AA2S40 - Multiplayer Games Design in Esports 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: AA2S40
Module Title: Multiplayer Games Design in Esports
Faculty: Faculty of Business and Creative Industries
Faculty Group: Culture and Animation
Faculty Sub Group: Animation
Module Leader: Nathan James
Module Team: Gareth Morgan, Daniel Davies, Clive Prosser, Neil Griffiths, Paul John, Emma Marshman
First Intended Intake: SEP 2022 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 5
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

The module covers:
• An understanding of the relationship between multiplayer games design and the competitive environment of Esports, being able to recognise mechanics and characteristics of the game and character design are used to create a multiplayer.
• To work as a group to design a multiplayer game’s idea which is tailored to function in a multiplayer Esports environment, ensuring specific mechanics have been implemented to create a competitive environment which would appeal to an Esports audience.
• Demonstrate an understanding of how special moves and abilities within character design are used to create competitive and tactical scenarios within multiplayer, team based Esports games.

Content Summary

Continuing from the previous year’s “Single Player Games in Esports”, this module continues looking at different aspects of games design decisions which create a competitive environment which is ideal for Esports, this time focusing on the multiplayer aspects.

Using features and characteristics learned in the previous year, as well as new concepts and mechanics based around team-based game modes and team composition, learners, as a group, must create a brand-new design idea for a game which must feature competitive online play with real players and be suitable to feature in a tournament type event.

Learners must then participate in a group presentation to pitch their new game design to their tutor(s), justifying their design decisions and showing how their game would fair in a competitive Esports environment.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 13
Tutorial 1
Demonstration 10
Practical classes and workshops 10
Independent Study 70
Directed Study 64
Groupwork 10
Problem / challenge based learning 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Explain the relationship between multiplayer games design and the competitive environment of Esports, with a focus upon mechanics and characteristics that push players to learn and upskill in order to compete.
LO2 Design a multiplayer game’s idea which is tailored to function in an esports environment, implemented to create a competitive environment 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: An individual written report which tests and evidences the learner’s knowledge and understanding of multiplayer Esports games design. Part B: A design for a multiplayer game which appeals to an Esports audience, containing mechanics and characters which create a competitive environment. The game design is done in a group however, the learner must justify the design decisions in an individual document. 0 3000 70 No 40
Synchronous Onsite Oral Assessment Presentation (Synchronous Onsite) 1 A group presentation where the learners 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

Katie Salen, Eric Zimmerman (2003). Rules of Play: Game Design Fundamentals. Cambridge: MIT Press

Scott Rogers (2014). Level Up! The Guide to Great Video Game Design. 2nd ed. Hoboken: Wiley

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

Online Battle Arena Esports – D Mauleon (2019)