ITECH2001 Game Development Fundamentals CRICOS Provider No. 00103D ITECH2001 Major Assignment Page 1 of 19 Major Assignment Overview Your task this semester will be to first pitch, then plan and...

game deveopment


ITECH2001 Game Development Fundamentals CRICOS Provider No. 00103D ITECH2001 Major Assignment Page 1 of 19 Major Assignment Overview Your task this semester will be to first pitch, then plan and create assets for, and finally develop a small prototype for an original video game. Your game must not be based on any existing artistic works or media, such as film, television, games, stories, or characters – it should be your own creation. This task is split into three manageable assessments and described below in more detail. After reading the specifications, and learning through lectures and labs, if you are still unsure of the complexity required for your final game prototype, ask your lecturer, and look at previous student submissions from past semesters in the “Previous Student Examples” located in the Assessments section of Moodle. Timelines and Expectations Assessment Task Time Due Date Weight Part A: Game Pitch and Peer Feedback Your Game Pitch is a video you record where you outline your game idea. You will also provide constructive feedback to a peer. 5 hours (minimum) Sunday 11pm, Week 4 10% Part B: Prototype Plan and Art Assets Your Prototype Plan will build upon the concept, planning a small game prototype, together with creation of 3 initial game assets 20 hours (minimum) Sunday 11pm, Week 6 25% Part C: Game Prototype Your Game Prototype will showcase your original game as one small level or area, as described in your plan 25 hours (minimum) Sunday 11pm, Week 11 25% Learning Outcomes Assessed The following course learning outcomes are assessed by completing this assessment: K3. Outline a common games mechanics model; K4. Relate how games can be used to enhance communications; K5. Identify the appropriate and correct syntax and programming constructs for different game development requirements. S1. Select and apply appropriate games development approaches to solve a real world game design; S2. Create a range of assets for a game's project; S3. Outline the design of a game's project; S4. Use programming constructs to respond to user input and to create object and character behaviours; S5. Analyse, design & implement game concepts using structured & basic object orientated programming concepts; S6. Test and debug code to correctly meet game design requirements. A1. Operate appropriate software packages to design and build games and interactive media products that align with client and project expectations; A2. Utilise appropriate software environments to develop and integrate code implementations with game assets. Plagiarism: Plagiarism is the presentation of the expressed thought or work of another person as though it is one's own without properly acknowledging that person. You must not allow other students to copy your work and must take care to safeguard against this happening. More information about the plagiarism policy and procedure for the university can be found at http://federation.edu.au/students/learning-and-study/online-help-with/plagiarism. http://federation.edu.au/students/learning-and-study/online-help-with/plagiarism ITECH2001 Game Development Fundamentals CRICOS Provider No. 00103D ITECH2001 Major Assignment Page 2 of 19 Overall Rules During this semester, you will be required to create: A. A recorded video presenting your game concept (together with constructive feedback to a peer’s video), B. A prototype planning document, together with creation of some game art assets, and C. A playable game prototype. You must follow the rules below while completing these assignments. Your game prototype must: • Be an original design o You can be inspired by, and make a game similar to, but not copy an existing artistic work. o You cannot base your characters, story, or world on an existing artistic work, another student’s ideas, or any other forms of existing media. It must be an original creation of your own, or it may be considered plagiarism, and a breach of copyright. • Be designed and developed as a single player game, with a single controllable object (that will be controlled by the player and become the player character). o The player must be able to control a single visible game object on the screen in your game.  It can be any object you can think of, for example: a person, an animal, a vehicle, a piece of food, a tool, etc. The choices are endless! o In games where you control more than one character or object, like a squad or entire armies, they often contain complex systems and programming requirements making this too difficult a task for a single semester. o Multiplayer and online games require too much development time, so your prototype game must be single player. • Focus on a small prototype that is manageable to build this semester o One level/scene is enough to meet all criteria, two levels/scenes should be the maximum to avoid too much development scope. o The prototype level/scene should contain player movement, triggers and events, understandable mechanics, and end condition(s) (win, loss, and/or completion of level/area) so the player can finish playing the prototype.  See Part C for more details about requirements of scene(s) and events. • Be designed and developed as a 3D game o All of the lab work supports learning how to develop games in 3D. o You can still create a game in a 3D world, that reflects a 2D style game, by positioning the camera angle appropriately (side view, top down, isometric, orthographic etc). See different examples here. • Avoid complex mechanics and systems in your designs and development o Remember this is a one semester course, with a small amount of time to produce the outcomes. o The labs will teach you all of the fundamentals in game development, and the lectures will assist with design concepts and programming in C#. https://docs.unity3d.com/560/Documentation/Manual/2Dor3D.html ITECH2001 Game Development Fundamentals CRICOS Provider No. 00103D ITECH2001 Major Assignment Page 3 of 19 Part A: Game Pitch and Peer Feedback (10 marks) Your task for Part A of this Assignment is to: 1) Pitch a new video game concept in a short recorded video. 2) Provide constructive peer feedback to another student regarding their pitch. Game Pitch Video (7 marks) Your first task is to think of a new game idea, then pitch your game idea in a recorded video. This task is directly related to the Assignments throughout the semester. The full details of what to do for this pitch are outlined below: • Your game pitch forms the early concepts for the game prototype you will be planning in Part B, and then developing in Part C. Therefore, read over Part B and Part C below to gain a full understanding of the game prototype you must plan through designs and then later develop into the small prototype. o You should start your planning document for Part B early in the semester and have a good idea of what your game will be about. This will help you immensely for this Game Pitch. • A game pitch in industry is used to try to sell your game concept to a potential investor and their market, or directly to the gaming target audience via crowdfunding; you want to them to fund your game! o Imagine you only have 2 minutes time to describe your game concept to a game publisher! Therefore, it should be short, interesting and informative! • Read these instructions thoroughly and think carefully about your pitch. o Your game pitch will be a recorded video presentation. Have fun with it! It is about games. o It must meet the criteria and be between 1:30 to 2 minutes in length. o It can be recorded and edited any way you like, but you must be identifiable at the start of the video, and be talking throughout to explain your game concept. o If recorded on a mobile device, it must be in landscape view  and must be clear in video and audio. What to include in your video: • Prepare a high concept statement of your game idea. Use this to introduce your game idea during your pitch. o This is a concise but informative description of your game concept. A few sentences (~one paragraph) are used to summarise your game in an exciting manner – sometimes called an “Elevator Pitch” – a short and persuasive pitch that quickly defines the value and excitement in your product. o Try to include as many of the most important details as possible, briefly summarised into a one paragraph high concept statement (Lecture 2 explains high concept statements, with a few examples), including:  The Game Title, its story, aesthetics, mechanics and technology. This could include: • Genre (see lecture 1) • Player control such as player viewpoint, and game engine used • General Story, Setting and major Characters (see lecture 3) • Important game Mechanics, including the major goal (see lecture 4) ITECH2001 Game Development Fundamentals CRICOS Provider No. 00103D ITECH2001 Major Assignment Page 4 of 19 • After your initial high concept, provide some expanded details such as the most interesting features of your future game prototype. • During your pitch, you must back up your discussion with supporting materials: o Supporting materials can be anything that helps you to describe your game quickly:  Examples: Sketches, images and/or videos • Characters, objects, diagrams, ideas, game mechanics, and/or maps. • They could be your own, or examples from similar games that inspire you. o Supporting materials can be shown:  In person during your pitch (record them clearly on the camera).  Edited into the pitch using any video editing software. Peer Feedback (3 marks) The second task of Part A requires you to watch other students’ game pitches and provide some constructive feedback to at least one other student to help them improve their designs for Part B. After posting your own video of your game pitch (see below on how to submit): • Read the titles of other students’ game concepts and view some game pitch videos that appeal to you. o If not many are available after you have submitted, wait a little closer to submission deadline for more to be uploaded (but don't forget about this!) • When you discover an interesting game concept among your peers, reply to
Oct 11, 2021
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