5B091E - Prototype Lab 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 5B091E
Module Title: Prototype Lab
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: 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 31 Aug 2033

Module Aims

The main aims of the module are: 

  • To develop students’ ability to explore game design ideas through practical prototyping, playtesting and critical reflection. 

  • To encourage creative risk-taking and experimentation with mechanics, systems, interactions, genres and forms of play. 

  • To develop students’ ability to evaluate, compare and communicate the strengths, limitations and future potential of different game ideas through both group presentation and individual reflection. 

Content Summary

This module explores games as creative, technical and design artefacts through practical experimentation, prototyping, playtesting and reflection. Students investigate games from a range of perspectives, including mechanics, systems, player experience, genre, meaning, technology and experimental forms of play. 

Through rapid prototyping, students respond to a series of defined design challenges, producing playable prototypes that explore different game ideas and how design choices shape player behaviour and experience. The emphasis is on breadth, curiosity and creative risk-taking rather than producing one polished outcome too early. Formative critique and playtesting are used throughout the module to help students compare ideas and identify strengths, limitations and future potential. 

By the end of the module, students will select one prototype to present as the strongest candidate for further development. This chosen prototype will form the basis for the following module, where students move from broad exploration into focused refinement, scope control, production and polish. Alongside the group presentation, students complete an individual reflective report that evaluates their prototype work, use of feedback, design judgement and contribution to the wider development process. 

Learning and Teaching Methods

Activity Type Hours
LECTURE 4
SEMINAR 8
Practical classes, workshops and supervised studio learning 36
Formative assessment (scheduled) 6
Summative assessment (scheduled) 2
Guided Learning 16
Groupwork (unscheduled) 24
Formative assessment and feedback (unscheduled) 10
Independent / self-directed study 134
Summative assessment (unscheduled) 60
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Produce a range of game prototypes that demonstrate experimental approaches to mechanics, systems or forms of play.
LO2 Analyse and communicate the effectiveness, limitations and future potential of different game design ideas through playtesting, critique and reflection.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Synchronous Onsite Oral Assessment Group Presentation (Synchronous Onsite) Students demonstrate the selected prototype, explain its design rationale, compare it against other prototype work, evaluate feedback and playtesting evidence, and justify how it could be developed further. The assessment reflects professional greenlight and pitching processes, where teams must communicate a concept clearly, demonstrate its potential and respond to questions concerning audience, scope, feasibility and future production 10 N/A 70 No 40
Asynchronous Assessment Report 1 An individual prototype evaluation and reflection report. This requires each student to evaluate the prototypes they contributed to, explain what they learned from playtesting and critique, reflect on their individual contribution, and justify the strengths, limitations and future potential of the selected prototype. The report ensures that individual judgement, reflective practice and learning from the prototyping process are assessed alongside the group outcome. 0 1800 30 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Group Presentation (Synchronous Onsite) ✔ ✔
Report 1 ✘ ✔

Reading List

Indicative Reading List  

  • Fullerton, T. (2019) Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th edn. Boca Raton: CRC Press.  

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

  • Schell, J. (2019) The Art of Game Design: A Book of Lenses. 3rd edn. Boca Raton: CRC Press.  

  • Swink, S. (2009) Game Feel: A Game Designer’s Guide to Virtual Sensation. Burlington: Morgan Kaufmann.  

  • Zubek, R. (2020) Elements of Game Design. Cambridge, MA: MIT Press.  

  • Bogost, I. (2011) How to Do Things with Videogames. Minneapolis: University of Minnesota Press.  

  • Costikyan, G. (2013) Uncertainty in Games. Cambridge, MA: MIT Press.  

  • Juul, J. (2005) Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.  

  • Macklin, C. and Sharp, J. (2016) Games, Design and Play: A Detailed Approach to Iterative Game Design. Boston: Addison-Wesley.  

  • Anthropy, A. and Clark, N. (2014) A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design. Upper Saddle River: Addison-Wesley.  

  • Zimmerman, E. (2003) ‘Play as Research: The Iterative Design Process’, in Laurel, B. (ed.) Design Research: Methods and Perspectives. Cambridge, MA: MIT Press.Macklin, C., & Sharp, J. (2016). Games, Design and Play: A Detailed Approach to Iterative Game Design. Boston, MA: Addison-Wesley. 

  • Fullerton, T., Swain, C., & Hoffman, S. (2004). Game Design Workshop: Designing, Prototyping, and Playtesting Games. San Francisco, CA: CMP Books. 

  • De Koven, B., & Gramazio, H. (2020). The Infinite Playground: A Player’s Guide to Imagination. Cambridge, MA: MIT Press. 

  • Zubek, R. (2020). Elements of Game Design. Cambridge, MA: MIT Press. 

  • Isbister, K. (2017). How Games Move Us: Emotion by Design. Cambridge, MA: MIT Press. 

  • Taylor, S., & Lowthorpe, C. (2017). Punk Playthings: Provocations for 21st Century Game Makers. Boca Raton, FL: CRC Press. 

  • Kaitila, C. (2012). The Game Jam Survival Guide. Birmingham: Packt Publishing. 

  • Knapp, J. (2016). Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days. London: Transworld Publishers. 

  • Reynolds, G. (2012). Presentation Zen: Simple Ideas on Presentation Design and Delivery (2nd ed.). Berkeley, CA: New Riders. 

  • Parkin, S. (2015). Death by Video Game. London: Serpent’s Tail. 

  • Recommended Newer Additions (2020–2025) 

  • Kultima, A. (2021). Game Design Praxiology. Tampere University Press. 

  • Anthropy, A. (2023). The State of Play: Creators and Critics on Video Game Culture. Seven Stories Press. 

  • Sharp, J. (2022). Works of Game: On the Aesthetics of Games and Art. MIT Press. 

  • Rogers, S. (2024). Level Up! The Guide to Great Video Game Design (3rd ed.). Wiley. 

 

Academic Journals / Articles 

  • International Journal of Game-Based Learning 

  • IEEE Transactions on Games 

  • Borg, M., Garousi, V., Mahmoud, A., Olsson, T., & Stålberg, O. (2020). 

  • Video Game Development in a Rush: A Survey of the Global Game Jam Participants. 

  • IEEE Transactions on Games, 12(3), 246–259. 

  • Game Studies (open-access academic journal) 

  • Games and Culture (SAGE Journals)  

 

  • Online Resources 

  • Global Game Jam 

  • Game Studies 

  • DiGRA Digital Library 

  • GDC Vault 

  • Gamasutra (now rebranded) ? Game Developer 

  • The Psychology of Video Games