Unit information: Writing for Games in 2036/37

Please note: Programme and unit information may change as the relevant academic field develops. We may also make changes to the structure of programmes and assessments to improve the student experience, occasionally this includes not running units if they are not viable.

Unit name Writing for Games
Unit code HUMSM0027
Credit points 40
Level of study M/7
Teaching block(s) Teaching Block 1 (weeks 1 - 12)
Unit director Dr. Samuel
Open unit status Not open
Units you must take before you take this one (pre-requisite units)

None

Units you must take alongside this one (co-requisite units)

None

Units you may not take alongside this one

None

School/department School of Humanities
Faculty Faculty of Arts, Law and Social Sciences

Unit Information

Why is this unit important?

In a world where games seem to emerge fully formed or are tethered to the creative vision of an auteur, it is easy to forget that games are a composite narrative form. Where does the narrative designer fit within this picture? How can we better understand and appreciate the role of a narrative designer for games? What are the key attributes that distinguish an effective narrative designer? This unit immerses you in the collaborative environment of the game writers’ room. Here, you will gain insights into narrative frameworks and use industry-standard tools and creative methodologies to craft game stories, characters, conversations, relationships, and worlds. You will also consider the narrative designer’s role, the importance of how to tell the above using game systems and affordances. In the process, you will reflect on the agility needed to adapt to challenges as they arise in the game development process.

How does this unit fit into your programme of study

For full-time students, this unit runs in tandem with Storytelling and Games in TB1. Where Storytelling and Games equips you with the ability to critique and draw inspiration from existing game narratives, Writing for Games focuses on the creative process itself. Experimentation is prioritised across a range of game genres and platforms, with space provided to adapt narrative frameworks from other media and lean into the affordances of narrative design. You will consider game dialogue, characters, narration, mechanics, environments, audio, cinematics, worldbuilding, and more. The unit will also scaffold technical skills in scripting software such as Twine and Ink.

Your learning on this unit

An overview of content

This unit immerses you in the role of a narrative designer in the game writers’ room. Here, you will explore the components of narrative design, from writing elements to story engine construction. You will learn about story structure, as well as transmedia adaptation, discover different narrative design roles and self-allocate them, and experiment with character and level design, incidentals, branching dialogue, systems design, mechanics, environmental storytelling, and worldbuilding. The emotional impact of narrative tools on player experience will be central. The goal is to define a narrative outline for a game and illustrate different elements of storytelling using narrative scripting systems (Twine, Ink), reflecting on how these might be realised in game development cycles.

How will students, personally, be different as a result of the unit

By emulating the role of a narrative designer in the context of the game writers’ room, you will gain insight and a thorough understanding of the attributes necessary to engage in narrative design for games, including how narrative design touches every aspect of a game. Moreover, by working to specifications and navigating obstacles and incorporating peer feedback, you will gain confidence and resilience in your narrative design skills.

Learning Outcomes

  1. Classify and discuss narrative frameworks and the components of narrative design, describe the key responsibilities of the narrative designer and the narrative design process
  2. Experiment with narrative design techniques to create interactive experiences
  3. Establish effective teamworking relationships with peers, appraise work-in-progress, and accommodate feedback in your work
  4. Assess the development of your creative skills in narrative design

How you will learn

Learning on this unit will take place over a full day, within which, in your groups, you will critique each other’s narrative design propositions and share learnings as well as rapidly ideate new narrative components together through briefs and game jams. No two writers’ rooms will be the same. They will share a set of planned activities and challenges to solve as a group, informed by the games set to play for that week. Over the course of each day, you will also engage in technical labs focused on the use of industry standard tools for narrative scripting (Twine, Ink), while making use of creative methodologies such as acting and paper prototyping. Alongside this, a series of industry masterclasses and scheduled talks will expand the horizon of creative practice when it comes to writing for games.

How you will be assessed

Tasks which help you learn and prepare you for summative tasks (formative):

Throughout the unit, you will engage in ongoing creative criticism in the context of the game writers’ room. Meanwhile, technical labs will help you develop proficiency in narrative scripting technologies (Twine, Ink). You will be expected to write regularly in your game diary and participate in game jam sprints. You will also be supported to draft a game design document in your group for the narrative outline. This will capture creative visions and decisions and help you reflect on agile game development, including how this impacts the role of narrative design.

Tasks which count towards your unit mark (summative):

Game diary plus 500-word reflection (20%) [ILO 1, 4] (individual)

Narrative outline and documentation (60%) [ILOs 1-4] (group/individual)

2000-word critical commentary and reflection (20%) [ILOs 1, 4] (individual)

Group assessment marks will be individualised through contribution logs and your reflections on the particular aspect of the narrative design process that you take on within your group.

Group assessment marks for the Let’s Play recorded playthroughs will comprise your individual 5-minute contribution and the overall execution of the final video.

When assessment does not go to plan

Reassessment for the individual components will take the same form as the original briefs. For the group elements, if you are unable to contribute at all, the reassessment will require you to reflect on what the group has done, add to your group’s submission, and then consider how your contribution affects the outcome.

Resources

If this unit has a Resource List, you will normally find a link to it in the Blackboard area for the unit. Sometimes there will be a separate link for each weekly topic.

If you are unable to access a list through Blackboard, you can also find it via the Resource Lists homepage. Search for the list by the unit name or code (e.g. HUMSM0027).

How much time the unit requires
Each credit equates to 10 hours of total student input. For example a 20 credit unit will take you 200 hours of study to complete. Your total learning time is made up of contact time, directed learning tasks, independent learning and assessment activity.

See the University Workload statement relating to this unit for more information.

Assessment
The assessment methods listed in this unit specification are designed to enable students to demonstrate the named learning outcomes (LOs). Where a disability prevents a student from undertaking a specific method of assessment, schools will make reasonable adjustments to support a student to demonstrate the LO by an alternative method or with additional resources.

The Board of Examiners will consider all cases where students have failed or not completed the assessments required for credit. The Board considers each student's outcomes across all the units which contribute to each year's programme of study. For appropriate assessments, if you have self-certificated your absence, you will normally be required to complete it the next time it runs (for assessments at the end of TB1 and TB2 this is usually in the next re-assessment period).
The Board of Examiners will take into account any exceptional circumstances and operates within the Regulations and Code of Practice for Taught Programmes.