4B070E - Making Games 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 4B070E
Module Title: Making Games
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games and Design
Module Leader: Dann Rees
Module Team: Dann Rees, Jackson Rolls-Gray, Corrado Morgana
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: 101268 - computer games design
HECOS Code Weighting: 100

Document Version Information

Version 0
Valid From 01 Sep 2027
Valid To 31 Aug 2033

Module Aims

The main aims of the module are: 

  • To introduce students to foundational principles of iterative game design, including prototyping methodologies, structured playtesting, and the effective use of industry-relevant tools. 

  • To cultivate a strong sense of belonging and professional identity through immersive, practice-based learning that emphasises collaboration, communication, and personal accountability. 

  • To develop students’ ability to research, articulate and present design concepts clearly and professionally, supported by appropriate preparatory investigation and reflective practice. 

Content Summary

This module introduces students to the principles and processes of game design through the development of a playable game prototype in response to a defined design challenge, audience or player experience problem. Working within a collaborative studio environment, students engage in structured experimentation, research and iterative development to realise simple but effective game mechanics. 

Students take individual responsibility for defined aspects of a shared production while contributing to collective design decisions. The module supports the development of professional working practices, including planning, delegation, documentation, critical feedback and reflective evaluation. 

Through guided workshops and self-directed exploration, students are introduced to relevant tools, development approaches and theoretical and critical frameworks from game studies that inform practical design decisions. Central to the module is an examination of how games are constructed and experienced, with particular emphasis on player engagement, playtesting and iterative refinement.

Learning and Teaching Methods

Activity Type Hours
LECTURE 8
SEMINAR 6
Practical classes, workshops and supervised studio learning 38
Formative assessment (scheduled) 4
Guided learning 14
Groupwork (unscheduled) 20
Independent / self-directed study 150
Summative assessment (unscheduled) 60
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Produce a playable game prototype that applies basic game design principles, iterative making and playtesting to a defined player experience.
LO2 Describe personal contribution, teamwork, production activity and playtesting feedback within a collaborative game development process.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Portfolio The final individual portfolio enables students to evidence their contribution to a collaboratively developed game prototype through research, design intentions, planning, production, playtesting, iteration and critical reflection. This benefits learners by connecting theory directly to practice and by making the development process, rather than only the finished game, visible for assessment. 0 7200 80 No 100
Asynchronous Assessment Case study The case study develops students’ ability to analyse existing games, identify relevant design principles and communicate their findings clearly. Its early timing provides useful feedback that students can apply to their subsequent design and development work. 0 1200 20 No 100

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio ✔ ✔
Case study ✔ ✘

Reading List

  • Schell, J. (2019) The Art of Game Design: A Book of Lenses 

  • Fullerton, T. (2018) Game Design Workshop 

  • Zubek R, (2020) Elements of game design  

  • Costikyan, G, (2013) Uncertainty in games  

  • Juul, J, (2005) Half-real : video games between real rules and fictional worlds  

  • Consalvo, M (2007) Cheating: Gaining Advantage in Videogames  

  • Salen K & Zimmerman E (2004) Rules of Play: Game Design Fundamentals  

  • Porter A, (2025) Product Design: A Practical Guide To Making Games That Sell – for Board Game Designers, Publishers and Others in the Tabletop Industry  

  • Porter, A (2024) Playtesting: A Practical Guide for Board Game Designers