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 | ✘ | ✘ | ✔ |