Module Descriptors
ADVANCED GAME DESIGN THEORY
GDEV70030
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Kieran Hicks
Hours of Study
Scheduled Learning and Teaching Activities: 65
Independent Study Hours: 235
Total Learning Hours: 300
Assessment
  • TECHNICAL DESIGN DOCUMENT - 3000 WORDS weighted at 50% - Learning outcome(s) assessed: 1,3
  • EXPERIMENTAL PROTOTYPE weighted at 50% - Learning outcome(s) assessed: 2,4
Module Details
LEARNING OUTCOMES
1. Demonstrate an advanced and systematic understanding of contemporary game design theories, frameworks and concepts, and their relevance to the creation and evaluation of interactive experiences. Knowledge & Understanding

2. Critically apply theoretical and systemic design principles to the analysis or formulation of game mechanics, systems, and player experiences, integrating evidence-based reasoning into design decision-making. Application & Problem-Solving; Critical Reasoning & Collaboration

3. Conduct rigorous academic and/or industry research into aspects of game design, critically evaluating methodologies, literature and data to inform theoretical or practical insights, and articulating how these insights inform collaborative development within contemporary game production pipelines. Research Skills Critical Reasoning and Collaboration

4. Critically reflect on and articulate theoretical perspectives and design insights through well-structured, evidence-informed communication suitable for academic or professional audiences. Reflection; Communication
ADDITIONAL ASSESSMENT DETAILS
Assessment 1: Technical Design Document [Learning Outcomes 1, 3] Weighting: 50%

Description
Students will produce a detailed technical design document that demonstrates advanced and systematic understanding of game design theory, systems thinking and player experience frameworks. The document should analyse and articulate the structure, mechanics and dynamics of an intended interactive experience, situating the proposed design within relevant academic and professional contexts through engagement with established theories, design frameworks and player models.

The work must evidence rigorous academic and industry research by critically evaluating relevant literature, methodologies and sources to inform theoretical or practical insights. Students should justify design decisions through critical comparison of perspectives, identification of limitations or gaps in existing approaches, and synthesis of evidence to support the proposed design direction. The document should be supported by appropriate academic sources (minimum four), diagrams and schematics that communicate design intent, logic and research-informed reasoning at a professional standard.

Assessment 2: Experimental Prototype [Learning Outcomes 2, 4] Weighting: 50%

Description
Students will produce an experimental prototype that explores or tests a specific theoretical principle, mechanic, or systemic design question identified within the Technical Design Document. The prototype should demonstrate iterative development, experimentation and reflective analysis of player experience, feedback and design outcomes. The prototype can be evaluated through a variety of means such as self-testing, user testing, applying frameworks/heuristics. Testing will be reported through the document detailing methodology and results.

Supporting evidence (such as annotated documentation, video walkthroughs, or design breakdowns) must clearly communicate the purpose of the prototype, its relationship to theoretical concepts, and the insights gained through testing and refinement.
INDICATIVE CONTENT
Theories and Frameworks of Game Design
-Formal and experiential design theory
-MDA framework (Mechanics, Dynamics, Aesthetics)
-Design lenses and schemas (Schell, Hunicke, Salen & Zimmerman, Fullerton)
-Theories of play, fun, and motivation (Koster, Lazzaro, Csikszentmihalyi)
-Theories of game feel, phenomenology, and affect (Swink, Anable)

Systems Thinking and Emergent Design
-Game systems, loops and economies
-Interactions between mechanics, rules and behaviour
-Emergence, feedback loops and systemic storytelling
-Dynamic balancing and progression systems

Player Experience and Behavioural Models
-Player psychology and engagement
-Flow theory and challenge calibration
-Agency, feedback and player learning
-Player typologies and persona modelling

Design Research and Academic Inquiry
-Critical analysis of design literature and case studies
-Research methods in game design theory
-Evaluating qualitative and quantitative evidence in design contexts
-Bridging academic research and professional practice

Design Ethics, Inclusivity and Representation
-Ethical decision-making and cultural impact in design
-Accessibility and inclusive design principles
-Representation, diversity and narrative responsibility
-Player safety, consent and wellbeing

Communicating Game Design
-Writing professional and academic design documentation
-Communicating systems and mechanics visually
-Presenting theory-informed design proposals
-Reflective writing and critical commentary
WEB DESCRIPTOR
How do game designers use theory to shape play, meaning and player experience? In this module, you’ll explore the ideas, frameworks and research that underpin modern game design. You’ll study how mechanics, systems and narratives interact to create engaging and meaningful play, and analyse how design decisions influence player behaviour, accessibility and ethics. You’ll experiment with these ideas through design documentation and prototype exploration, learning to connect design theory with creative practice while developing the critical and analytical skills needed for professional or research-based roles in game design.
LEARNING STRATEGIES
Students will engage in a range of learning strategies, including tutor-led presentations, seminars, analytical workshops and self-directed study. Formal sessions introduce key theoretical frameworks, research methods and approaches to analysing games and player experience.

Seminar and workshop activities encourage discussion, critical debate and the practical application of theory to existing or proposed game systems. Students are expected to undertake independent reading, analysis and prototype experimentation between sessions, applying theoretical concepts to test and refine their understanding of design principles and systems thinking.
TEXTS
Anable, A., 2018. Playing with feelings: Video games and affect. U of Minnesota Press.
Barr, P., 2023. The Stuff Games Are Made Of. The MIT Press
Burgun, K., 2017. Game design theory: A new philosophy for understanding games. CRC Press.
Fullerton and Farber., 2025. The Well-Read Game On Playing Thoughtfully
Fullerton, T., 2024. Game design workshop: a playcentric approach to creating innovative games. AK Peters/CrC Press.
RESOURCES
Access to the University of Staffordshire Library with compiled readings, case studies and key theoretical texts on game design, systems thinking, player experience and ludology.

Blackboard VLE for access to lecture materials, research resources, formative feedback and reading lists.
Relevant software and tools for documenting and testing design systems, including (but not limited to): Miro, Unreal Engine, Unity, Notion, Trello, and Adobe Creative Cloud.

Relevant hardware to support prototype testing and design analysis, including: High-performance PCs, development workstations, VR/AR hardware, and console development kits where appropriate to project work.