Please note: there may be some adjustments to the teaching arrangements published in the course catalogue for 2020-21. Given current circumstances related to the Covid-19 pandemic it is anticipated that some usual arrangements for teaching on campus will be modified to ensure the safety and wellbeing of students and staff on campus; further adjustments may also be necessary, or beneficial, during the course of the academic year as national requirements relating to management of the pandemic are revised.

Games Studies 2: Industry and Production FTV5066

  • Academic Session: 2021-22
  • School: School of Culture and Creative Arts
  • Credits: 40
  • Level: Level 5 (SCQF level 11)
  • Typically Offered: Semester 2
  • Available to Visiting Students: No
  • Available to Erasmus Students: No

Short Description

This course will look at the construction and composition of the video games industry. Key texts relating to the theories that underpin games design and the digital creative industries will form the basis of an active, critical examination of games development, while practical exercises will provide hands-on experience of many aspects of this process.


10x2 hour sessions (1 hour lecture and 1 hour seminar)

5x2 hour masterclass

5x2 hour workshop

Requirements of Entry

Standard entry to Masters at College level

Excluded Courses





Assessment 1 (25%) - Practical Skills Assessment Part 1: Product Pitch. In this assessment students will develop and present a pitch for a new game. Students will be required to follow industry practice in designing, assembling and presenting written, oral and visual material (5 minutes).

Assessment 2 (25%) - Practical Skills Assessment Part 2: Game Design Documents. For this task students are required to develop game design documents that demonstrate their ability to follow standard industry practice (1500 words).

Assessment 3 (50%) - Written Report/Essay: Students are required to write a report or an essay on one aspect of the video game production process, evaluating the effectiveness of current practices (3000 words).

Course Aims

The course aims to:

■ Explore and examine the historical development of the video game industry

■ Provide students with the opportunity to develop high level knowledge of current professional practice in the video games industry

■ Engage with current debates around Equality, Diversity and Inclusion in the digital creative industries

■ Provide students with the opportunity to gain experience in professional practice by responding to briefs set around key skill sets in the non-technical elements of the video game industry

Intended Learning Outcomes of Course

By the end of this course students will be able to:

■ Respond to industry briefs related to non-technical roles in video game development, synthesising topics and techniques learned in lectures to create new projects

■ Draw on industry specific skills through the production of game design documents

■ Evaluate current debates in the video game industry and the broader digital creative industries around equality, diversity and inclusion

■ Develop critical knowledge of the global video game industries, its histories and contemporary practices

■ Utilise skills in forward planning, time management and self-evaluation;

■ Utilise information retrieval and research skills.

Minimum Requirement for Award of Credits

Students must submit at least 75% by weight of the components of the course's summative assessment.