Course Title: Design games

Part B: Course Detail

Teaching Period: Term1 2023

Course Code: COSC7403C

Course Title: Design games

School: 515T Creative Industries

Campus: City Campus

Program: C6173 - Advanced Diploma of Screen and Media (Content Creation and Design)

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 
9925 4815

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

Nominal Hours: 30

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

This course describes the skills and knowledge required to design technically feasible games, including interpreting game design briefs, researching game ideas and literature, and drafting and finalising game design documents.

 


National Codes, Titles, Elements and Performance Criteria

National Element Code & Title:

CUADIG514 Design games

Element:

1. Identify project requirements

Performance Criteria:

1.1 Identify objective and intended outcomes of game brief in consultation with required personnel

1.2 Identify factors that may impact on design of game

1.3 Clarify target audience and determine format and delivery platform of game in discussion with required personnel

Element:

2. Research games and generate ideas

Performance Criteria:

2.1 Identify different game genres in consultation with required personnel

2.2 Play different genres, including traditional and digital games

2.3 Identify different games’ objectives using game theory and game literature

2.4 Generate ideas for game designs that are technically feasible and that respond to game brief

2.5 Discuss game ideas in collaboration with required personnel

2.6 Select game genre and idea that responds to the game brief

Element:

3. Draft game design document

Performance Criteria:

3.1 Determine structure of game and document all elements

3.2 Develop prototype game sequence to be used in development phase

3.3 Confirm prototype can test effectiveness of gameplay elements

3.4 Develop register of game assets in consultation with required personnel

3.5 Present draft game design document for feedback from required personnel using various presentation techniques

Element:

4. Finalise game design document

Performance Criteria:

4.1 Review and adjust game design objectives as required

4.2 Discuss and confirm additional modifications to game design with required personnel

4.3 Specify game production requirements and proposed testing strategies

4.4 Produce final game design document, reflecting additional modifications


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: CUADIG414 Write and apply scripting language in authoring.

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 material in this schedule, the weekly order is subject to change depending on class needs & resourcesWeekDateTopicAssessment / Learning activities

Week 1 6/2

Scripting: AT1 Game Theory - Part A 

In the first part of this module students will learn about the game design process, game theory in both traditional and digital style games. They will research game genres, objectives and theories as well as explore in game mechanics and strategies exploring how these are designed to make an engaging game experience. Students will also learn how to develop safe ergonomic practice for working at computer for long periods.  

Topics covered

  • Safe Ergonomic practice
  • Game Theory
  • Game Process
  • Technical parameters of games
 
Week 2 13/2

Game Theory: AT1 Game Theory - Part A

Continued.

Topics covered

  • Game Theory, Game Objectives and genre
  • Game Mechanics 
  • Game Strategy
Milestone Submission AT1 Part A
Week 3 20/2

Game Code: AT1 Game Theory - Part B and C

In this second part of this module students will learn the basic of game coding, using Unity and C#. They will explore scripting theory and learning about how to prepare for coding using flowcharts and pseudo code techniques. Finally, they will write scripting code to create a functional game with no errors by exploring testing and debugging techniques. 

Topics covered:

  • Scripting language introduction
  • Investigating scripting options
  • Writing code
  • Outputting game files
  • Evaluating the coding process
  • Creating personal script library / repository
 
Week 4 27/2

Game Code Learning 2 

In this module students will extend their knowledge of game coding by coding a platform style game that focused on level design, player movement, collision detection, life control with UI display features. Students will also create more complicated animation sequences and work on writing and debugging code using standard techniques.  

Topics covered 

  • Prepare for coding
  • Asset management
  • Basic player movement
  • Collision / Collection
  • Debugging code. 
Submission: AT1
Week 5 6/3

Introduction to Game Jam

  • Rules
  • Restrictions
  • Setting up groups
  • working on concepts
 
Week 6 13/2

AT2 Pre-Production - PART A

In this module students will start the pre-production stage of game design development, they will research games and scripting options, identify requirements and specifications and draft game concepts that meet a specified brief.  

Topics covered

  • Establishing project requirements
  • Researching similar projects
  • Concept development
 
Week 7 20/3

AT2 Pre-Production - PART A

Continued

Topics Covered

  • Scope of the project
  • Game setting and structure 
  • Game art development
  • Game Mechanics
 
Week 8 27/3

AT2 Pre-Production - PART A

Continued

Topics Covered

  • Game level design
  • Game assets management
  • Technical requirements
  • Game Rules
  • Code planning 
  • Scripting libraries
Milestone Submission:
AT2 Part A
Week 9 3/4

 AT2 Production & Evaluation (Part B and C)

In this module students will learn about the game production and evaluation process. They will work on developing game prototype suitable for testing and then finalise the game coding script, ensuring it is functional and free from errors. 

Topics covered

  • Best practices for developing prototype
  • Debugging your code
  • Preparing to test your game on users
 
Week 10 17/4

AT2 Production & Evaluation (Part B and C)

Continued

Topic covered

  • User testing game
  • Collecting and analysing data
  • Incorporating changes
 
Week 11 24/4

AT2 Production & Evaluation (Part B and C)

Continued

Topic covered

  • Finalise game
  • Merge redundant code
  • Create build files
  • Evaluate process 
  • Archive scripts
Submission: AT2 
Week 12 1/5

Game Code Learning - UI and Extended Platform

In this module students will learn how to build on their current coding knowledge and extend on game level design.  Students will explore more advanced game animation and transitional techniques, how to extend into a multiple level game and provide end game screens depending on the outcome.

Topic covered

  • Expanding on level design
  • Animation techniques
  • Scene to scene transitional sequences
  • Start and End game scenes 
  • Enhancing UI Game elements
  • Advanced scripting concepts
 
Week 13 8/5

AT3 Pre-Production (Part A) 

In this module students will start the pre-production stage of game design development, specifically they will focus on project requirements, research on multiple level games, start screens and UI elements of games. They will develop concepts which factor in limitations and seek feedback to help finalise the concept. Finally, they will develop detailed game documentation and technical requirements.  

Topics covered

  • Project requirements
  • Research on level design
  • Start and End game scenes
  • Concept development
  • Game documentation
  • Technical requirements
Milestone Submission:
AT3 Part A
Week 14 15/5

AT3 Production & Evaluation (Part B and C)

In this module students will learn follow the game production and evaluation process. Students will work on developing game suitable for testing and then finalise the game coding script, so it is functional and free from errors.  

  • Develop game prototype
  • Prepare for testing
 
Week 15 22/5

AT3 Production & Evaluation (Part B and C)

Continued 

Topics covered

  • Testing game and making adjustments
  • Finalise Game design
 
Week 16 29/5

AT3 Production & Evaluation (Part B and C)

Continued 

Topics covered

  • Merge redundant code
  • Build files
  • Evaluate coding process
  • Finalise repository
Submission: AT3
Week 17  5/6

Additional week for catch up


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.

 

Assessment 1 Game Design Coding

In this assessment students will be given a game brief that they will need to code a game to specifications. As this is the first assessment of the subject, students will undergo some research into the scripting/coding and game theory to gain the knowledge needed to develop the game.  Students will be required to complete research, apply practical coding skills to develop game as per specification, evaluate the process and archive their new scripting. 

Due week 4

 

Assessment 2 Game Design and Development

Completing this project allows you to demonstrate that you can follow a set games brief to identify project requirements, research, plan approach, generate multiple concepts, adopt a specific game genre, create game documentation. Once the concept and documentation is finalised students will then script / code prototype, test the prototype and then finalise the game development, producing a game with no errors or faults in the coding.

Due week 13

 

Assessment 3 Game Development

Completing this project allows you to demonstrate that you can follow a set games brief by identify project requirement, research, plan approach, generate multiple concepts, adopt a specific game genre, create game documentation. Once the concept and documentation finalised students will then script / code prototype, test the prototype and then finalise the game development, producing a game with no errors or faults in the coding. 

Due week 16

 

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