4B071E - Game Design Principles 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 4B071E
Module Title: Game Design Principles
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games and Design
Module Leader:
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 key game studies concepts, design theories and critical frameworks that can inform practical game design. 

  • To support students in applying theory, research and case study analysis to the design and development of playable game prototypes. 

  • To develop students’ ability to evaluate design decisions, player experience and their own creative practice through research, playtesting and critical reflection. 

Content Summary

This module explores the relationship between game studies, design theory and practical game creation. Students design and develop small-scale playable prototypes in response to a defined design challenge, applying selected theories, principles or frameworks to create and evaluate player experience. Through research, case study analysis, planning, prototyping and playtesting, students examine how design decisions shape interaction, challenge, meaning and engagement. 

The module introduces research methods and critical vocabulary that support students in analysing existing games and applying those insights to their own work. Students develop confidence in connecting theory and practice, using game studies not as separate written content, but as a practical tool for making informed design decisions. Through guided workshops, seminars and self-directed development, students produce playable work and critically evaluate the theories, principles and methods that informed their design process.

Learning and Teaching Methods

Activity Type Hours
LECTURE 12
SEMINAR 12
Practical classes, workshops and supervised studio learning 28
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 simple playable prototype that demonstrates basic use of relevant game design principles in relation to a defined player experience.
LO2 Identify and describe relevant game design theories and examples from existing games, showing how selected concepts relate to practical design decisions.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Portfolio Individual portfolio documenting the design and development of a playable prototype, including design intentions, relevant theory, research, production evidence, playtesting, iteration and critical analysis. The assessment supports students in identifying and interpreting relevant game design theory and explaining how selected ideas can inform practical design decisions. Completing this task early provides timely feedback that students can use to improve the design and development of their prototype. 0 7200 80 No 100
Asynchronous Assessment Student Choice Individual research task exploring relevant game design theory and explaining how selected ideas could inform practical design decisions. 9 1201 20 No 100

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio ✔ ✔
Student Choice ✘ ✔

Reading List

  • Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals. 

  • Zubek, R. (2020) Elements of Game Design. 

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

  • Fullerton, T. (2018) Game Design Workshop. 

  • Totten, C. W. (2019) An Architectural Approach to Level Design. 

  • Koster, R. (2013) Theory of Fun for Game Design.