Overview
In this unit, you will learn how to develop a mobile game using an agile methodology and device agnostic software tools. You will look at using 3D models and sound assets to develop this game, as well as techniques for good game development. This development process highlights, in particular, the impact that limited computing resources and wireless communication speeds have on the development of games. You will also conduct research on what makes a good game, supported by relevant gaming theories.
Details
Pre-requisites or Co-requisites
Pre-Requisite: COIT20268 Responsive Web Design.
Important note: Students enrolled in a subsequent unit who failed their pre-requisite unit, should drop the subsequent unit before the census date or within 10 working days of Fail grade notification. Students who do not drop the unit in this timeframe cannot later drop the unit without academic and financial liability. See details in the Assessment Policy and Procedure (Higher Education Coursework).
Offerings For Term 3 - 2021
Attendance Requirements
All on-campus students are expected to attend scheduled classes – in some units, these classes are identified as a mandatory (pass/fail) component and attendance is compulsory. International students, on a student visa, must maintain a full time study load and meet both attendance and academic progress requirements in each study period (satisfactory attendance for International students is defined as maintaining at least an 80% attendance record).
Recommended Student Time Commitment
Each 6-credit Postgraduate unit at CQUniversity requires an overall time commitment of an average of 12.5 hours of study per week, making a total of 150 hours for the unit.
Class Timetable
Assessment Overview
Assessment Grading
This is a graded unit: your overall grade will be calculated from the marks or grades for each assessment task, based on the relative weightings shown in the table above. You must obtain an overall mark for the unit of at least 50%, or an overall grade of ‘pass’ in order to pass the unit. If any ‘pass/fail’ tasks are shown in the table above they must also be completed successfully (‘pass’ grade). You must also meet any minimum mark requirements specified for a particular assessment task, as detailed in the ‘assessment task’ section (note that in some instances, the minimum mark for a task may be greater than 50%). Consult the University’s Grades and Results Policy for more details of interim results and final grades.
All University policies are available on the CQUniversity Policy site.
You may wish to view these policies:
- Grades and Results Policy
- Assessment Policy and Procedure (Higher Education Coursework)
- Review of Grade Procedure
- Student Academic Integrity Policy and Procedure
- Monitoring Academic Progress (MAP) Policy and Procedure – Domestic Students
- Monitoring Academic Progress (MAP) Policy and Procedure – International Students
- Student Refund and Credit Balance Policy and Procedure
- Student Feedback – Compliments and Complaints Policy and Procedure
- Information and Communications Technology Acceptable Use Policy and Procedure
This list is not an exhaustive list of all University policies. The full list of University policies are available on the CQUniversity Policy site.
Feedback, Recommendations and Responses
Every unit is reviewed for enhancement each year. At the most recent review, the following staff and student feedback items were identified and recommendations were made.
Feedback from Unit evaluation
The hands-on approach in the textbook and labs helped students learn how to develop mobile games from scratch.
Continue using a hands-on approach to teach how to develop mobile games from scratch.
Feedback from Unit evaluation
Need more clarity about the portfolio assessment.
Latest developments will be incorporated from the recently published textbook and updated supporting materials.
Feedback from Unit coordinator's reflection
The learning materials of this unit need to be redeveloped.
A new prescribed textbook will be introduced and the lecture and tutorial materials will be updated.
- Design and implement a mobile game
- Detail the challenges in developing mobile apps requiring heavy use of hardware resources
- Apply an agile methodology in the development of software
- Critically assess the user interface design on different platforms, with different hardware affordances.
Australian Computer Society (ACS) recognises the Skills Framework for the Information Age (SFIA). SFIA is in use in over 100 countries and provides a widely used and consistent definition of ICT skills. SFIA is increasingly being used when developing job descriptions and role profiles.
ACS members can use the tool MySFIA to build a skills profile at https://www.acs.org.au/professionalrecognition/mysfia-b2c.html
This unit contributes to the following workplace skills as defined by SFIA. The SFIA code is included:
- Systems Design (DESN)
- System Integration (SINT)
- Programming/Software Development (PROG)
- Testing (TEST)
- Applications Support (ASUP).
Alignment of Assessment Tasks to Learning Outcomes
Assessment Tasks | Learning Outcomes | |||
---|---|---|---|---|
1 | 2 | 3 | 4 | |
1 - Practical Assessment - 20% | ||||
2 - Practical Assessment - 30% | ||||
3 - Written Assessment - 30% | ||||
4 - Portfolio - 20% |
Alignment of Graduate Attributes to Learning Outcomes
Graduate Attributes | Learning Outcomes | |||
---|---|---|---|---|
1 | 2 | 3 | 4 | |
1 - Knowledge | ||||
2 - Communication | ||||
3 - Cognitive, technical and creative skills | ||||
4 - Research | ||||
5 - Self-management | ||||
6 - Ethical and Professional Responsibility | ||||
7 - Leadership | ||||
8 - Aboriginal and Torres Strait Islander Cultures |
Alignment of Assessment Tasks to Graduate Attributes
Assessment Tasks | Graduate Attributes | |||||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
1 - Practical Assessment - 20% | ||||||||
2 - Practical Assessment - 30% | ||||||||
3 - Written Assessment - 30% | ||||||||
4 - Portfolio - 20% |
Textbooks
Holistic Mobile Game Development with UNITY
1st Edition (2014)
Authors: Penny de Byl
Taylor and Francis
London London , United Kingdom
ISBN: 9780415839235
Binding: Paperback
Unity in Action
Edition: 2nd (2018)
Authors: Joseph Hocking
Manning
Shelter Island Shelter Island , New York , United States
ISBN: 9781617294969
Binding: Paperback
IT Resources
- CQUniversity Student Email
- Internet
- Unit Website (Moodle)
- Internal students are encouraged to bring a laptop to all classes
- Zoom (both microphone and webcam capability)
- Unity learning resource (free)
All submissions for this unit must use the referencing style: Harvard (author-date)
For further information, see the Assessment Tasks.
m.cowling@cqu.edu.au
Module/Topic
Chapter
de Byl, Chapter 1
Events and Submissions/Topic
Module/Topic
Introduction to Mobile Game Development
Chapter
de Byl, Chapter 1
Events and Submissions/Topic
Module/Topic
Procedural Literacy - Part 1
Chapter
de Byl, Chapter 2
Events and Submissions/Topic
Module/Topic
Procedural Literacy - Part 2
Chapter
de Byl, Chapter 2
Events and Submissions/Topic
Portfolio starts
Module/Topic
Mid-term Break
Chapter
Catch-up if behind. Relax and refresh.
Events and Submissions/Topic
Portfolio continues
Module/Topic
Art Assets & Aesthetics
Chapter
de Byl, Chapter 4
Events and Submissions/Topic
Portfolio continues
Practical Assignment 1 Due: Week 5 Friday (17 Dec 2021) 11:45 pm AEST
Module/Topic
Mobile Game Interfaces
Chapter
de Byl, Chapter 3
Events and Submissions/Topic
Portfolio continues
Module/Topic
Mid-term Break
Chapter
Catch-up if behind. Relax and refresh.
Events and Submissions/Topic
Portfolio continues
Module/Topic
Learning from the Masters: Part One (Segment 1)
Chapter
de Byl, Chapter 5
Events and Submissions/Topic
Portfolio continues
Module/Topic
Learning from the Masters: Part One (Segment 2)
Chapter
de Byl, Chapter 5
Events and Submissions/Topic
Portfolio continues
Module/Topic
Learning from the Masters: Part Two (Segment 1)
Chapter
de Byl, Chapter 6
Events and Submissions/Topic
Portfolio continues
Module/Topic
Learning from the Masters: Part Two (Segment 2)
Chapter
de Byl, Chapter 6
Events and Submissions/Topic
Portfolio continues
Module/Topic
Multiplayer Experiences
Chapter
de Byl, Chapter 7
Events and Submissions/Topic
Portfolio completes
Practical Assignment 2 Due: Week 11 Friday (4 Feb 2022) 11:45 pm AEST
Module/Topic
Publishing & Promotion
The Latest Trends in Mobile Game Development
Chapter
de Byl, Chapter 8 & Online Materials
Events and Submissions/Topic
Module/Topic
Chapter
Events and Submissions/Topic
In this term, this unit runs in Online mode only. There are no scheduled lectures or tutorials. Use the resources on the Moodle site to study each week and consult with the Unit Coordinator on a regular basis.
1 Practical Assessment
This is a group assignment that can be undertaken by 3 students. You are required to submit a design and interface prototype for a simple 3D Unity game for Android mobile devices. This should include documentation of the game concept and design details, as well as the beginning of a Unity project that implements some sample interface and game mechanics for your game to give an idea of how the game will run. Your submission should demonstrate the application of the knowledge from the first four chapters of the textbook.
Week 5 Friday (17 Dec 2021) 11:45 pm AEST
Feedback will be provided within 2 weeks of submission.
- Game has clear play instructions and an end goal.
- Game interface is well designed and suitable for the game.
- Game design shows creativity and original thinking.
- Design and implement a mobile game
- Apply an agile methodology in the development of software
- Knowledge
- Cognitive, technical and creative skills
- Self-management
2 Practical Assessment
This assignment is a continuation of Practical Assignment 1. This is a group assignment that can be undertaken by 3 students. You are required to design, implement and playtest a simple 3D Unity game for Android mobile devices.
Design and implementation
The game is based on the game concept that you have provided in Practical Assignment 1.
As the game is for mobile devices, your implementation should demonstrate a competent knowledge of the following:
- Mobile game interfacing i.e., the use of mobile touch screen, device orientation, sensors and GUI
- Exploring and using legal sources of graphics, sounds and 2D/3D models
- Applying the overall concepts from the first four chapters of the textbook, as well as implementing features from the "Learning from the Masters" chapters
You are also required to write a report explaining your demonstration and the game elements that you have successfully implemented according to the design in Assignment 1.
Playtesting
Your game should be playtested by two of your friends. You should write a report that includes your observations during the playtesting, your playtesters’ comments and your ideas for improving the game.
Week 11 Friday (4 Feb 2022) 11:45 pm AEST
Feedback will be provided within 2 weeks of submission.
- Game clearly and successfully demonstrates desired game features.
- Game uses visual and auditory resources appropriately.
- Game code is well written and shows competency in Unity.
- Report is well written and provides a clear rationale for the implemented game features and relationship to the original game.
- Design and implement a mobile game
- Apply an agile methodology in the development of software
- Knowledge
- Cognitive, technical and creative skills
- Self-management
3 Written Assessment
Critical evaluation of games is an important skill for game designers. You will be provided with a game to critically evaluate with the intention of identifying those aspects that work well, and provide recommendations for improvements.
Your task is to research game design literature to locate current, relevant game theories and evaluate your game within the context of those theories. Game theories related to game mechanics, game usability, game design patterns, playability heuristics, and context of the game are examples of those which may be considered for your critical evaluation.
You should write an essay briefly explaining the game theories you have researched, how they apply to your game, the implications thereof, and your recommendations. The list of references should form the last page of the essay, which is expected to include at least two peer reviewed (scientific) journal articles or conference papers.
As a guideline, the main body of your essay should be approximately 1500 words.
Week 12 Friday (11 Feb 2022) 11:45 pm AEST
Feedback will be provided on the date of certification of grades.
- Each game theory relevant and clearly explained
- Insightful discussion on the application of each game theory and the resulting implications
-
Recommendations for improvements provided
- Quality references chosen
- Detail the challenges in developing mobile apps requiring heavy use of hardware resources
- Critically assess the user interface design on different platforms, with different hardware affordances.
- Knowledge
- Communication
- Cognitive, technical and creative skills
- Research
- Self-management
4 Portfolio
Your portfolio is for your future reference. The portfolio will contain two sections: demonstrations and bibliography. The demonstrations section will showcase the mobile game concepts that you have mastered. The bibliography section will contain a list of references of the learning resources that you have found useful.
CQU Portfolio
Your portfolio should be constructed in CQU Portfolio which is available on the Moodle unit site.
Demonstrations
From Week 4 to Week 11, each week you are expected to add one new mobile game concept to your portfolio with your most impressive demonstration of the concept. For each concept, you should write a short discussion to show how the concept is used in a gaming context. Where possible, your demonstration should be built to run on the web player. Alternatively, you must provide screenshots and/or video clips of your demonstrations embedded in the portfolio. You may be asked to demonstrate your work to your local lecturer and/or tutor.
The textbook hands-on exercises and online Unity tutorials are good resources for this task. As you complete the textbook exercises and tutorials, record and document your work for demonstration. Bonus marks will be given for innovative demonstrations of newly learned concepts.
Bibliography
As you learn mobile game development, you will access extracurricular materials such as the Unity website, YouTube videos, help documentation and books. When you find a useful resource, you should add a reference to it to the bibliography section along with a short discussion of the resource which also justifies the inclusion of the resource. Your bibliography is expected to contain at least 24 useful references - you should try to add roughly three per week.
Exam Week Monday (14 Feb 2022) 11:45 pm AEST
You are required to complete one portfolio item per week from Week 4 to Week 11. You need to submit a secret URL to your CQU Portfolio page or collection by the above due date and time.
Feedback will be provided on the date of certification of grades.
- Demonstrations are of high quality with well written code. Work of a high distinction standard would be expected to demonstrate newly learned concepts in new and innovative gaming contexts.
- Bibliography references point to quality or rare resources, the reference discussions should provide some insights into the resources. Categorise and and rate the resources by their content, quality, usefulness and ease of use.
- Detail the challenges in developing mobile apps requiring heavy use of hardware resources
- Critically assess the user interface design on different platforms, with different hardware affordances.
- Knowledge
- Communication
- Self-management
As a CQUniversity student you are expected to act honestly in all aspects of your academic work.
Any assessable work undertaken or submitted for review or assessment must be your own work. Assessable work is any type of work you do to meet the assessment requirements in the unit, including draft work submitted for review and feedback and final work to be assessed.
When you use the ideas, words or data of others in your assessment, you must thoroughly and clearly acknowledge the source of this information by using the correct referencing style for your unit. Using others’ work without proper acknowledgement may be considered a form of intellectual dishonesty.
Participating honestly, respectfully, responsibly, and fairly in your university study ensures the CQUniversity qualification you earn will be valued as a true indication of your individual academic achievement and will continue to receive the respect and recognition it deserves.
As a student, you are responsible for reading and following CQUniversity’s policies, including the Student Academic Integrity Policy and Procedure. This policy sets out CQUniversity’s expectations of you to act with integrity, examples of academic integrity breaches to avoid, the processes used to address alleged breaches of academic integrity, and potential penalties.
What is a breach of academic integrity?
A breach of academic integrity includes but is not limited to plagiarism, self-plagiarism, collusion, cheating, contract cheating, and academic misconduct. The Student Academic Integrity Policy and Procedure defines what these terms mean and gives examples.
Why is academic integrity important?
A breach of academic integrity may result in one or more penalties, including suspension or even expulsion from the University. It can also have negative implications for student visas and future enrolment at CQUniversity or elsewhere. Students who engage in contract cheating also risk being blackmailed by contract cheating services.
Where can I get assistance?
For academic advice and guidance, the Academic Learning Centre (ALC) can support you in becoming confident in completing assessments with integrity and of high standard.