4B073E - Playable Worlds 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 4B073E
Module Title: Playable Worlds
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 develop students’ ability to integrate and refine game systems into cohesive and playable game experiences.  

  • To develop students’ understanding of how mechanics, systems, and structure support and communicate world, story, and player experience.  

  • To develop students’ ability to evaluate and improve game experiences through iteration, playtesting, and critical reflection. 

Content Summary

This module focuses on the integration of world, story and mechanics into cohesive and engaging game experiences. Building on prior work, students respond to a defined production challenge by refining and combining systems, mechanics and world concepts to produce a complete, playable digital game. 

Students explore how design decisions influence structure, progression and player experience, developing their ability to organise and balance interconnected systems. Emphasis is placed on how mechanics work together to support and communicate world and narrative through play. 

Through structured studio projects, students engage in iterative design, playtesting and refinement. Previously developed systems and documentation are extended and integrated, supported by lectures and workshops that reinforce the relationship between theory and implementation. 

Learning and Teaching Methods

Activity Type Hours
LECTURE 6
SEMINAR 6
Practical classes, workshops and supervised studio learning 40
Formative assessment (scheduled) 4
Guided learning 12
Groupwork (unscheduled) 20
Independent / self-directed study 152
Summative assessment (unscheduled) 60
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Produce a playable game prototype that combines worldbuilding, mechanics and systems to create a coherent player experience.
LO2 Describe how mechanics, systems and structure work together to support world, story 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 The assessment strategy uses a single individual portfolio to assess each student’s evidenced contribution to a collaboratively developed playable game. A portfolio is appropriate because the module brings together world-building, mechanics, systems, production, playtesting and critical evaluation as one connected process rather than as separate activities. The assessment benefits learners by allowing them to demonstrate both what they produced and how their work developed through research, planning, testing, feedback and iteration 0 9000 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio ✔ ✔

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.