Module Descriptors
PRE-PRODUCTION FOR GAMEPLAY DESIGNERS
GDEV40020
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Luke Haslett
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • High Concept Design Documentation weighted at 100%
Module Details
INDICATIVE CONTENT
Here is a guide to the topics that will be covered in this module:

Introduction to game genre taxonomies.

Facilitation of game flow via pacing & gameplay loops.

Understanding target audiences, demographics, and monetisation models.

Developing a vision using mechanics, systems, and pillars of design.

Narrative design techniques for themes, plots, and characters.

Level design practices for planning space, challenges, and tutorials.

Interface design considerations for control schemes, audio, and user interfaces.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1,2,3, and 4)

Design & Production of High Concept Design Documentation for Gameplay Experiences weight at 100% consisting of:

Pre-production game design documentation for visualised gameplay experiences, journalised over a series of weeks on the Digital Academy Forum. This includes research & analysis of games via the lenses of course theory, discussion on how this influences design, and regular reflection on the process.
LEARNING STRATEGIES
2 x 3-hour lecture / workshop mixes per week.
LEARNING OUTCOMES

1. Demonstrate a working knowledge and comprehension of game design theory.

2. Develop critical and analytical skills for studying gameplay.

3. Explain & discuss key gameplay ideas using deconstructive and constructive methods.

4. Plan & create gameplay concepts that utilise production documentation.
RESOURCES
Capture Editing Software

Digital Academy Forum

Microsoft Office

Portal 2
REFERENCE TEXTS
Bateman, C., 2021. Game Writing: Narrative Skills for Videogames. Bloomsbury Academic, 2nd Ed.

Zubek, R., 2020. Elements of Game Design. The MIT Press

Fullerton, T., 2019. Game Design Workshop. CRC Press, 4th ed.

Schell, J., 2019. The Art of Game Design: A Book of Lenses. CRC Press, 3rd Ed.

Kramarzewski, A. & De Nucci, E., 2018. Practical Game Design. Packt.

Rogers, S., 2014. Level Up. Wiley, 2nd Ed.

Adams, E., 2013. Fundamentals of Game Design. New Riders, 3rd Ed.

Norman, D., 2013. The Design of Everyday Things. Basic Books, 2nd Ed.
WEB DESCRIPTOR
So, you want to be a game designer, but you don’t know where to start out? This module will introduce you to the creative visualisation process that occurs during game design pre-production. This will provide you with a snapshot into the kind of work that goes into lots of game design sub-fields, from levels to narrative, UI to puzzles, and more! From here you will understand the general work that occurs in each area and be able to pursue the path of game design that appeals to you.