GD3D01 - Games Prototypes 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD3D01
Module Title: Games Prototypes
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, Corrado Morgana, Emma Marshman
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 40 Credit Level: 6
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 provide opportunities for students to appraise the viability of a project through a series of prototypes and pre-production stages.

2. To establish effective workflows with collaborators and develop the production pipelines necessary for future work.

3. To recognise skill-gaps within the project, working independently to acquire the necessary knowledge and/or identifying potential collaborators.

4. To reinforce the importance of research in a variety of contexts, understanding the symbiotic relationship between theory and practice.

Content Summary

The final year of the course involves the production of a finished game demo, suitable for public exhibition and distribution. Typically this will be a short ‘vertical’ slice of gameplay where the core mechanics, aesthetic style and content themes are revealed.

The first half of the year focuses upon the creation of explorative prototypes and design documentation. This module is in essence an extensive concept development project, which can potentially be extended into a finished game later in the year.

Throughout the module students put into practice all that that they have learnt previously. Conceiving and developing all aspects of the game project, establishing workflows, production pipelines and collaborative relationships.

This module expects a substantial amount of self-directed learning, ensuring the necessary skills are developed to complete the work. This will prepare students for employment or further postgraduate study, by demonstrating resourcefulness and the ability to learn independently.

The outcomes for the project will take a variety of formats relevant to the specific project undertaken. All students will be expected to evidence their contributions towards the preliminary stages of a games production, producing appropriate documentation of process, reasoning and critique.

This module contains a six-week immersive learning element.

Learning and Teaching Methods

Activity Type Hours
Project supervision 4
Supervised time in studio/workshop 42
Independent Study 144
Directed Study 160
Formative Assessment - Scheduled 8
Active/Simulation Based 42
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Generate a computer game concept suitable for further development, presenting work in accordance with professional and academic conventions.
LO2 Employ professional design processes and production techniques whilst designing a computer game prototype.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Project Output 1 A submission of work evidencing prototypes, pre-production, evaluation and personal contributions towards the project. 0 N/A 75 No 40
Synchronous Onsite Oral Assessment Oral Assessment (Internally assessed, Onsite) 1 A prepared oral presentation discussing a game proposal, where knowledge, technical content, the ability to answer questions and presentational skills are assessed. (Group or individual) 20 N/A 25 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Project Output 1
Oral Assessment (Internally assessed, Onsite) 1

Reading List

Hill-Whittall, R. and Hill-Whittall, R. (2015) The indie game developer handbook. Burlington, Massachusetts: Focal Press.

Salmond, M. (2016) Video game design: principles and practices from the ground up. London, UK: Fairchild Books, an imprint of Bloomsbury Publishing Plc.

Macklin, C. and Sharp, J. (2016a) Games, design and play: a detailed approach to iterative game design. First edition. Boston, MA: Addison-Wesley.

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

Fullerton, T., Swain, C. and Hoffman, S. (2004) Game design workshop: designing, prototyping, and playtesting games. San Francisco, Calif: CMP.

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

Sellers, M. and Safari Books Online (Firm) (2017) Advanced game design: a systems approach. Boston: Addison-Wesley.