GD3D02 - Games Production 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD3D02
Module Title: Games Production
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 encourage the student to successfully complete a game project.

2. To reinforce the synergy between both theory and practice.

3. To initialise considerations of vocational or further educational study.

4. To provide a forum for constructive peer and tutor critique of their final project.

5. To promote opportunities for potential commercial funding or competition entry.

Content Summary

In the final practice module of the course students complete the production their game, orientating practice toward the area of games production that the student feels most suited to.

Students will produce and evaluate their work, documenting their design and production decisions throughout. There will be a constant revaluation regarding the size and scope of the game so that by the end of the module it is complete.

The work should constitute the centrepiece of the student’s professional portfolio and include accompanying promotional materials suitable for the course’s showreel and web presence. Typically the game will be suitable for public exhibition and distribution online.

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.

Learning and Teaching Methods

Activity Type Hours
Project supervision 4
Supervised time in studio/workshop 20
Independent Study 144
Directed Study 160
Formative Assessment - Scheduled 8
Active/Simulation Based 64
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Demonstrate self-motivation and critical thought throughout the production of a computer game.
LO2 Produce and demonstrate a completed computer game utilising suitable production techniques and procedures as determined by the project.

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 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Project Output 1

Reading List

Keith, C. (2010) Agile game development with Scrum. Upper Saddle River, NJ: Addison-Wesley.

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

Schell, J. (2015) The art of game design. Second edition. Boca Raton: Taylor & Francis.

Rogers, S. (2014) Level Up!: the guide to great video game design. 2nd edition. Chichester: Wiley.

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

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

Tekinbas¸, K. S. and Zimmerman, E. (2004) Rules of play: game design fundamentals. Cambridge, Mass: MIT.