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 | ✘ | ✔ | |