Module Descriptors
GAMES DEVELOPMENT PRACTICE
GDEV70034
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Matthew Syrett
Hours of Study
Scheduled Learning and Teaching Activities: 12
Independent Study Hours: 288
Total Learning Hours: 300
Assessment
  • PROJECT PROPOSAL INCLUDING ETHICS FORM - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 2,3
  • ARTEFACT weighted at 80% - Learning outcome(s) assessed: 1,4
Module Details
LEARNING OUTCOMES
1. Demonstrate theoretical frameworks and industry practices by applying this understanding to complex workplace challenges that enhance strategic decision-making and professional practice. Knowledge & understanding

2. Conduct rigorous evaluation of workplace challenges by analysing organisational processes, technologies, or business needs, identifying potential opportunities for innovation and improvement. Application & problem-solving

3. Apply critical reasoning to interpret complex workplace issues, collaborating where appropriate to refine judgments and propose informed, professional responses. Critical reasoning & collaboration

4. Investigate workplace issues using advanced research methodologies and critical inquiry, integrating interdisciplinary academic perspectives with professional practice to create clear, evidence-based solutions for both specialist and non-specialist audiences. Research skills
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - Project Proposal Including Ethics Form [Learning Outcomes 2,3]
Students will prepare a structured project proposal that outlines the workplace challenge that will be investigated. The proposal must:
1. define the workplace problem clearly and justify why it is significant
2. analyse the organisational processes, technologies or business needs related to the issue
3. identify opportunities for improvement grounded in academic literature and professional practice
4. explain and justify the research approach you will use to investigate the problem
5. outline ethical considerations relevant to your research
6. present your objectives, rationale and proposed methods in a professional and coherent format suitable for both academic and industry audiences

This assessment tests the student's ability to evaluate a complex workplace problem and apply critical reasoning to shape a project’s direction.

Assessment Component 2 - Artefact [Learning Outcomes 1,4]
The artefact primarily assesses the application of theoretical understanding and research-informed decision-making through professional practice and communication. Students will produce an artefact that responds directly to the workplace challenge identified in their proposal. The artefact should:
1. apply advanced theoretical, technical or professional concepts to address the problem
2. demonstrate your decision making and problem solving through the development of a practical solution
3. draw on research findings and professional evidence to inform the design and implementation of the artefact
4. show clear links between evaluation of the workplace issue and the choices made in the development process
5. communicate the purpose, reasoning and potential impact of the artefact to both specialist and non-specialist audiences

The artefact must be supported by appropriate evidence of research, testing, decision making and professional judgement.

MA Award Alignment For MA students, assessment focuses on creative or design-led practice, evaluating how research-informed approaches are applied to artistic, narrative or experiential challenges within professional games development contexts.

MSc Award Alignment For MSc students, assessment focuses on technical or systems-based practice, evaluating how research methods, analytical reasoning and technical implementation are applied to workplace challenges within professional games development.
INDICATIVE CONTENT
This module is structured as a self-managed but supervised project, directly related to a current need in your workplace. It is designed to embed academic learning within your professional practice, encouraging you to recognise the theoretical frameworks that apply to real-world problems. Your project should address a business challenge or need, improve an internal process, or explore organisational technologies. Through critically analysing your work from an academic perspective, you will gain a deeper understanding of how your discipline operates in practice.
Advanced artistic or technical techniques relevant to game development.
Insight into current industry needs in your workplace and how to align your work with professional standards.
How to tackle challenges in your development process and apply structured problem-solving techniques.
To refine your work in response to industry demands, technical constraints, and creative limitations.
To utilise analytical thinking to assess your solutions and optimise your workflow. - Apply industry-relevant methodologies in your work, ensuring the artefact aligns with real-world expectations
WEB DESCRIPTOR
Building on the foundation established in the Professional Careers in Games Development module, Game Development Practice allows you to engage in an in-depth, self-directed project that aligns with your personal career goals. This module enables you to create a high-quality artefact in your chosen field of game development, showcasing your skills and creativity.
LEARNING STRATEGIES
Most of your time will be spent in self-managed learning. You will be expected to manage the project by using a suitable project methodology and use this to manage your time and reflect on your progress. An important part of the learning strategy is the direct one-to-one supervision of your project by a supervisor. Contact hours would typically be 60 minutes per week. Workshops on specific specialisms on an individual level.
TEXTS
Fields, T. (2023). Game Development 2042: The Future of Game Design, Development, and Publishing. 1st edn. Milton: CRC Press.

Tan, T.W. (2024) Game Development with Unreal Engine 5 Volume 1: Design Phase. Berkeley, CA: Apress.
‘Making Video Games: The Art of Creating Digital Worlds (2022), ProtoView. Beaverton: Ringgold, Inc.
Goldman, K. (2024). Essential Human Anatomy for Artists: A Complete Visual Guide to Drawing the Structures of the Living Form. 1st edn. Minneapolis: Quarto Publishing Group USA.

Romero, M., & Sewell, B. (2022). Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5, 3rd Edition (3rd ed.). Packt Publishing.
RESOURCES
Course Specific
Reference to the Module welcome page for study guidance.
Access to University of Staffordshire library
Access to internet sources through University of Staffordshire 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
Games Development Software (Autodesk, Creative Suite, Blender, ZBrush, SpeedTree, Substance Suite)
Game Engine Software (Unreal Engine, Unity, etc
Image Editing Software (Photoshop, Krita, etc)
Video Editing Software (Adobe After Effects, etc)
Simulation Software (Houdini, Marvellous Designer)
Photogrammetry Software, e.g. Meshroom
Suitable IDE (Visual Studio, Rider, etc).
Microsoft Office
Digital Academy Forum
Digital Academy Upload System