AA1S45 - Single Player Games in Esports 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: AA1S45
Module Title: Single Player Games in Esports
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Nathan James
Module Team: Gareth Morgan, Daniel Davies, Clive Prosser, Daniel Webb, Neil Griffiths, Paul John, Emma Marshman
First Intended Intake: SEP 2022 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 4
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 101267 - computer games
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Aug 2022
Valid To 31 Aug 2028

Module Aims

This module covers:
• The understanding relationship between single player games design and Esports, being able to recognise characteristics which can allow games to become competitive without multiplayer functionality.
• To apply knowledge of certain features and characteristics to games design, creating their own product which could function within an Esports environment.
• Design a single player game idea, ensuring that appropriate functionality is considered in order create a competitive angle which would appeal to an Esports audience.

Content Summary

This module introduces the learners to single player games design, focussing on particular features and characteristics that can create a competitive environment without actually having other players in the game to compete against.

These features and characteristics must be understood in order to start designing their very own single player game’s idea which must have a competitive angle in order to allow it to flourish in an Esports environment.

The learners will design and produce documentation (including concept art, strategies and game mechanics) for their game which show how it has a competitive side applicable for an Esports setting.

The module concludes with a presentation where learners must justify their design decisions and pitch the game idea to their tutor(s) and answering questions.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 13
Tutorial 1
Demonstration 10
Practical classes and workshops 10
Independent Study 80
Directed Study 64
Problem / challenge based learning 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Identify the relationship between single player games design and esports, recognising characteristics which can allow games to become competitive without multiplayer functionality.
LO2 Design a single player game’s idea, with consideration of competitive play which would appeal to an esports audience.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Report 1 Part A: A written report which tests and evidences the learner’s knowledge and understanding of single player Esports games. Part B: A design document for a single player game which would appeal to an Esports audience – it must contain a competitive designed to capture the audience. 0 3000 70 No 40
Synchronous Onsite Oral Assessment Presentation (Synchronous Onsite) 1 An individual presentation where the learner must pitch their designed game to the tutor(s) justifying their design processes and answering questions. 15 N/A 30 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Report 1
Presentation (Synchronous Onsite) 1

Reading List

Adam Kramarzewski, Ennio De Nucci (2018). Practical Game Design: Learn the art of game design through applicable skills and cutting-edge insights. Birmingham: Packt Publishing.

Michael Salmond (2019). Video Game Design: Principles and Practices from the Ground Up. New York: Bloomsbury Academic USA.

Raph Koster (2013). Theory of Fun for Game Design. 2nd ed. Sebastopol: O'Reilly Media

William Collis (2020). The Book of Esports: The Definitive Guide to Competitive Video. New York: Rosetta Books.