, including reasonable adjustments, learning support plans and assistive technologies. 

Student Money Advice Team 

The Student Money Advice Team provides students with guidance and support on a wide range of financial matters, including: 

 

  • Eligibility for student finance support. 

  • Student loans, grants, additional allowances, NHS bursariesand discretionary awards. 

  • Applications to the University's Student Support Fund and related schemes, providing support to students who are experiencing financial difficulties. 

  • Applications to the Digital Hardship Fund. 

  • Budgeting support, information on additional sources of financial assistance, and basic benefits advice. 

  • The financial implications of changing or leaving a course or repeating years of study. 

  • Payments and administration of most University scholarships. 

Course Exit Points

Award Criteria Final
Bachelor of Arts (with Honours) 360 credits of which at least 100 must be at Level 6 or above, 120 at Level 5 or above, 120 at Level 4 or above and no more than 20 at Level 3  Final
Diploma of Higher Education 120 credits of which at least 100 must be at Level 4 or above and no more than 20 at Level 3 Exit
Certificate of Higher Education 240 credits of which at least 100 must be at Level 5 or above, 120 credits at Level 4 or above and no more than 20 credits at Level 3. Exit

Progression Route

Level 4: Students undertake supported progression activity that introduces them to university-level study and the core practices of games design. They develop foundational skills in ideation, prototyping, visual and written communication, playtesting, iteration, teamwork, documentation and the use of relevant development tools. Activity at this level supports students in connecting introductory design theory, case study analysis, world-building and systems thinking to practical design decisions, with an emphasis on building confidence and producing playable work. 

Level 5: Students undertake progression activity that develops greater independence, ambition and professional awareness. They apply research, experimentation and iterative development to more complex game projects, moving from early prototyping into refinement, polish and presentation. Activity at this level places greater emphasis on player experience, usability, game feel, scope management, collaborative studio practice, audience and market awareness, publishing contexts, role responsibility and preparation for more independent final-year practice. 

Level 6: Students undertake advanced progression activity that supports independent practice and transition into employment, freelance practice, enterprise or postgraduate study. They originate, pitch, plan, produce, test, refine and present a substantial games design project as part of their graduate portfolio. Activity at this level focuses on autonomy, critical judgement, project ownership, production planning, risk management, professional presentation, release-readiness, portfolio development and engagement with contemporary industry expectations.


Entry Requirements

Admission to the course is typically through the following qualifications:


Inclusive Curriculum Statement

The University of South Wales operates a policy of inclusive learning, teaching and assessment to ensure that all students have an equal opportunity to fulfil their educational potential. Course teams will have considered ways of designing out any potentially disadvantageous element of courses during the course design process. However some specific needs may remain, details about how to apply to have your needs assessed can be found at: http://unilife.southwales.ac.uk/pages/3040-disability-and-dyslexia-service/


Addendum for Delivery at a Partner Institution

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Methods Of Quality Standards

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Quality Of Standards Indicators

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