Module Descriptors
GAMES DESIGN LIVE BRIEF - TECHNICAL DESIGN
GDEV60046
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Jamie Tranter
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • INDUSTRY LIVE BRIEF TECHNICAL DESIGN PROJECT weighted at 80% - Learning outcome(s) assessed: 1,2
  • TECHNICAL DESIGN PORTFOLIO - VIDEO DEMONSTRATION (MAX 10 MINS) PORTFOLIO PAGE (MAX 1200 WORDS) weighted at 20% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Industry interview expectations

Design tests

Portfolio preparation

Presentation and Networking techniques

Advanced Technical Demonstrations

Contemporary Engine Features
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 - Industry Live Brief Technical Design Project 80%:

A game artefact Project which responds to the requirements of the provided Live Brief.

Assessment 2 – Technical Design Portfolio 20%:

A portfolio showcasing the created artefact containing:
A video demonstration of the completed project (max. 10 minutes).
Design and development documentation detailing how the brief has been addressed (Maximum 1200 words).
This is to be presented as a creative online portfolio suitable for employment/freelance work/enterprise.
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.
LEARNING OUTCOMES
1. Demonstrate the ability to interpret and respond to a professional technical design brief, producing work that meets industry-specified design and technical requirements.

Application & Problem-Solving

2. Reflect upon the implementation and development process of the technical design artefact, informed by collaborative testing practices.

Critical Reasoning and Collaboration
Reflection

3. Communicate clearly using industry-standard documentation and video demonstration the alignment of the created artefact to the provided industry brief.

Communication

4. Develop a technical design portfolio which showcases the transferable skills and practice as a game design professional suitable for employment/freelance work/enterprise.

Personal Development & Entrepreneurship
RESOURCES
Digital Academy Forum
Digital Academy Upload
Microsoft Office
Capture Editing Software
Unreal Engine
TEXTS
Backe, C. (2025) Playtesting best practices: real world and online. Boca Raton: CRC Press.

Gazaway, D. (2021) Introduction to Game Systems Design. New York: Pearson. ISBN 978-0137440849.

Kramarzewski, A. and De Nucci, E. (2018) Practical Game Design. Birmingham: Packt. ISBN 978-1787121799.

Norman, D. (2013) The Design of Everyday Things. 2nd edn. New York: Basic Books. ISBN 978-0465050659.
WEB DESCRIPTOR
In this module, you will demonstrate, apply and further your technical design skills by responding to an industry provided brief. You will interpret requirements, develop ideas and build innovative and creative technical design artefacts, whilst also learning how to best present your work via an eye-catching and polished portfolio.