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.

Video Games Professional Practice FTV5067

  • Academic Session: 2021-22
  • School: School of Culture and Creative Arts
  • Credits: 20
  • Level: Level 5 (SCQF level 11)
  • Typically Offered: Semester 2
  • Available to Visiting Students: No
  • Available to Erasmus Students: No

Short Description

This option gives students on the MSc in Games Studies and Digital Culture the opportunity to gain experience in industry practices EITHER through a period of work placement with a relevant non-HEI partner OR a professional project that responds to an industry brief. Students that take the creative project option will be given a brief, designed by industry stake holders, that asks them to work independently or in groups on a project. Students that select the work placement option will undertake a work placement within the digital creative industries, gaining hands on experience and being asked to reflect on this experience in a final report and portfolio.  


2x1 hour seminars (1 to introduce course and 1 to debrief)

18 hours work-based learning

Requirements of Entry

Standard entry to Masters at College level

Excluded Courses





1 x Portfolio that demonstrates successful completion of either work placement tasks or professional practice. This may include written documents, reflective entries in a student's work journal, images of games being worked on, final product of professional practice (40%)

1 x 3000 word critical reflection or report based on experience in work placement or professional practice (60%)

Course Aims

This course aims to:

■ Allow students to experience professional practice in the games industry

■ Develop vocational skills in the non-technical elements of game production.

■ Encourage testing of theoretical and conceptual skills in real world contexts. 

Intended Learning Outcomes of Course

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

■ Reflect critically on the importance of collaboration in the delivery of work-based or creative practice projects

■ Work with professional practitioners or to a professional standard and develop advanced skills that can contribute to future practice

■ Apply critical approaches to game studies in industry settingsUtilise 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 (including examinations) of the course's summative assessment.