GD1D01 - Building Worlds 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD1D01
Module Title: Building Worlds
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Dann Rees
Module Team: Jan Palka, Jackson Rolls-Gray, Emma Marshman
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 40 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 enhance the students understanding of game mechanics, aesthetics, rules, narrative and play.

2. To emphasise the importance of engaging with an iterative design process by developing game prototypes and improving them using a variety of methods including critique, playtesting and critical reflection.

3. To impress upon students the importance of time management and individual responsibility when working within a team

4. To develop the students ability to communicate ideas clearly and present work professionally.

Content Summary

This module explores the underlying structures of games through the development of digital prototypes, focusing on experience and immersion. Core to the principles at work here are definitions of play, games, and experience. In particular, it develops an appreciation for games as interactive systems and play as a configurative practice. Students are encouraged to explore and experiment with the fundamental elements of games: the rules, goals, mechanics, aesthetics, themes, and narrative forms.

The formalization of these interrelated components into documentation, concepts, and game pitches will ultimately lead to the production of digital artifacts. Students will appreciate the benefits of designing video games through experimentation and prototyping.

Students will develop their practice within the studio space through structured projects. This project will allow for both individual and group responses where games are developed through experimentation and playtesting. This encourages engagement with a diverse range of ideas, styles, and working methods, and develops transferable skills. Key practical skills and theoretical debates will be delivered through technical workshops and lectures, respectively.

Learning and Teaching Methods

Activity Type Hours
Lecture 8
Project supervision 6
Demonstration 8
Practical classes and workshops 12
Supervised time in studio/workshop 30
Independent Study 144
Directed Study 160
Formative Assessment - Scheduled 8
Groupwork 24
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Produce creative and imaginative game artefacts using a variety of design approaches and production techniques.
LO2 Identify the basic elements of games, applying these fundamental principles to the production of game artefacts.
LO3 Communicate ideas and outcomes though a variety of written, visual and verbal techniques.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Creative Designs / Art 1 Submission evidencing creative work such as: 2D/3D art work, texts, drawings, design documents, game prototypes and critical analysis. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Creative Designs / Art 1

Reading List

Selinker, M. and Ernest, J. (2011) The Kobold guide to board game design. Kirkland, WA: Open Design.

Scholes, K., Silverstein, J. and Baker, K. (2012) The Kobold guide to worldbuilding. Kirkland, WA: Open Design LLC.

Dille, F., Platten, J. Z. and Skip Press (2007) The ultimate guide to video game writing and design. New York: Lone Eagle.

Marx, C. (2010) Write your way into animation and games: create a writing career in animation and games. London: Focal.

Marx, C. (2007) Writing for animation, comics & games. Amsterdam: Focal Press.

Lapsley, R. and Westlake, M. (2006) Film theory: an introduction. 2nd ed. Manchester: Manchester University Press.

Skolnick, E. (2014) Video game storytelling: what every developer needs to know about narrative techniques. Berkeley: Watson-Guptill.

Bateman, C. (2007) Game writing: narrative skills for videogames. Boston, Mass: Charles River Media.

Crawford, C. (2005) Chris Crawford on interactive storytelling. Berkeley, Calif: New Riders.