5B077E - Studio Simulation 01 Sep 2027 - 31 Aug 2033 | Version 0
Associated Module Information
| Module Code: | 5B077E | ||
|---|---|---|---|
| Module Title: | Studio Simulation | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Design | ||
| Module Leader: | Pierre Laffoux | ||
| Module Team: | Simon Reed, Gina Carpenter | ||
| First Intended Intake: | SEP 2027 | Final Year of Intake: | 2032 |
| Date Closed: | |||
| Credit Value: | 30 | Credit Level: | 5 |
| 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 pre-production skills aligned with professional studio environments.
Enable students to research, ideate, and define a clear creative direction for a game concept.
Foster structured planning, pitching, and communication skills for game development projects.
Content Summary
Studio Simulation immerses students in a pre-production environment that mirrors professional game development studios. Working in multidisciplinary teams, students will respond to a defined industry brief by developing a game concept, establishing creative direction, and producing a structured pitch. The module emphasises ideation, research, and planning, enabling students to define visual identity, gameplay intentions, and production scope.
Students will generate concept art, prototypes, and supporting documentation, including style guides and production plans, informed by research into audience, genre, and industry trends. Collaboration and role allocation are central, encouraging students to adopt specialist responsibilities while contributing to a shared vision. Iteration, feedback, and critical evaluation underpin the development process.
Students will explore AI-assisted pre-production workflows, applying emerging technologies to research, planning, budgeting, scheduling, and concept development. Emphasis is placed on critical evaluation and informed decision-making, enabling students to understand how AI can support contemporary studio practice while maintaining creative ownership and professional responsibility.
By the end of the module, teams will present a resolved pitch that demonstrates a clear, viable game concept and a coherent plan for production, preparing them for full development in subsequent studio practice.
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 cohesive game pitch, including concept development, visual direction, and supporting documentation, demonstrating collaborative working practices. |
| LO2 | Research, analyse, and apply contextual and industry influences to inform design decisions and project planning. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Project Output | Online | 0 | 6000 | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Project Output | ✔ | ✔ | |