Module Descriptors
PRE-PRODUCTION FOR GAMEPLAY DESIGNERS
GDEV40048
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Luke Haslett
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • CONTINUAL ASSESSMENT weighted at 30% - Learning outcome(s) assessed: 1
  • PRODUCTION PORTFOLIO weighted at 70% - Learning outcome(s) assessed: 2,3,4
Module Details
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - Continual Assessment weighted at 30% consisting of:

* A series of games pre-production-based micro-submissions containing screenshots evidencing completion of a set of guided tasks.

Assessment Component 2 - A Production Portfolio weighted at 70% consisting of:

* Games Pre-Production Document – a multimedia document containing production and design overviews, and diagrams.
* Reflection (1000 words) - of the documentation process.
INDICATIVE CONTENT
- Breakdown of industry game design roles and specialism routes.
- Essential tools for production planning.
- Introduction to game genre taxonomies.
- Facilitation of game flow via pacing & gameplay loops.
- Understanding target audiences and demographics.
- Developing a vision using mechanics, systems, and pillars of design.
- Basic narrative design techniques.
- Fundamental level design practices for planning space and challenges.
- Interface design considerations for control schemes, audio, and user interfaces.
LEARNING OUTCOMES
1. Demonstrate foundational knowledge and a understanding of game design theory with a focus on how core concepts inform pre-production decisions in gameplay design.

Programme Learning Outcome: Knowledge & Understanding

2. Evaluate the use of industry standard digital tools and their resulting outputs within game design, considering how these can be applied to production documentation.

Programme Learning Outcome: Digital Literacy

3. Communicate effectively to professional and non-specialist audiences about the practical implications of gameplay design and conceptual knowledge.

Programme Learning Outcome: Communication

4. Reflect on gaps in your knowledge and utilise these insights to improve your decision-making as a games design professional.

Programme Learning Outcome: Reflection
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a clear learning journey. Scheduled sessions will typically include lectures that introduce theoretical concepts and provide workshop activities that allow students to research games and engage in facilitated discussions. Independent study will involve recommended reading, tasks, and ongoing development of project work supported by the resources provided. Support sessions will also be provided for lecturer engagement and catch-up opportunities.
RESOURCES
Digital Academy Forum
Digital Academy Upload
Microsoft Office
Capture Editing Software
TEXTS
Adams, E., 2014. Fundamentals of Game Design. 3rd ed. London: Pearson Education, Inc.

Norman, D., 2013. The Design of Everyday Things. New York: Basic Books.

Rogers, S., 2024. Level Up! The Guide to Great Video Game Design. 3rd ed. Hoboken: Wiley.

Schell, J., 2019. The Art of Game Design. 3rd ed. Boca Raton: CRC Press.

Zubek, R., 2020. Elements of Game Design. Cambridge, Massachusetts: The MIT Press.
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 conceptual process that occurs during game design pre-production. This module 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.