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