LEARNING STRATEGIES
1. Demonstrate advanced and systematic understanding of professional studio workflows, team roles, production methodologies and wider industry practices, showing awareness of how these shape effective and sustainable professional practice. Knowledge & Understanding Personal Development & Entrepreneurship
2. Apply advanced creative, design or technical skills within a multidisciplinary team to devise evidence-based solutions to complex production challenges using appropriate tools, pipelines and agile methodologies. Application & Problem Solving Digital Literacy
3. Collaborate effectively in a simulated studio environment, demonstrating professional communication, project coordination, negotiation and the ability to contribute constructively to team decision-making. Critical Reasoning & Collaboration
4. Critically evaluate team processes, production decisions and project outcomes through reflective analysis informed by industry benchmarks, ethical considerations and relevant academic or professional literature, identifying areas for improvement in future practice. Reflection
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Collaborative Artefact [Learning outcomes 2,3] Weighting: 70%
Description
Working in multidisciplinary teams, students will design and produce a collaborative studio artefact that responds directly to a Game Director brief. This may take the form of a playable prototype, a tools prototype, a systems demonstration or a visual development package, depending on the discipline focus of the team. The artefact must demonstrate advanced creative, design or technical problem-solving using appropriate production pipelines, studio workflows and agile methodologies.
Each student must evidence their individual contribution clearly and transparently. This must be documented through contribution logs, annotated work files, short reflective notes or similar agreed formats. The team output will be assessed alongside each student’s individual evidence to ensure equitable marking.
This assessment measures the student’s ability to apply advanced skills in a professional studio context and to collaborate effectively in a simulated development environment.
Assessment Component 2: Individual Report [Learning outcomes 1,4] Weighting: 30%
Description
Students will submit an individual critical report that evaluates their professional practice throughout the project. The report should analyse studio workflows, production methodologies, team decision-making processes and the final project outcome. Students must articulate the rationale behind key decisions, reflect on their team role and assess their own professional growth.
The report should also integrate relevant academic and industry literature in order to demonstrate advanced understanding of contemporary studio practice, production theory, ethical considerations and professional standards. Students should identify strengths, challenges and areas for future progression, linking these to Level 7 expectations of autonomy and reflective professional development.
INDICATIVE CONTENT
Studio Structures, Roles and Group Workflows
-Overview of multidisciplinary studio roles (design, art, programming, production, QA)
-Responsibilities of Leads, Producers and Game Directors
-Professional conduct, communication channels and studio etiquette
-Cross-disciplinary collaboration and pipelines
Production Methodologies and Development Frameworks
-Agile production, Scrum, Kanban and milestone-based workflows
-Sprint planning, backlog management, stand-up meetings and retrospectives
-Tracking progress using production tools
-Risk assessment, mitigation and scope management
Group Project Setup and Studio Simulation Practices
-Responding to a director-issued brief
-Interpreting design requirements and defining deliverables
-Production breakdowns and task allocation
-Establishing art, design, programming and technical pipelines
-Mid-sprint reviews and milestone presentations
Technical, Creative and Design Decision-Making
-Rapid prototyping and iteration
-Systems exploration, UX considerations and design documentation
-Art direction, visual consistency and asset pipelines
-Technical feasibility, tools, testing and integration
Professional Practice & Industry Contexts
-Intellectual property, copyright, licensing and ownership
-Roles and responsibilities in collaborative creative production
-Studio ethics, diversity, sustainability and responsible development
-Budgeting, resourcing and realistic scope planning
-Industry expectations around communication, accountability and professionalism
Team Dynamics and Interpersonal Skills
-Conflict resolution and constructive critique
-Leadership behaviours and distributed responsibility
-Negotiation, decision-making and consensus building
-Professional communication—written, verbal and visual
Evaluation, Reporting and Reflective Practice
-Evaluating prototype quality and team processes
-Benchmarking against studio standards and academic literature
-Critical reflection on personal contribution, growth and discipline-specific practice
-Identifying personal development goals and areas for future improvement
WEB DESCRIPTOR
In this module, you’ll step into a fully simulated studio environment where you work as part of a multidisciplinary team to deliver a game prototype under the direction of academic staff acting as Game Directors. You’ll take on specialist roles, use professional production tools, and follow industry workflows such as agile development, sprint planning and milestone reviews. Alongside creating a polished group project, you’ll also explore professional practice topics including communication, documentation, ethics, entrepreneurship and studio culture, helping you build the skills and confidence needed for the modern games industry.
LEARNING STRATEGIES
Students will engage in a range of learning strategies, including tutor-led presentations, studio workshops, production meetings and self-directed team-based development. Formal sessions introduce key studio methodologies, professional practices and guidance on interpreting project briefs.
Studio development sessions provide ongoing direction from academic staff acting as Game Directors, offering individual and group guidance on applying production theory, workflows and creative or technical processes. Students will work collaboratively in scheduled studio time to plan sprints, review progress, resolve challenges and integrate feedback into their ongoing project work.
TEXTS
Löwy, J., 2020. Righting Software: A Method for System and Project Design. Addison-Wesley Professional. ISBN: 978-0136524038
Rogers, S., 2024. Level Up! The Guide to Great Video Game Design. Wiley ISBN: 978-1394298761
Juul, J., 2019. Handmade pixels: Independent video games and the quest for authenticity. MIT Press.
Keith, C., 2010. Agile game development with Scrum. Pearson Education.
Schreier, J., 2017. Blood, sweat, and pixels: The triumphant, turbulent stories behind how video games are made. Harper.
RESOURCES
Study guidance through scheduled studio sessions and group supervision with academic staff acting as Game Directors.
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 to support industry-standard studio workflows, including (but not limited to): Unreal Engine, Unity, Trello, Adobe Creative Cloud, Blender, Substance Suite, Visual Studio and version-control systems such as Git.
Relevant hardware and facilities supporting studio-based development, experimentation and testing, including: High-performance PCs, VR/AR equipment, motion capture facilities, console development kits, 3D printers and scanning equipment where appropriate to the project brief.