Overview
Digital games, also referred to as video games, computer games, console games, online games or mobile games, exist in a variety of formats, platforms and genres. This unit provides an introduction to the theories, principles and methods of game design. It analyses the essential elements of games that designers work with to create the all-important player experience. Activities such as conceptualising, designing, prototyping and evaluating games are explored.
Details
Pre-requisites or Co-requisites
Prerequisite DGTL11006 Coding Fundamentals or MMST11002 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 1 - 2020
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 Undergraduate 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 End of term feedback
Some students felt that the official Unity Playground Project hindered their creativity.
The Unity Playground Project framework is provided so that all students can achieve a simple, playable and interactive 2D without being hindered by lack of C# knowledge. Students are made aware that this is the baseline, but are encouraged to engage with additional resources provided in the course to explore C# scripting to a deeper level. However, alternative options for simple game development frameworks to supplement the Unity Playground Project will be explored.
Feedback from End of term feedback
Some students suggested that the supplementary textbook was more useful than the primary textbook.
Both textbooks will continue to be used to support the course as they are written by leaders in the game design & development field.
Feedback from End of term feedback
Some students enjoyed working with the eLearning courseware as an alternative to engaging with textbooks.
Continue development of the courseware and interactive components.
Feedback from End of term feedback
Some students struggled with the audio component in week 6 (using Adobe Audition or Audacity software)
Suggestion has been made to introduce basic audio editing techniques back into Year 1 of the Bachelor of Digital Media program.
- Explain theories, principles and methods of game design
- Conceptualise a game and communicate ideas through design documentation
- Competently use software tools for creating games and game assets
- Create a prototype for a game, applying theories, principles and methods of game design
- Evaluate a game in terms of theories and principles of game design
Alignment of Assessment Tasks to Learning Outcomes
Assessment Tasks | Learning Outcomes | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1 - Practical Assessment - 30% | |||||
2 - Practical Assessment - 25% | |||||
3 - Practical Assessment - 45% |
Alignment of Graduate Attributes to Learning Outcomes
Graduate Attributes | Learning Outcomes | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1 - Communication | |||||
2 - Problem Solving | |||||
3 - Critical Thinking | |||||
4 - Information Literacy | |||||
5 - Team Work | |||||
6 - Information Technology Competence | |||||
7 - Cross Cultural Competence | |||||
8 - Ethical practice | |||||
9 - Social Innovation | |||||
10 - 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 | 9 | 10 | |
1 - Practical Assessment - 30% | ||||||||||
2 - Practical Assessment - 25% | ||||||||||
3 - Practical Assessment - 45% |
Textbooks
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition
Fourth Edition (2019)
Authors: Tracy Fullerton
CRC Press
Boca Raton Boca Raton , Florida , United States
ISBN: ISBN 9781138098770
Binding: Paperback
Additional Textbook Information
The prescribed textbook, Game Design Workshop is currently in its fourth edition.
If you wish to purchase a hard copy of the fourth edition it is available from the CQUniversity Bookshop (AU$114) or Amazon.com.
Alternatively, you can access the third edition for free as a digital textbook through the CQUni library, or O'Reilly Safari Books Online (register with your CQUniversity student ID and password).
Note: Regardless of which version you use, I will provide references for both in the courseware.
IT Resources
- CQUniversity Student Email
- Internet
- Unit Website (Moodle)
- Microsoft PowerPoint
- Microsoft Word
- Piskel (free from http://www.piskelapp.com)
- Unity Personal Edition v2019.2.17 (available from https://unity3d.com/get-unity/download/archive)
- Adobe Creative Cloud Suite (student pricing available from http://www.adobe.com/au/creativecloud/buy/students.html)
All submissions for this unit must use the referencing style: Harvard (author-date)
For further information, see the Assessment Tasks.
r.johnluan@cqu.edu.au
Module/Topic
An introduction to games
Chapter
Hunicke, R, LeBlanc, M & Zubek, R 2004, MDA: A Formal Approach to Game Design and Game Research, viewed 12 January 2020, http://www.cs.northwestern.edu/~hunicke/MDA.pdf
Kramer, W 2000, What is a Game?, viewed 12 January 2020, http://www.thegamesjournal.com/articles/WhatIsaGame.shtml
Maroney, K. 2001, My Entire Waking Life, viewed 12 January 2020, http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml
Events and Submissions/Topic
Module/Topic
The role of the Game Designer
Chapter
Fullerton, T 2014, Chapter 1: The Role of the Game Designer, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
The structure of games
Chapter
Fullerton, T 2014, Chapter 2: Structure of Games, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Conceptualising a game
Chapter
Fullerton, T 2014, Chapter 6: Conceptualisation, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Prototyping a game
Chapter
Fullerton, T 2014, Chapter 7: Prototyping, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Mid-term break (no classes)
Chapter
Events and Submissions/Topic
Module/Topic
Formal game elements
Chapter
Fullerton, T 2014, Chapter 3: Working with Formal Elements, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Dramatic game elements
Chapter
Fullerton, T 2014, Chapter 4: Working with Dramatic Elements, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
System dynamics
Chapter
Fullerton, T 2014, Chapter 5: Working with System Dynamics, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Communicating your designs
Chapter
Fullerton, T 2014, Chapter 14: Communicating your Designs, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Digital prototyping
Chapter
Fullerton, T 2014, Chapter 8: Digital Prototyping, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Publishing a game
Chapter
Fullerton, T 2014, Chapter 15: Understanding the New Game Industry, pp. 470-474, in Game Design Workshop, CRC Press, 2014.
Events and Submissions/Topic
Module/Topic
Review Week
Chapter
Please complete the 'Have your Say' student feedback survey in Moodle.
Events and Submissions/Topic
Module/Topic
Chapter
Events and Submissions/Topic
Module/Topic
Chapter
Events and Submissions/Topic
1 Practical Assessment
Assignment 1 requires you to develop a playable paper prototype game which will lay the foundation for subsequent digital development in Assignments 2 and 3. Paper prototyping is extensively used within the game industry and forms the crux of Professor Tracy Fullerton’s play-centric methodology as presented in the Game Design Workshop textbook. Fullerton's approach facilitates the rapid, robust and cost-effective development of game design mechanics, dynamics and aesthetics, whilst using playtesting feedback from real players to improve the overall player experience. You will reflect on your learning journey by using a Game Design Journal (blog). In combination, these tasks allow you to demonstrate how well you can apply your understanding of the theoretical game design concepts covered in the unit textbook and broader course material.
Please refer to the unit website for detailed information about Assignment 1.
Vacation Week Monday (13 Apr 2020) 11:45 pm AEST
2 weeks after submission
Deliverables:
- Paper Prototype Game. Develop and upload a complete and playable paper prototype game, including ALL components required for playtesting.
- Game Design Journal (Weeks 2-5). Complete journal (blog) entries addressing designated topics on a weekly basis.
Allocation of marks:
- Paper Prototype Game - 22 marks
- Game Design Journal (Weeks 2-5) - 8 marks
- Total = 30 marks (30% of your overall score)
Supplementary notes:
- The paper prototype game that you submit must be playable and complete (ensure that you supply ALL rules, procedures and 'Event' cards)
- Your submission must meet the constraints of the task.
- The game design ideas which underpin your paper prototype must be original and you cannot use someone else's Intellectual Property (IP) within your work e.g. Star Wars, Monopoly.
- Evidence of successful experimentation, innovation or high quality artwork will result in higher marks.
- Penalties will be applied for late submission or failing to comply with the assignment's requirements (e.g. game is incomplete).
- Journal entries made after the Assignment 1 due date will NOT be marked.
Please refer to the unit website for more detailed assignment criteria, along with exemplars and supporting materials.
- Explain theories, principles and methods of game design
- Create a prototype for a game, applying theories, principles and methods of game design
- Evaluate a game in terms of theories and principles of game design
- Communication
- Problem Solving
- Critical Thinking
- Information Literacy
- Team Work
- Information Technology Competence
- Cross Cultural Competence
- Ethical practice
2 Practical Assessment
Assignment 2 requires you to design and develop custom visual and sound assets for your game protagonist (player character). Once complete, these assets will be used in the digital prototype game that you develop for Assignment 3. Additionally, you will continue to critically reflect on your learning journey in your Game Design Journal (blog).
Please refer to the unit website for detailed information about Assignment 2.
Week 8 Friday (8 May 2020) 11:45 pm AEST
2 weeks after submission
Deliverables:
- Visual Design for Games. Character model sheet and sprite sheet for your game protagonist.
- Sound Design for Games. Spawning, movement and death (or destruction) sounds for your game protagonist.
- Game Design Journal (Weeks 6-8). Complete journal entries addressing designated topics on a weekly basis.
Allocation of marks:
- Visual Design for Games - 13 marks
- Sound Design for Games - 7.5 marks
- Game Design Journal (Weeks 6-8) - 4.5 marks
- Total = 25 marks (25% of your overall score)
Supplementary notes:
- Your submission must meet the constraints of the task.
- Assets that you create for the visual and sound design tasks must be original and you cannot use someone else's Intellectual Property (IP) within your work e.g. Star Wars, Monopoly.
- Penalties will be applied for late submission or for failing to comply with the assignment's requirements.
- Journal entries made after the Assignment 2 due date will NOT be marked.
Please refer to the unit website for more detailed assignment criteria and supporting resources.
- Explain theories, principles and methods of game design
- Conceptualise a game and communicate ideas through design documentation
- Competently use software tools for creating games and game assets
- Communication
- Problem Solving
- Critical Thinking
- Information Literacy
- Team Work
- Information Technology Competence
- Cross Cultural Competence
- Ethical practice
3 Practical Assessment
Assignment 3 draws together everything that you have learned from the MMST12017 lectures, tutorial activities and previous assignments. Your task is to develop a functional two-dimensional (2D) Unity digital game prototype which:
- aligns with your original paper prototype game (as per Assignment 1);
- includes previously developed media assets (as per Assignment 2);
- delivers a quality player experience;
- satisfies stipulated constraints, and
- demonstrates understanding of the practical and theoretical content covered this term.
Finally, you will document your digital prototype in a Game Concept Document (GCD) and complete the last entries in your Game Design Journal.
Please refer to the unit website for detailed information about Assignment 3.
Week 12 Friday (5 June 2020) 11:45 pm AEST
2 weeks after submission
Deliverables:
- Unity 2D Digital Prototype Game. A functional and playable Unity 2D digital prototype game which satisfies the Assignment 3 design brief and constraints. You must provide a published version of your game, along with your Unity source files.
- Game Concept Document (GCD). You will create a Game Concept Document (GCD) from a template provided by the Unit Coordinator.
- Game Design Journal (Weeks 9-12). Complete journal entries addressing designated topics on a weekly basis.
Allocation of marks:
- Unity 2D Digital Prototype Game - 28 marks
- Game Concept Document (GCD) - 13 marks
- Game Design Journal (Weeks 9-12) - 4 marks
- Total = 45 marks (45% of your overall score)
Supplementary Notes:
- Your digital prototype game must be functional and complete.
- Your submission must meet the constraints of the task.
- You must submit a copy of your Unity source files.
- You must submit a published version of your Unity game.
- All media components developed for the digital prototype game must be original and you cannot use someone else's Intellectual Property (IP) within your work e.g. Star Wars, Monopoly.
- Evidence of successful experimentation and innovation will result in higher marks.
- Penalties will be applied for late submission or failing to comply with assessment requirements (e.g. incomplete source files).
- Journal entries made after the Assignment 3 due date will NOT be marked.
Please refer to the unit website for more detailed assignment criteria.
- Explain theories, principles and methods of game design
- Conceptualise a game and communicate ideas through design documentation
- Competently use software tools for creating games and game assets
- Create a prototype for a game, applying theories, principles and methods of game design
- Evaluate a game in terms of theories and principles of game design
- Communication
- Problem Solving
- Critical Thinking
- Information Literacy
- Team Work
- Information Technology Competence
- Cross Cultural Competence
- Ethical practice
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.