Module Descriptors
GAME FEEL AND POLISH
GDEV70008
Key Facts
Digital, Technology, Innovation and Business
Level 7
20 credits
Contact
Leader: Kieran Hicks
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, PG Semester 1 to PG Semester 2
Sites
  • Stoke Campus
Assessment
  • PORTFOLIO OF GAME FEEL GAMEPLAY weighted at 70%
  • GAME FEEL DESIGN DOCUMENTATION - 1500 WORDS weighted at 30%
Module Details
Indicative Content
Content will look to cover:

User testing / Player testing

Game feel theory

Thematic Design

Theme of Game Design (Art’s influence/ immersion)

Game Feel Sensations

Critical Gameplay Analysis

Gameplay Affordance

Competency
Additional Assessment Details
Assessment Component 1:

Portfolio of Game Feel Gameplay [Learning Outcomes 1,2,3]

Portfolio of Game Feel Gameplay weighted at 70% consisting of:

A selection of experiences that contain polished experiences with positive game feel.

Assessment Component 2:

Game Feel Design Documentation [Learning Outcome 4]

Design documentation for each experience made:

Design documentation that analyses and breakdown game feel and provides steps to achieve game feel outside the context of the game.
Learning Strategies
Two, three-hour sessions per week

Lecture Sessions will consist of theory, methodology and good practice deliverable content

Demonstrative / Development Support sessions will consist of providing support to students and demonstrating technical applications of theory or providing examples of development/ improvement to student work. Some sessions will also focus on running playtesting sessions for feedback and critique from staff and peers.
Learning Outcomes
1. Apply established game feel techniques of research and enquiry to foster game feel.

Application

2.Distinguish, discriminate, and define ‘game feel’ and ‘sensation’ from academic and industry perspectives.

Knowledge and Understanding, Learning


3. Appraise research around the concept of game feel.

Enquiry

4. Evaluate gameplay solutions and, make sound judgements on how to improve the feel of the game.

Problem Solving, Reflection
Resources
Reference to the Module welcome page for study guidance.

Access to Staffordshire University library¿¿

Access to internet sources through Staffordshire University library.¿¿

Provision as appropriate of case materials by tutor and / or external organisations.¿¿

The Blackboard virtual learning environment will be available to support this module.¿¿

Details will be supplied on the Module Welcome page.¿¿

Software:

Digital Academy Forum¿¿¿

Digital Academy Uploads¿¿¿

Adobe Photoshop¿¿¿

Microsoft Word

Unity 2022/23

Unreal Engine 5¿¿

Internet access¿¿¿

Blackboard¿

Github
Texts
Swink, S., 2008. Game Feel: A Game Designer’s Guide to Virtual Sensation. Routledge.

Gazaway, D., 2021. Introduction to Game Systems Design. Pearson.

Zubek, R., 2020. Elements of Game Design. The MIT Press

Fullerton, T., 2019. Game Design Workshop. CRC Press, 4th ed.

Schell, J., 2019. The Art of Game Design: A Book of Lenses. CRC Press, 3rd Ed.

Norman, D., 2013. The Design of Everyday Things. Basic Books, 2nd Ed.
Web Descriptor
Game feel is the intangible, tactile sensation you’ll master in this module. Commercial games are frequently highly polished experiences that feel good to play, in this module you will learn how to breakdown the components of these games and apply the lessons to your own games to create polished, great feeling portfolio items.