5B078E - Studio Production 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 5B078E
Module Title: Studio Production
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 practical production skills through the creation of a playable game within a studio team.  

  • Apply structured workflows, pipelines, and iterative development processes to achieve a cohesive outcome.  

  • Strengthen collaboration, problem-solving, and project management within a production environment. 

Content Summary

Studio Production builds on the outcomes of Studio Simulation, enabling students to realise their proposed game through full production. Working in established teams, students will develop a playable game experience, applying structured workflows, asset pipelines, and iterative development processes reflective of industry practice. 

The module focuses on the creation and integration of art assets, level design, and interactive elements within a real-time engine. Students will manage production schedules, respond to challenges, and refine their work through testing and feedback. Emphasis is placed on quality, optimisation, and cohesion, ensuring the final outcome aligns with the original pitch and creative direction. 

Collaboration remains central, with clearly defined roles supporting accountability and professional conduct.  

Academic integrity and appropriate academic practice are embedded within the Studio Live Brief module, with students required to evidence authorship, apply Harvard referencing conventions, and critically reflect on research, client requirements, and creative decision-making when responding to authentic, industry-informed project challenges.By completion, students will deliver a functional game project that demonstrates technical competence, creative coherence, and an understanding of production within a studio context. 

Learning and Teaching Methods

Activity Type Hours
Lecture 2
Seminar 6
Practical Classes and Workshops 8
Project supervision 18
Groupwork 22
Summative Assessment 60
Guided Study 10.5
Problem/Challenge based learning 173.5
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Produce a playable game that demonstrates effective asset creation, integration, and collaborative production practices.
LO2 Critically evaluate and apply feedback, testing, and iteration to refine the project and ensure alignment with the original concept and industry expectations.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Portfolio Online 0 3000 75 No 40
Asynchronous Assessment Self-reflective Assessment Online 0 999 25 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio
Self-reflective Assessment

Reading List

Essential 

An Architectural Approach to Level Design Paperback – 

by Christopher W. Totten 

Preproduction Blueprint: How to Plan Game Environments and Level Designs 

by Alex Galuzin 

Scrum : The Art of Doing Twice the Work in Half the Time 
By Jeff Sutherland 

Supplementary 

3D Game Environments: Create Professional 3D Game Worlds Paperback 
by Luke Ahearn 

ISBN-10: 0240808959 

Beginner's Guide to Digital Painting in Photoshop 

ISBN-10: 0955153077 
ISBN-13: 978-0955153075 

GDC Vault: https://www.gdcvault.com/ 

Light for Visual Artists: Understanding & Using Light in Art & Design 

Richard Yot