5D001E - Professional Practice 01 Sep 2027 - 23 Aug 2028 | Version 0
Associated Module Information
| Module Code: | 5D001E | ||
|---|---|---|---|
| Module Title: | Professional Practice | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games and Design | ||
| Module Leader: | |||
| Module Team: | |||
| First Intended Intake: | SEP 2027 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 60 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101268 - computer games design | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 0 |
|---|---|
| Valid From | 01 Sep 2027 |
| Valid To | 23 Aug 2028 |
Module Aims
To provide students with experience of working as part of a professional development team in response to an industry or professionally contextualised brief.
To develop students’ understanding of professional games production and public-facing presentation, including collaboration, communication, planning, iteration, milestone delivery, audience, market context, basic budgeting, publishing and individual accountability.
To develop students’ ability to investigate, critically analyse and communicate specialist knowledge in a chosen area of professional games practice through an approved Student Choice format, preparing them for independent and student-directed work at Level 6.
Content Summary
This module provides a sustained professional practice experience where students work as part of a development team to respond to an industry or professionally contextualised challenge. Students plan, develop, publish and present a substantial game project, applying design, technical, production and communication skills within a structured studio environment.
Emphasis is placed on professional working methods, including role responsibility, collaboration, production planning, milestone delivery, communication, critique, playtesting, iteration and response to feedback. Students manage scope, contribute reliably to a shared project, and evidence their individual contribution within the wider team process.
For the first time in the course, students consider their game as a public-facing product. This includes identifying an audience, considering market context, preparing presentation materials, basic budgeting and resource planning, asset licensing, release-readiness, and publishing or presenting the game through a platform such as itch.io.
Alongside the practical project, students complete a Student Choice assessment in which they investigate a self-selected specialist area of professional games practice. Students may choose from an approved range of formats, but all submissions must demonstrate research-informed analysis, critical engagement with relevant sources, and clear communication of specialist knowledge. This supports progression into more independent critical, reflective and research-informed work at Level 6.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 10 |
| Seminar | 14 |
| Practical Classes and Workshops and supervised studio learning | 88 |
| Formative Assessment (scheduled) | 10 |
| Guided Learning | 30 |
| Groupwork (Unscheduled) | 60 |
| Formative Assessment and feedback (Unscheduled) | 20 |
| Independent/self-directed study | 248 |
| Summative Assessment (Scheduled) | 120 |
| Total Hours Selected | 600 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Demonstrate professional practice within a development team, including communication, role responsibility, production planning, flexibility and accountability. |
| LO2 | Apply appropriate design, production and publishing processes to produce and present a substantial game project in response to an industry or professionally contextualised brief. |
| LO3 | Investigate, analyse and communicate research-informed specialist knowledge relevant to a chosen area of professional games practice through an approved Student Choice assessment format. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Portfolio | Substantial playable game project with supporting production evidence, role/contribution evidence, milestone documentation, playtesting, audience/market consideration, basic budgeting/resource planning, publishing materials and reflection. | 0 | N/A | 80 | No | 40 |
| Asynchronous Assessment | Student Choice | Student Choice assessment equivalent to 2,400 words. Approved formats may include written work, presentation, video essay, podcast, web page/wiki, critical commentary or other agreed format. All formats must address the same learning outcome, use appropriate research/sources, meet the same assessment criteria and represent equivalent workload. | 0 | N/A | 20 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | LO3 | |
| Portfolio | ✔ | ✔ | ✘ |
| Student Choice | ✘ | ✘ | ✔ |