4B072E - Worlds, Rules and Systems 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 4B072E
Module Title: Worlds, Rules and Systems
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:
HECOS Code Weighting:

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 develop students’ understanding of how game systems operate, including mechanics, rules, and player interaction.  

  • To develop students’ ability to create coherent game worlds and concepts, and to design mechanics that reflect and support these.  

  • To develop students’ ability to critically analyse and evaluate how game systems communicate ideas and meaning through play. 

Content Summary

This module explores the relationship between world, story and mechanics through the analysis and construction of game systems. Students define a game world and concept in response to a structured design challenge, examining how setting, theme and narrative context shape the design of mechanics and influence player experience. 

Students analyse existing games to understand how systems are structured, then design and implement core systems based on defined briefs. Emphasis is placed on system logic, including rules, states and flows, and how these operate within and respond to a coherent game world. 

Through a series of small-scale implementations, students test and explore variations within these systems rather than produce complete games. This process is supported by the development of a world/design bible, ensuring that mechanics are grounded in a coherent setting and concept, alongside playtesting, reflection and critique.

Learning and Teaching Methods

Activity Type Hours
LECTURE 10
SEMINAR 10
Practical classes, workshops and supervised studio learning 40
Formative assessment (scheduled) 6
Guided learning 24
Groupwork (unscheduled) 15
Independent / self-directed study 135
Summative assessment (unscheduled) 60
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Identify and describe the core components, rules, relationships and player-facing behaviours within game systems.
LO2 Produce a coherent world and game design document that outlines the intended setting, mechanics, rules and player experience.

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 game content created using systems taught in class, including system design, implementation evidence, testing, iteration and critical analysis. The assessment strategy combines a collaboratively produced world and design bible with an individual systems portfolio 0 7200 80 No 40
Asynchronous Assessment Group Presentation (Asynchronous) Group world/design bible communicating the game world, concept, theme, player experience, core systems and supporting mechanics. Group digital world/design bible presented as a structured website, wiki or equivalent digital resource. The submission should communicate the game world, concept, theme, intended player experience, core systems, rules and supporting mechanics through an appropriate combination of written, visual and interactive content. The group assessment supports students in developing and communicating a coherent game concept, setting, theme, intended player experience and design rationale. It benefits learners by requiring them to negotiate ideas, make shared decisions and establish a clear creative and systemic direction before undertaking detailed practical development. 0 1800 20 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio ✔ ✔
Group Presentation (Asynchronous) ✘ ✔

Reading List

  • Baur, W. et al. (2012) Kobold Guide to Worldbuilding. 

  • Wolf, M. J. P. (2012) Building Imaginary Worlds: The Theory and History of Subcreation. 

  • Ruberg, B. (2025) How to Queer the World: Radical Worldbuilding Through Videogames. 

  • 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.