GD2D01 - Experimental Games 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD2D01
Module Title: Experimental Games
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: 40 Credit Level: 5
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 expand upon the accepted conventions of computer games through the exploration of alternative content themes, novel applications, new technologies, diverse audiences or innovative gameplay.

2. To develop creative thinking and problem solving skills through the development of a computer game that requires students to demonstrate a level risk, ambition and originality.

3. To explore the immersive nature of game experiences and the way players interact within a game environment.

4. To encourage students to continually evaluate their own work, synthesising ideas and creating alternative solutions to problems. 

Content Summary

The games industry has always relied upon the pioneering work of games designers to push the boundaries of creativity and technology. Within this module, students will be expected to investigate and explore the medium of games, producing innovative and creative work that show risk, ambition and originality. This may, for example include experimentation with interface design, emerging gaming technologies, new gameplay mechanics or thought-provoking content themes. Students should both push the boundaries of accepted practice but also draw upon their prior experience and knowledge.

Working on a creative and open brief, students will produce a playable demo that introduces some aspect of novel gameplay. Students should take account the resources and time available, remembering that simple ideas are often the most successful.

Students are expected to acquire further knowledge of the tools and techniques used within games development and develop a more in-depth understanding of markets and audiences. There will be an emphasis upon students becoming self-directed, creative professionals able to apply critical thought to their practice.

Learning and Teaching Methods

Activity Type Hours
Project supervision 6
Demonstration 8
Practical classes and workshops 8
Supervised time in studio/workshop 34
Independent Study 144
Directed Study 160
Formative Assessment - Scheduled 8
Active/Simulation Based 32
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Design and produce a computer game where innovations in technology, audience and gameplay are explored creatively.
LO2 Demonstrate resourcefulness and independence through self-directed learning, relating it to employment, enterprise, research and/or a wider social benefit.
LO3 Review their own work and that of others, synthesising appropriate theories, contexts and practices to support and justify their own work.

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

Norman, D. A. (2004) Emotional design: why we love (or hate) everyday things. New York: Basic Books.

Norman, D. A. (2013) The design of everyday things. Revised and expanded edition. Cambridge, Massachusetts: MIT Press.

Lowthorpe, C. and Taylor, S. (2018) Punk playthings: provocations for 21st century game makers. Boca Raton: Taylor & Francis Group.

Iuppa, N. V. and Borst, T. (2006) Story and simulations for serious games: tales from the trenches. Amsterdam: Focal.

Jerald, J. (2016) The VR book: human-centered design for virtual reality. First edition. [New York]: Association for Computing Machinery.

Tricart, C. (2018) Virtual reality filmmaking: techniques & best practices for VR filmmakers. New York: Routledge, Taylor & Francis Group.

Chan, M. (2014) Virtual reality: representations in contemporary media. New York: Bloomsbury.

Adams, E. and Dormans, J. (2012) Game mechanics: advanced game design. Berkeley, Calif: New Riders.

Swink, S. (2009) Game feel: a game designer’s guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier.