Course Title: Design digital simulations

Part B: Course Detail

Teaching Period: Term1 2024

Course Code: COSC6247C

Course Title: Design digital simulations

School: 515T Creative Industries

Campus: City Campus

Program: C5413 - Diploma of Screen and Media (Animation, Gaming and Visual Effects)

Course Contact: Nat Bates

Course Contact Phone: +61 3 9925 3326

Course Contact Email: nat.bates@rmit.edu.au


Name and Contact Details of All Other Relevant Staff

Teacher: Suzanne Thomson
suzanne.thomson@rmit.edu.au
+61 3 9925 4815

Program Coordinator: Nat Bates
nat.bates@rmit.edu.au
9925 3326

Nominal Hours: 50

Regardless of the mode of delivery, represent a guide to the relative teaching time and student effort required to successfully achieve a particular competency/module. This may include not only scheduled classes or workplace visits but also the amount of effort required to undertake, evaluate and complete all assessment requirements, including any non-classroom activities.

Pre-requisites and Co-requisites

None

Course Description

In this course you will develop the skills and knowledge required to research, plan and design drafts for digital simulations of real-world environments and processes.

 


National Codes, Titles, Elements and Performance Criteria

National Element Code & Title:

CUADIG517 Design digital simulations

Element:

1. Identify project requirements

Performance Criteria:

1.1 Confirm objectives and desired outcomes of project brief in consultation with required personnel

1.2 Identify target audience and determine format and delivery platform of simulations in discussion with required personnel

Element:

2. Research and plan approach

Performance Criteria:

2.1 Investigate real world environment to be simulated and determine technical parameters that may be required

2.2 Evaluate designs and other information that may assist modelling real world environment

2.3 Determine performance objectives, task complexity and user skill levels

2.4 Determine required depth of physical and functional fidelity that meets production requirements

2.5 Research and identify applicable simulation authoring tools

2.6 Discuss ideas and solutions in collaboration with required personnel

Element:

3. Draft simulation design documents

Performance Criteria:

3.1 Identify processes that determine functional behaviour of simulation and specify how this behaviour is represented by control objects

3.2 Define underlying functionality in model that specifies essential settings, states, conditions and parameters

3.3 Specify user interface controls that enable user interaction with simulation

3.4 Identify critical impacts, alerts or costs for incorrect user operation

3.5 Specify sequencing of difficulty levels, if required

3.6 Confirm proposed simulation is technically feasible in consultation with required personnel

3.7 Present clear and detailed draft simulation design specifications for discussion and feedback with required personnel

3.8 Outline positive and negative feedback from user responses when interacting with simulations, and adjust as required

Element:

4. Finalise simulation design documents

Performance Criteria:

4.1 Review designs against desired project outcomes and objectives

4.2 Review designs against creative, technical and intellectual property requirements

4.3 Adjust design specifications as necessary after discussions with required personnel

4.4 Archive user interface controls


Learning Outcomes


On successful completion of this course you will have developed and applied the skills and knowledge required to demonstrate competency in the above elements. 


Details of Learning Activities

This course consists of 2 Units of Competency that are clustered together for delivery and assessment. The other unit of competency in this clustered course is:CUADES511 Implement design solutions

In class learning activities may include, but are not limited to:

• lectures and/or lab work
• teacher directed group activities and projects
• concept development of group and individual projects
• group discussions and class presentations
• peer and teacher feedback
• WIP (work in progress) reviews
• self directed online, library and industry research
• self directed project production work and reflection

Out of class activities may include, but are not limited to:

• maintaining secure daily backups of all assessment and project data to your RMIT OneDrive account
• accessing online tutorial resources
• self directed online, library and industry research
• self directed project production work and reflection
• class excursions to events and locations outside of RMIT


Teaching Schedule

Please note: While your teacher will cover all the material in this schedule, the weekly order is subject to change depending on class needs and availability of speakers and resources.

WeekTopicAssessment / Learning activities
Week 1

Module 1: AT1 Industry Report 
Introduction to the course and assessment methods. 

Students will be introduced to the context of the course and the game industry sector, looking at the production process, conducting some research into the historical, social and economic status of the local games industry and finally take their first look at working with game engines. 

 
Week 2

Module 1: AT1 Industry Report 
Take a close look at the Australian game industry by completing a case study on a game studio, and analysing the successful process of game development. Also, delve into the legislative and copyright considerations for developers who wish to use assets from the game asset marketplace.

 
Week 3

Module 1: Learning Activity

Students will learn the basics of the Unity interface and create a basic interaction, based on the game Flappy Bird.  

AT1 Industry Report Due
Week 4

Module 2: AT2

In this module, students will be introduced to the game brief and follow activities set out that will:

  • ensure they understand the brief objectives and outcomes of the project
  • defining the target audience for the project
  • identifying the delivery platform
  • take a deeper look at the technical parameters that define/impact the project 
  • brainstorm initial ideas/concepts
 
Week 5

Module 2: AT2 Interaction Design - Concept refinement, asset organisation and presentation 

Students will participate in a concept ideation workshop that will help student gain constructive feedback from others and grow/ideate their concept with the aim of creating an engaging game suitable to answer the brief. 

Topics

  • Concepts generation/ideation
  • Level design generation and sketching
  • Asset considerations and organisation 
 
Week 6

Module 2: AT2 Concept presentation and asset organisation 

Students are required to present their concepts to their assessor and peers for consideration and feedback, making changes and adjustments as required. They will also start creating and managing assets for the game development and finalise the level design.

AT2 Part A and Part B Due
Week 7

Module 2: AT2 Interaction Design - Develop prototype, test and finalise prototype

Using game engine, the student will develop their concept as a working game suitable for playtesting by players with the objective to gain insights and feedback into the game's performance.

  • Creating a suitable prototype for testing
  • Planning for playtesting
  • Conducting play testing
  • Analysing the results of playtesting
  • Creating action list for development

 

Week 8

Module 2: AT2 Interaction Design -  Develop and test prototype and Evaluation

Students will use the results from playtesting to finalise their game and update all relevant documentation, like asset listing. 

  • Exporting build for the platform
  • Create a game play walkthrough
  • Finalise game assets and style guides
AT2 Part C and Part D due
Week 9

Module 3: Game Coding 

In this module, students will learn how to create basic game coding that will allow for input-driven player movement, sprite management, collision detection, spawning game objects, animation cycles and scoring.  This learning will form a base of skills required for AT3. 

 Topic

  • Game setup, flowchart and coding plan
  • Game assets management
  • Player-driven input code
  • Sprite management and animators
  • Gravity and velocity
  • Prefabs and spawning game objects
  • Collision detection, destroying game objects, ending the game
  • Scoring
 
Week 10 Industry Week.   
Week 11

Module 4: AT3 Interaction Design - Part A Project Requirements

In this module, students will ensure they understand the game brief objectives and outcomes to ensure they design a game intended for the right target audience and delivery platform.

They will use research to explore the technical and performance parameters as well as evaluate similar games within the industry sector.  

They participate in the ideation of concepts for the brief and explore resources that will help them complete the application interaction. 

 

Week 12

Module 4: AT3 Interaction Design - Part B Functionality and Design

In this module, students will continue with the AT3  and work on defining the features and functionality of the game design. They will participate in design ideation which will lead to them producing a set of game design solutions upon which they will seek feedback and act on the relevant suggestions showing how this process has evolved their game design solution.  

Topics

  • Functionality of prototype/game
  • Design concept ideation
 
Week 13

Module 4: AT3 Interaction Design - Part B Functionality and Design

Continued

  • Define solution and style guide
  • Present draft ideas
  • Reflect on feedback

AT3 Part A and Part B due

Week 14

Module 4: AT3 Interaction Design - Part C and D Prototype testing and evaluation

In this module, students will spend time developing their game prototype and conduct play testing to ensure good usability practices have been followed and the solution is user friendly resulting in engaging gameplay. They will present final solutions and discuss the effects of testing on the final solution.  

Topics

  • Creating a suitable prototype for testing
  • Planning for playtesting
  • Conducting play testing
  • Analysing the results of playtesting
  • Creating an action list for development

 

 
Week 15

Module 4: AT3 Interaction Design - Part C and D Prototype testing and evaluation

Students will use the results from playtesting to finalise their game and update all relevant documentation, like asset listing. 

  • Exporting build for the platform
  • Create a gameplay walkthrough
  • Finalise game assets and style guides
 AT3 Part C and Part D due
Week 16 

Module 4: AT3 Interaction Design - Finliasing for game showcase

Students will use this time to finalise games ready for games showcase online platform. 

 
Week 17 Review


Learning Resources

Prescribed Texts


References


Other Resources


Overview of Assessment

Assessment for this course is ongoing throughout the semester. Your knowledge and understanding of course content is assessed through participation in class exercises, oral/written presentations and through the application of learned skills and insights. Full assessment briefs will be provided and can be found on CANVAS.


Assessment Tasks

Students enrolled in Vocational Education and Training qualifications are assessed for Competency.  To be assessed competent means you have consistently demonstrated the required knowledge and skills at a standard expected in the workplace. To be assessed as Competent in this course, you will need to complete each assessment task to a satisfactory standard. You will receive feedback from the teacher at the conclusion of each assessment task.

 

You should refer to the assessment brief which is available through Canvas for full assessment criteria

Assignment 01: Industry Report

You will answer questions about the stages of the digital design process, research into the historical, social and economic background of the digital technology, the current industry use of the technology, design practitioners in this field and the legislative considerations for creating the interaction project in AT2. 

Due week 3

Assignment 02: Interaction Design

You will be required to define, research, develop concepts, source materials, develop prototype, perform user testing and present a finalise solution that outlines how the prototype meets the brief’s requirements.  

Due week 8

Assignment 03: Game

You will be given a brief that outlines the real-world context for the project, facilities and resources needed and the outline of specification and requirements.   

You will be required to define, research, develop concepts, source materials, develop prototype, perform user testing and present a finalise solution that outlines how the prototype meets the brief’s requirements.  

Due Week 15

 

Assessment in this course uses the following grades:

CA - Competency Achieved
NYC - Not Yet Competent
DNS - Did Not Submit


Assessment Matrix

The assessment matrix for this course demonstrates alignment of assessment tasks with the unit of competency. These matrices are available through Program Administration.

Other Information

Please refer to the RMIT student page for extensive information about study support, assessment, extensions, appeals and a range of other matters.

Attendance:
Your learning experience will involve class-based teaching, discussion, demonstration and practical exercises. You are strongly advised to attend all timetabled sessions. This will allow you to engage in the required learning activities, ensuring you the maximum opportunity to complete this course successfully.

Information about your studies:
You can access My Studies through the RMIT website for information about timetables, important dates, assessment dates, results and progress, Canvas etc. https://www.rmit.edu.au/students

Assessment:
Information on assessment including Special consideration, Adjustments to assessment, (eg. applying for an extension of time): https://www.rmit.edu.au/students/student-essentials/assessment-and-exams/assessment

Academic Integrity and Plagiarism:
RMIT University has a strict policy on plagiarism and academic integrity. Please refer to the website for more information on this policy.

Credit Transfer and Recognition of Prior Learning:
Credit transfer is the recognition of previously completed formal learning (an officially accredited qualification).
Recognition of Prior Learning (RPL) is an assessment process that allows you to demonstrate competence using the skills you have gained through experience in the workplace, voluntary work, informal or formal training or other life experiences.
Recognition of Current Competency (RCC) RCC applies only if you have previously successfully demonstrated competence in a unit of competency, and now require to be reassessed to ensure that the competence is being maintained.

Please speak to your teacher if you wish to discuss applying for Credit Transfer, RPL, or RCC for the unit(s) of competency addressed in this course.

 

Course Overview: Access Course Overview

Course Overview: Access Course Overview