Module Descriptors
GAMEPLAY AND QUEST DESIGN IMPLEMENTATION
GDEV50050
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Christopher Payne
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence C, South Staffordshire College - Lichfield Site, UG Semester 1
  • Occurrence D, Burton and South Derbyshire College, UG Semester 1
  • Occurrence E, Stoke-on-Trent College, UG Semester 1
Sites
  • Burton and South Derbyshire College
  • South Staffordshire College - Lichfield Site
  • Stoke-on-Trent College
Assessment
  • CREATE A LEVEL THAT INCLUDES QUESTS OR MISSIONS IN A GIVEN FRAMEWORK. weighted at 60%
  • CREATE GAMEPLAY DOCUMENTATION AND A VIDEO PLAYTHROUGH OF A LEVEL. weighted at 40%
Module Details
Additional Assessment Details
Assessment Component 1

Students will be given a framework to modify in terms of gameplay and design. Students must retain the genre of the framework but may change any other aspects by using industry standard workflows to create a single playable level including cinematics and quests/missions. - To achieve LO 2, it is important that students must also justify why they took the specific programming approaches and level design workflows they did in relation to the game quests and missions they made. Learning Outcomes 1,2,3

Assessment Component 2

Students will also create an industry standard game design document and video showcases of the level they have developed – learning outcomes 2,4
Indicative Content
Design Documentation

Established Industry Best Practices
High Concept Documentation
Game Mechanics Design
Game Mechanics Presentation
Game Prototyping
Game Mechanic Creation
Testing & Balancing Games
Iterative Game Development
Using Game Frameworks
Working with Game Genres
Developing scripting for Prototypes
Utilising scripting to create quest and objective systems
Web Descriptor
This module focuses on working with game prototypes and industry standard documentation. You'll develop skills in the field of games design, level design and game engines resulting in games design documentation, playable projects and demo videos.
Learning Strategies
This module will include introductory lectures as well as development workshops.

Learning will be supported by a range of collaboration and project management tools where students will be expected to engage.

Texts
Adams E, 2012, Game Mechanics: Advanced Game Design (Voices That Matter) ISBN 0321820274
Tan, T.W. (2024) Game Development with Unreal Engine 5 Volume 1: Design Phase. 1st edn. Berkeley, CA: Apress L. P. Available at: https://doi.org/10.1007/978-1-4842-9824-4.

Kocurek, C. and Payne, M.T. (2024) Ultima and Worldbuilding in the Computer Role-Playing Game. Amherst College Press. Available at: https://doi.org/10.3998/mpub.14371469.

Adams E, 2013, Fundamentals of Game Design ISBN 0321929675
Nystrom R, 2014, Game Programming Patterns ISBN 0990582906
Schell J, 2014, The Art of Game Design: A Book of Lenses ISBN 0123694965
Sewell B, 2015, Blueprints Visual Scripting for Unreal Engine ISBN 1785286013

Plowman J, 2016 3D Game Design with Unreal Engine 4 and Blender ISBN 1785881469

Romero M, 2022 Blueprints Visual Scripting for Unreal Engine 5 ISBN 180181158X
Resources
3D Modelling Software
Game Engine Software
Photo Editing Software
Video Editing/Compositing software
Digital Academy Forum
Digital Academy Upload System
Data Projection Resource
Wacom Tablets
Learning Outcomes
Demonstrate knowledge and critical understanding of gameplay features of given genres of games and understand the use of key mechanics and systems in gameplay.

Develop a critical analysis of game mechanics and methods of communication between the game and the player.

Decide and act on the best approaches for dealing with gameplay and quest design problems in order to create working systems.

Communicate gameplay design using game design industry documentation and video showcases.