6D002E - Pre-Production Studio 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 6D002E
Module Title: Pre-Production Studio
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: 60 Credit Level: 6
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 enable students to originate, test and pitch a substantial game concept as the foundation for a final-year capstone production. 

  • To develop students’ ability to use prototyping, playtesting, research, feedback and production planning to appraise the viability, scope and production readiness of a major game project. 

  • To support students in developing independent enquiry, creative confidence and professional design practice within a Level 6 games context. 

Content Summary

This module challenges students to originate, test and pitch a substantial game concept that will form the foundation of their final-year capstone project. Unlike earlier modules, where students respond to more defined briefs and use smaller projects to develop specific skills, this module requires students to take greater ownership of a major creative direction. Students will explore whether their proposed game is original, feasible, appropriately scoped, audience-aware and strong enough to justify further production. 

Through iterative prototyping, pre-production, playtesting, research and critical reflection, students will develop evidence to support their design decisions and production planning. An early summative group pitch requires students to present and defend their proposed game concept, enabling formal feedback and project validation within the first seven weeks. The module then develops towards a more complete pre-production portfolio, including prototype evidence, production planning, design rationale, risk analysis and development documentation. Alongside this, a student choice assessment enables students to pursue an individual area of games design, culture, technology or practice, supporting their development as independent practitioners preparing for graduate employment, freelance work, enterprise or postgraduate study.

Learning and Teaching Methods

Activity Type Hours
LECTURE 8
SEMINAR 10
Project Supervision 10
Practical Classes & Workshops 72
Formative Assessment (Scheduled) 8
Summative Assessment (Scheduled) 4
Guided Learning 28
Groupwork (unscheduled) 40
Formative assessment and feedback (unscheduled) 20
Independent / self-directed study 284
Summative assessment (unscheduled) 116
Total Hours Selected 600

Learning Outcomes

# Learning Outcome
LO1 Design, develop and pitch a substantial original game concept or prototype that explores a coherent creative, technical or player experience direction.
LO2 Synthesise research, design, production and testing evidence to develop a viable pre-production package for a major game project.
LO3 Critically evaluate and communicate a focused area of games design, culture, technology or practice through an approved Student Choice assessment format.

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) Submission to include pitch deck, early prototype evidence, production plan summary and supporting visual material. 15 N/A 25 No 40
Asynchronous Assessment Portfolio 1 Substantial playable prototype, pitch deck/presentation, pre-production package, development evidence, playtesting evidence and production plan. 0 N/A 50 No 40
Asynchronous Assessment Student Choice 1 Indicative options: 30002,400-word written piece, 158-minute presentation/video/podcast, web article/wiki/resource, annotated design/research portfolio, or equivalent approved format. 15 3000 25 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Group Presentation (Synchronous Onsite) ✔ ✔ ✘
Portfolio 1 ✔ ✔ ✘
Student Choice 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. 

    • 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. 

  • 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 

  • Game Studies 

  • DiGRA Digital Library 

  • GDC Vault 

  • Gamasutra (now rebranded) ? Game Developer 

  • The Psychology of Video Games