LEARNING OUTCOMES
1. Demonstrate advanced, systematic understanding of theoretical, technical or artistic concepts relevant to a specialist area of games practice. Knowledge & Understanding Digital Literacy
2. Apply appropriate research methods to investigate a complex problem, generating insights that inform creative, design or technical decision-making, including critical consideration of ethical and legal implications appropriate to the project context. Research Skills Application & Problem Solving
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Project Proposal and State-of-the-Art Literature Review [Learning Outcome 1] Weighting: 65%
Description:
Students will produce a formal project proposal outlining the intended focus of their project. This includes a clear research question or creative/technical aim, rationale, contextual background, state-of-the-art literature review, methodological approach, ethical considerations, and project plan. The literature review should demonstrate a critical engagement with current research, industry sources and relevant theoretical frameworks. The proposal and literature review establish the research-backed foundation for student-led negotiation of either the Practice Route (Option A) or Dissertation Route (Option B).
Assessment 2: Project Progress Review [Learning Outcome 2]
Weighting: 35%
Description:
Students will deliver a concise midpoint review presentation that demonstrates substantive progress on the project. The review must include evidence of development activity, refinement of methodology, emerging findings, and a critical evaluation of challenges encountered to date. Students are expected to reflect on feedback from supervisors and articulate how it informs their ongoing direction. The midpoint review supports iterative development and ensures that students can justify their revised approach using appropriate research methods.
INDICATIVE CONTENT
Project Scoping and Proposal Development
-Defining a research question or creative/technical aim
-Establishing project scope, constraints and feasibility
-Literature, precedent and context review
-Ethical considerations in games research and practice
Project planning, scheduling and risk management
-Research Methods for Creative, Design and Technical Practice
-Qualitative and quantitative research approaches
-Practice-based and practice-led research methodologies
-Technical investigation, prototyping and experimental studies
-Visual, aesthetic or computational analysis
-Data gathering, interpretation and evaluation
Advanced Professional Workflows- (Adapted to individual routes: Games Design, Games Art, Concept Art, Games Computing)
-Design iteration, systems exploration and playtesting frameworks
-Technical pipelines, tool development, optimisation and implementation
-Advanced 2D/3D art production, visual storytelling, style development and presentation
-Rapid prototyping using game engines and contemporary toolsets
-Professional documentation, evidence gathering and development logging
Critical Analysis and Reflective Practice
- Critical literature review evaluating the state-of-the-art in academic and industry theory and practice
-Evaluating design decisions, artworks, prototypes or technical artefacts
-Benchmarking against industry standards and academic literature
-Identifying limitations, biases and areas for refinement
-Integrating feedback from supervisors, peers and user testing
-Reflective commentary and iterative development
Dissertation Research (Option B)
-Structuring and writing a postgraduate dissertation
-Academic argument construction and evidence synthesis
-Critical philosophical and theoretical framing
-Research ethics, data validity and methodological justification
-Presenting findings to specialist and non-specialist audiences
Professional Presentation and Communication
-Communicating intentions, processes and outcomes with clarity
-Preparing artefact documentation, design logs or technical breakdowns
-Structuring academic or professional presentations
-Portfolio integration and demonstrating industry readiness
Development of the Major Project Output
-Creation of a final artefact (Option A) or dissertation (Option B)
-Integration of research, methodology and critical insight
-Demonstration of autonomy and advanced discipline-specific expertise
-Evaluation of processes, outcomes and implications for future practice
WEB DESCRIPTOR
In this module, you will define the focus and direction of a substantial postgraduate project. You will develop a clear research question or creative/technical aim, explore relevant literature and professional practice, and plan an appropriate research or development approach. Through structured proposal development and a mid-point review, you’ll refine ideas, methods and project scope in response to feedback and critical reflection.
You will be supported through one-to-one supervision as they explore advanced tools, research methods and professional workflows. This module establishes the intellectual, creative and technical foundations for the final Masters Project, ensuring you are well prepared to progress into independent project delivery.
LEARNING STRATEGIES
Students will engage in a range of learning strategies, including tutor-led presentations, supervisory tutorials, workshops and self-directed study. Formal sessions introduce advanced research methods, project design principles and examples of good practice relevant to technical, creative or design-focused project work.
Supervision and development support sessions provide individual guidance, methodological advice and demonstrations of appropriate tools, workflows and analytical approaches. Students are expected to undertake substantial independent research and iterative development, documenting progress and applying feedback to refine their project direction and outcomes.
Formal supervision, structured teaching activities and formative feedback for this module are provided only within the scheduled delivery period. While students may independently reflect on potential project ideas outside of the module timeframe, academic guidance, supervisory meetings and assessment-related support are aligned exclusively to the semester in which the module is delivered to ensure parity across modes of study.
TEXTS
Creswell, J.W., Creswell, J.D., 2023. Research design: qualitative, quantitative, and mixed methods approaches, Sixth edition, international student edition. ed. Sage, Los Angeles London New Delhi Singapore Washington DC Melbourne.
Drachen, A., Nacke, L.E., Mirza-Babaei, P. (Eds.), 2018. Games user research, First edition. ed. Oxford University Press, Oxford, United Kingdom.
Funk, T., 2022. Video Game Art Reader: Volume 4. Amherst College Press, Erscheinungsort nicht ermittelbar. Kara, H., 2015. Creative research methods in the social sciences: a practical guide. Policy Press, Bristol.
Wisker, G., 2010. The postgraduate research handbook: succeed with your MA, MPhil, EdD and PhD, 2. ed., [Nachdr.]. ed, Palgrave study guides. Palgrave Macmillan, Basingstoke, Hampshire. Graham, N (2023). Project Management for Dummies
RESOURCES
Study guidance through one-to-one supervision with academics.
Access to the University of Staffordshire Library with compiled reading, case studies, postmortems and industry-influential materials relevant to professional game development and studio production.
Blackboard VLE for accessing module materials, production documentation, formative feedback and development resources.
Relevant software towards the goal of producing industry standard concept artwork including (but not limited to): Zbrush, Photoshop, Blender, Unreal Engine, Unity
Relevant Hardware related to the goal of experimentally incorporating methods to developing concept artwork: 3D printing, Laser Scanning, Motion Capture, Playstation Development Kits