Module Descriptors
SYSTEMS DESIGN FOR GAMES
GDEV50079
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Adam Martin
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • RESEARCH AND DEVELOPMENT PORTFOLIO weighted at 40% - Learning outcome(s) assessed: 1,2,3
  • PROJECT - GAME PROJECT FILES, VIDEO weighted at 60% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Deconstructing game mechanics and systems

Designing, planning and communicating game systems

Character, Camara & Controller

Inputs & Possession

Animation Systems

Actor Communication and Events

Component based systems

Object Orientated systems

Data structures and containers

Audio, particle and material system communication

Game modes, managers and states

Data persistence

Game AI Systems

Packaging, optimisation and debugging tools

Documentation and dissemination
ADDITIONAL ASSESSMENT DETAILS
Assessment 1: Research and Development Portfolio

Students will evidence research and understanding through the deconstruction of existing gameplay systems and by applying this knowledge to the development of their own gameplay-system framework. This development process should be documented to include examples of research, planning, iteration, problem-solving and critical reflection in a variety of formats such as screenshots, summaries and short video-clips of work.

Assessment 2: Project

A demonstration of functional gameplay systems used within a game project. At the end of the module students will submit a game demo built using their own gameplay-system framework. This includes project files, playthrough video (max 10 minutes) and a project description (max 250 words) suitable for an online portfolio.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops/tutorials that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and peer learning. Independent study will involve research tasks, design tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Review, compare and evaluate a range of gameplay systems and mechanics used within existing games and game development software.

Knowledge and understanding

2. Identify, interpret, and evaluate production methods and technical approaches using relevant online resources, texts and technical documentation.

Digital Literacy

3. Evaluate and critique the appropriateness of different systems-based approaches and propose solutions that apply to problems arising during the development of systems-based gameplay framework.

Application and Problem-solving

4. Reflect upon the underlying systems-based design principles used in the creation of a systems-based game project.

Reflection
RESOURCES
Games classrooms
Unreal Game Engine software
Image editing software
Video recording/editing software
Digital Academy Forum
TEXTS
Gazaway, D. (2021) Introduction to Game Systems Design. Sydney: Addison Wesley.

Marques, G. et al. (2022) Elevating game experiences with Unreal Engine 5. 2nd ed. Birmingham: Packt Publishing.

Romero, M. and Sewell, B. (2022) Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5. Third edition. Birmingham: Packt Publishing.

Sellers, M. (2017) Advanced Game Design: A Systems Approach. 1st edn. Hoboken: Pearson Education, Limited.

Tan, T.W. (2024) Game Development with Unreal Engine 5 Volume 1 : Design Phase. 1st ed. 2024. Berkeley, CA: Apress.
WEB DESCRIPTOR
This module develops your understanding of game engines, scripting techniques and gameplay systems design. By deconstructing existing game mechanics and learning systems-based approaches, you will design your own gameplay systems, implementing them as a game framework.