GAMES DESIGN AND DEVELOPMENT - 2026/7
Module code: DMA2017
Module Overview
This module provides an in-depth exploration of 3D game creation using industry-standard tools such as Unreal Engine. You will develop game mechanics through visual scripting systems like Blueprints and examine how elements such as character control, level design, physics, lighting, audio, shaders, and visual effects contribute to compelling gameplay experiences. You will also investigate the implementation of navigation meshes and game AI to design sophisticated non-player character (NPC) systems, applying techniques such as finite state machines and behaviour trees. Building on the design thinking and workflows introduced in Year 1, you will produce a detailed Game Design Document (GDD) for an original concept and develop it into a functional prototype. By the end of the module, you will have a comprehensive understanding of the core systems that underpin 3D games, as well as insight into various specialist disciplines within the field. The coursework encourages you to tailor your project towards your individual interests, culminating in a 3D game prototype suitable for inclusion in your professional portfolio.
Module provider
Music & Media
Module Leader
WEINEL Jon (Music & Med)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 5
Module cap (Maximum number of students): N/A
Overall student workload
Independent Learning Hours: 96
Lecture Hours: 24
Laboratory Hours: 12
Guided Learning: 12
Captured Content: 6
Module Availability
Semester 1
Prerequisites / Co-requisites
N/A
Module content
Indicative content includes:
- Introduction to game engine workflows and visual scripting using industry-standard tools.
- Character control, movement, and animation in 3D games.
- Level design principles and 3D environments.
- Physics systems and their gameplay applications.
- Lighting, shaders, and visual effects (VFX) for gameplay feedback and atmosphere.
- Game audio integration and spatial sound design.
- Navigation meshes and pathfinding for AI-driven navigation.
- Game AI techniques such as finite state machines and behaviour trees.
- Game Design Document (GDD) creation and translating design concepts into functional prototypes.
- Project management methodologies, tools, and techniques.
- Playtesting, evaluation, and iterative development.
- Developing and presenting work for a professional portfolio.
Assessment pattern
| Assessment type | Unit of assessment | Weighting |
|---|---|---|
| Coursework | Games Design Document | 30 |
| Coursework | Game Prototype with Report | 70 |
Alternative Assessment
N/A
Assessment Strategy
The assessment strategy enables students to demonstrate achievement of the module learning outcomes by planning, designing, developing, and evaluating a playable 3D game project through practical and written outputs. Assessments test subject knowledge of 3D game design principles, technical and professional skills in prototype development, the production of industry-standard documentation, and the ability to analyse and reflect critically on creative, technical, and contextual decisions while demonstrating awareness of professional workflows.
Assessment 1: Game Design Document
Students will produce an industry-focused Game Design Document (GDD) outlining an original 3D game concept. The document should address aspects such as gameplay mechanics, character design, level design, audio-visual aesthetics, user experience, tools, production methods, scheduling and market. This document provides the foundation for the second assessment.
Assessment 2: Game Prototype with Report
Students will develop a playable 3D game prototype ('vertical slice') based on their GDD, demonstrating implementation of the game using a contemporary game engine such as Unreal. An accompanying reflective commentary will evaluate the design and development process, discussing the main areas of work undertaken.
Formative feedback is available throughout the module during lab sessions, where students will receive ongoing feedback from tutors and will have opportunities to engage in peer learning and games testing.
Module aims
- Explore an expanded range of games design techniques, practices, tools and technologies.
- Equip students with a deeper understanding of 3D game engines and their systems.
- Produce a game design document to a professional standard.
- Allow students to produce an original game prototype based on their own individual specification.
- Develop skills in critical reflection and communication using appropriate terminology.
Learning outcomes
| Attributes Developed | ||
| 001 | Reflect on creative and technical approaches for designing and developing games using appropriate terminology | CPT |
| 002 | Produce a Game Design Document (GDD) to a professional standard | KCPT |
| 003 | Demonstrate proficiency in applying specialist techniques to a game design project | KCPT |
| 004 | Design and present a working video game prototype to a professional standard | KCPT |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy aims to develop game design and development skills by combining creative design, technical processes, and critical reflection. Student will enhance their theoretical and practical knowledge as they design, develop, and evaluate a 3D game prototype using industry tools and workflows. The module encourages critical engagement with contemporary issues in games culture, and fosters independence as students plan and realise their own project through iterative development.
Learning and teaching methods include lectures and labs. Lectures introduce new theoretical concepts, explore context, and provide practical demonstrations with software. Labs provide structured opportunities for students to develop their work in a supportive context, where they will receive feedback from the tutors and their peers, helping them to solve problems and refine their work towards more professional results. Supporting learning materials include demonstration projects, tutorial videos and other reference material. At this level, students are encouraged to act with increased independance, researching and applying strategies relevant to their individual project goals.
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Reading list
https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMA2017
Other information
The Department of Music and Media is committed to developing graduates with attributes encompassing Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience.
Employability: This module explores approaches to 3D game design and development. Students will develop skills in designing, planning and developing a game using industry standard approaches, tools and technologies. The skills in project management they will develop are relevant to games and many other fields.
Digital Capabilities: Students will use 3D game engines and other associated tools for creating their game, building their competence with these digital technologies. They will also have opportunities to use project management and software management tools such as version control, which are used in many professional contexts in the games industry and beyond.
Global and Cultural Capabilities: Parts of this module explore the historical and social context for games as an international phenomena. This will help to build critical thinking and awareness of contemporary issues in global games culture. When game examples are used, these are deliberately drawn from a range of games, reflecting the diversity of global games culture.
Sustainability: Where relevant, students will explore sustainable issues and practices in game design and development, and may choose to incorporate these themes into their projects.
Resourcefulness and Resilience: The module challenges students to respond to design and technical problems with creativity, flexibility, and independent research. Through practical game development tasks, students develop resilience, problem-solving abilities, and resourcefulness. Iterative prototyping and production tasks provide experience in adapting workflows, responding to feedback, and overcoming development challenges, preparing students for professional practice and portfolio development.
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2026/7 academic year.