4B057E - World Crafting 01 Sep 2027 - 31 Aug 2033 | Version 0
Associated Module Information
| Module Code: | 4B057E | ||
|---|---|---|---|
| Module Title: | World Crafting | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Design | ||
| Module Leader: | Gina Carpenter | ||
| Module Team: | Simon Reed, Pierre Laffoux | ||
| First Intended Intake: | SEP 2027 | Final Year of Intake: | 2032 |
| Date Closed: | |||
| Credit Value: | 30 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101019 - computer games graphics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 0 |
|---|---|
| Valid From | 01 Sep 2027 |
| Valid To | 31 Aug 2033 |
Module Aims
Develop collaborative skills through team-based game production, reflecting studio workflows.
Apply environmental design principles to create cohesive and engaging game worlds.
Encourage iterative design, research-informed decision-making, and problem-solving to deliver a vertical slice aligned with an industry challenge
Content Summary
World Crafting, immerses students in collaborative game production by simulating an industry-style project. Working in small teams, students will conceptualise, design, and develop a vertical slice of a game world, integrating art, level design, and interactive elements to meet a defined ‘industry challenge’. The module emphasises interdisciplinary teamwork, problem-solving, and professional workflows, reflecting contemporary studio practices.
Students will apply core principles of environmental design, asset integration, lighting, and narrative coherence within a real-time game engine, while adhering to project schedules and team responsibilities. Emphasis is placed on iteration, testing, and feedback, mirroring industry production cycles. Through research, analysis, and creative decision-making, students will learn to craft compelling, playable environments that demonstrate both technical competence and artistic vision.
Academic integrity and appropriate academic practice are embedded within the World Crafting module, with students required to evidence authorship, apply Harvard referencing conventions, and critically reflect on research, influences, and creative decision-making in the development of coherent and original game worlds.
By the end of the module, students will produce a polished vertical slice that evidences professional-standard planning, collaboration, and execution.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 4 |
| Seminar | 8 |
| Practical Classes and Workshops | 18 |
| Project supervision | 8 |
| Groupwork | 18 |
| Summative Assessment | 60 |
| Guided Study | 10.5 |
| Problem/Challenge based learning | 173.5 |
| Total Hours Selected | 300 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Produce a vertical slice demonstrating effective teamwork, asset integration, and environmental design within a real-time engine. |
| LO2 | Analyse, evaluate, and apply research and feedback to inform design decisions, optimisation, and the overall quality of the game environment. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Portfolio | Synchronous online | 0 | 4000 | 75 | No | 40 |
| Asynchronous Assessment | Portfolio | Synchronous online | 0 | 2000 | 25 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Portfolio | ✔ | ✘ | |
| Portfolio | ✘ | ✔ | |