GD1S02 - Level Design 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD1S02
Module Title: Level Design
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Dann Rees
Module Team: Jackson Rolls-Gray, Jan Palka, Emma Marshman
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 20 Credit Level: 4
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 101268 - computer games design
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Sep 2018
Valid To 31 Aug 2026

Module Aims

1. To introduce fundamental principles of game mechanics and level design.

2. To facilitate the practical application of games design theory.

3. To develop practical skills in game engine software and content creation tools.

4. To encourage students to critically analyse their own work and that of others.

Content Summary

This module establishes the connection between the theoretical principles of games design and the practical implementation in engine.

As such, students are required to respond to and re-imagine a number of basic game mechanics creating game levels that engage and challenge the player. The mechanics demonstrate the underlying technical implementations commonly found within game engine templates, allowing students to explore game-play experience in relation to level design principles. Planning, playtesting and iterative design practice will be key to developing successful levels.

Throughout the module students will be expected to engage in independent learning and collaborative practice so that they may further investigate the technical and theoretical principles introduced during taught sessions.

Upon completion of the module students will demonstrate working game-levels and be able to identify the principles applied to those designs.

Learning and Teaching Methods

Activity Type Hours
Lecture 4
Project supervision 2
Demonstration 8
Practical classes and workshops 8
Supervised time in studio/workshop 10
Independent Study 72
Directed Study 80
Formative Assessment - Scheduled 8
Groupwork 8
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Design levels by selecting simple game mechanics and applying established level design principles to make fun and engaging game experiences.
LO2 Extend their knowledge of game engines and level design principles through problem solving, independent learning and the critique of work produce.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Visual Journal 1 A personal record of student's learning experiences reflected in images or images and written words. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal 1

Reading List

Totten, C. W. (2014) An architectural approach to level design. Boca Raton: CRC Press.

Totten, C. W. (2017) Level design: processes and experiences. Boca Raton, FL: CRC Press.

Byrne, E. (2004) Game level design. Hingham, Mass: Charles River Media.

Castillo, T. and Novak, J. (2008) Game development essentials: game level design. New York: Delmar.

Kremers, R. (2009) Level design: concept, theory, and practice. Natick, Mass: A K Peters.

Eurogamer (2015) ‘Miyamoto on World 1-1: How Nintendo made Mario’s most iconic level - YouTube.’ Available at: https://www.youtube.com/watch?v=zRGRJRUWafY.

Koster, R. (2014a) A theory of fun for game design. 2nd edition. Sebastopol, CA: O’Reilly.