INDICATIVE CONTENT
This module develops the collaborative, organisational and production skills required to work effectively within a multidisciplinary games team. Students will take on an appropriate role within a mixed group and contribute to the planning and delivery of a vertical slice prototype.
Students will be introduced to key collaborative concepts through a series of lectures and live practice covering:
High concept pitching and communicating ideas effectively
Working within scope and identifying achievable project goals
Project planning and scheduling methodologies
Production tools and version control workflows
Leadership styles and collaborative decision-making
Providing, receiving and actioning feedback
Approaches to quality assurance and testing processes
Additional learning materials will be provided through video content and role-specific development resources, supporting students in meeting the needs of their chosen discipline within the group.
Students will work in multidisciplinary teams composed of students across all Games Development Department courses, including concept art, 3D art, design, programming, animation and technical design.
Teams will be supported by academic staff acting as supervisors and project mentors. Working towards a vertical slice prototype, students will be expected to apply professional behaviours, manage communication channels, contribute discipline-specific work, and collaborate effectively to deliver a coherent and playable project.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - Vertical Slice Prototype 45%
Students will work as part of a multidisciplinary development team to plan, prototype and produce a vertical slice of a game. This will involve contributing discipline-specific assets or systems, supporting shared pipelines, and participating in collaborative decision-making throughout the development process.
Students are expected to demonstrate effective teamwork, communication and problem solving, as well as the ability to organise tasks, manage deadlines and respond constructively to feedback. The final prototype should represent a coherent, playable vertical slice that demonstrates core mechanics, visual direction and technical stability appropriate to mid-development production standards.
Assessment Component 2 - Portfolio of Individual Contributions 45%
Students will produce a portfolio that evidences their individual contributions to the team project.
This would include:
Planning documentation
Development log of problem solving
Subject specific contribution (e.g. Art/Code/Design Documentation)
Final artefacts that clearly demonstrate their role within the project
The portfolio must also include a reflective and critical evaluation of personal practice, including:
decision making & challenges encountered
problem-solving approaches
effectiveness of collaboration within the team
Students should consider how their professional behaviours, communication and organisation supported the overall project outcome and identify areas for future development.
Assessment Component 3 - Game Professional Pitch 10%
A collaborative presentation of the work undertaken, delivered to the supervision team, outlining the aims of the project, the development process and critical reflection. The presentation should also include a video demonstration of the finished project.
LEARNING STRATEGIES
Students will engage in a structured blend of scheduled teaching, team-based development, and independent study.
Scheduled sessions will introduce key concepts in collaboration, production workflows and professional practice. Workshops and development sessions will support teams as they apply these ideas directly to their group project, offering guidance, demonstrations and opportunities for problem solving and peer learning.
Team development time will centre on planning, coordinating tasks, managing shared pipelines and working collaboratively across disciplines. Students will be supported through a range of digital collaboration and project-management tools, mirroring how modern studios organise communication, asset tracking and iterative development.
Independent study will involve research, ongoing project work, and preparation for team milestones. Students will be expected to contribute consistently to their group’s progress, using feedback and reflective practice to refine both their individual output and the overall quality of the project.
The teaching approach is designed to replicate industry-style development cycles, giving students experience of iterative production, cross-discipline teamwork and structured critique similar to professional studio environments.
LEARNING OUTCOMES
1. Apply disciplinary knowledge to work effectively as an individual within a project team in the production of a game.
Knowledge and Understanding
Critical Reasoning and Collaboration
2. Reflect critically on personal skills and professional behaviours that contribute to effective teamwork, identifying areas for personal development.
Reflection
Personal Development & Entrepreneurship
3. Research and evaluate established techniques to select appropriate solutions to design and technical problems.
Application and Problem Solving
Research Skills
4. Communicate clearly and appropriately design concepts and development processes to a range of audiences.
Communication
Digital Literacy
RESOURCES
Game Engine Software
3D Modelling software
Image Editing software
Programming IDE software
Word Processing software
Slide Deck Presentation software
Digital Academy Forums
Digital Academy Uploads
TEXTS
Adams, E. & Dormans, J. 2012, Game mechanics: advanced game design, First edn, New Riders, Berkeley, Calif. ISBN 0321820274
Fullerton, T. 2014;2008;, Game design workshop: a playcentric approach to creating innovative games, 3rd edn, CRC Press, Boca Raton ISBN 1482217163
Mitchell, B.L. & Books24x7, I. 2012, Game design essentials, 1. Aufl.;1; edn, John Wiley & Sons, Inc, Indianapolis, IN. ISBN 1118159276
Todd, D. 2007, Game design: from blue sky to green light, A K Peters, Wellesley, Mass ISBN 156881318X
Schell, J. 2015; 2008;, The art of game design: a book of lenses, 2nd edn, CRC Press, Boca Raton. ISBN 0123694965
Gazaway, D., 2021. Introduction to Game Systems Design. Pearson. ISBN 0137440847
Schreiber, I. & Romero, B., 2021. Game Balance. CRC Press. ISBN 1498799574
WEB DESCRIPTOR
You will work in a group consisting of peers from across the suite of games development courses, forming a multidisciplinary team that mirrors a real development studio. Together, you will plan, prototype and deliver a vertical slice of a game.
The module places strong emphasis on collaboration, communication and professional conduct. You will learn how to work effectively within a team, manage workflows across different disciplines, give and receive constructive feedback, and adapt to the challenges of shared production pipelines. Alongside their technical development, you will build key soft skills such as leadership, organisation, problem solving and time management, all of which are essential for a successful career in the games industry.