LEARNING OUTCOMES
1. Design and implement experimental game prototypes that demonstrate advanced technical, creative or design skills using appropriate tools, engines or production methods. Application & Problem-Solving; Digital Literacy
2. Use structured, iterative development processes to test, analyse and refine gameplay, game feel and interaction, drawing on research, playtesting outcomes and player experience insights. Research Skills; Critical Reasoning & Collaboration
3. Critically evaluate the development process, analysing decisions, challenges and outcomes in relation to professional workflows, player impact, ethical considerations and relevant theory. Reflection
4. Communicate prototype intentions, methods and outcomes through clear technical documentation, visual breakdowns and professional-standard presentations suited to specialist and non-specialist audiences. Communication
ADDITIONAL ASSESSMENT DETAILS
Assessment 1: Prototype Portfolio [Learning Outcomes 1, 2] Weighting: 80%
Description
Students will produce a portfolio of experimental game prototypes consisting of one to three artefacts that demonstrate advanced technical and creative exploration. Number of artefacts will be dictated by the complexity (higher complexity leading to less total artefacts). Each prototype should investigate a specific mechanic, interaction, or aspect of game feel, applying appropriate tools, engines or development methods.
The portfolio must evidence iterative development, including experimentation, refinement and responsiveness to playtesting insights. Supporting materials (such as annotated videos, breakdowns, patch notes, or development artefacts) should clearly communicate design intent, prototyping goals and how each iteration improved or altered player experience.
Assessment 2: Iterative Documentation [Learning Outcomes 3, 4] Weighting: 20%
Description
Students will produce a concise but critically reflective document analysing their prototyping process. This should evaluate key decisions, challenges and outcomes across iterations, supported by reference to player testing, professional workflows, and relevant theoretical insights.
The documentation should also communicate the rationale behind prototype changes and personal development, using clear professional language and appropriate visual or technical notation where relevant such as design diagrams. Students will be required to articulate, through reflective documentation, how their work reflects professional game design practice and to evaluate how it supports their professional identity and readiness for industry contexts.
INDICATIVE CONTENT
Foundations of Advanced Prototyping
-Rapid prototyping principles and exploratory design
-Greyboxing, blockouts and low-fidelity test structures
-Selecting appropriate engines, tools and workflows for experimentation
-Designing prototypes that answer focused design questions
Game Feel & Interaction Design
-Principles of tactile sensation, responsiveness and feedback
-Timing, anticipation, squash/stretch, animation systems and input design
-Audio, VFX and screen feedback as components of feel
-Evaluating how small adjustments impact player experience
Iterative Development Processes -Cycles of ideation, implementation, testing and refinement
-Techniques for purposeful iteration (design hypotheses, micro-iterations, tuning passes)
-Integrating playtesting findings into prototype development
-Maintaining version control, notes and iteration logs
Playtesting & Player Experience Evaluation
-Methods for observing player behaviour
-Designing and running structured playtests
-Gathering and analysing qualitative and quantitative data
-Using player feedback to validate or challenge design assumptions
Experimental & Exploratory Prototyping
-Mechanics-first experimentation
-Systemic behaviour tests
-Interaction and control experiments
-Alternative input methods, spatial layouts or pacing structures
Technical & Creative Workflow Skills
-Implementing mechanics using Blueprints, scripting or node-based tools
-Creating simple assets for prototyping (placeholder art/code/sounds)
-Maintaining efficient, testable prototype architecture
-Working with debugging, profiling or tuning tools
Communicating Prototypes & Development Rationale
-Writing clear technical notes, diagrams and annotations
-Presenting iterative changes visually or through video capture
-Explaining prototyping goals and outcomes to specialist and non-specialist audiences
-Relating findings to theory, research or professional practice
WEB DESCRIPTOR
In this module, you’ll design and build a series of experimental game prototypes that test different interactions, mechanics and aspects of game feel. You’ll work through iterative development cycles creating, playtesting, analysing and refining your ideas to understand how small design decisions can transform the way a game plays or feels. Through hands-on experimentation and reflective practice, you’ll develop the technical, creative and analytical skills needed to prototype effectively in a professional game development environment.
LEARNING STRATEGIES
Students will engage in a range of learning strategies, including tutor-led presentations, practical workshops and self-directed development. Formal sessions introduce key methods for rapid prototyping, iterative workflows and evaluating player experience.
Workshop sessions focus on hands-on experimentation, where students design, build and refine small prototype ideas with guidance from tutors. These sessions support technical problem-solving, creative exploration and the application of theory to practice. Students are expected to undertake independent development between classes, documenting their iterations, testing prototypes and integrating feedback into ongoing refinement.
TEXTS
Buxton, B. (2007) Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kauffman
Mackin and Sharp (2016) Games, Design and Play: A Detailed Approach to Iterative Game Design
Rossaak, E. (2025) The Cory Arcangel Hack: Digital Culture and Aesthetic Practice. Leonardo/The MIT Press. Open access at: https://mitpress.mit.edu/9780262552547/the-cory-arcangel-hack/
Squire, K., 2021. Making games for impact. MIT Press.
Swink, S., 2008. Game feel: a game designer's guide to virtual sensation. CRC press.
RESOURCES
Access to the University of Staffordshire Library with compiled readings, research materials and case studies on prototyping, game feel, interaction design and iterative development methods.
Blackboard VLE for lecture materials, development resources, demonstration videos and formative feedback.
Relevant software to support rapid prototyping and iteration, including (but not limited to): Unreal Engine, Unity, Godot, Blender, Adobe Creative Cloud, and version-control tools such as Git.
Relevant hardware to support prototype development and testing: High-performance PCs, input devices, lab facilities for usability and playtesting sessions.