Recent Question/Assignment

Major Assignment
Your task this semester will be to pitch, design and 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 parts and described below in more detail. After reading below, and learning through lectures and labs, if you are still unsure of complexity required, ask your lecturer and look at previous completed parts from past semesters in the “Previous Student Examples” located in the Assessments section of Moodle.
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 and implement game concepts using structured and 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.
Timelines and Expectations
Assessment Task Time Due Date Weight
Part A: Game Pitch Video
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: Game Design Document
Your Design Document will build upon the pitch, planning and designing a small game prototype that you will develop 15 hours
(minimum) Sunday 11pm,
Week 6 15%
Part C: Game Prototype
The Game Prototype will showcase your original game as one small level or area, as described in your document 25 hours
(minimum) Sunday 11pm,
Week 11 25%
Part A: Game Pitch Video
This assessment contains two tasks:
1. Pitch a new video game concept in a short recorded video.
2. Provide constructive feedback to another student regarding their pitch.
The 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 designing for Part B, and then building for 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 game design 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 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. o 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:
o Prepare a high level concept statement of your game idea, including a game title and game genre. Use this to introduce your game idea during your pitch.
? Lecture 2 explains high concept statements, with a few examples.
o After your initial concept, summarise some background information such as potential and interesting Characters (and/or Objects), Story (and/or Setting), and Game Mechanics. o During your pitch, you must back up your discussion with supporting materials:
? Supporting materials can be anything that helps you to describe your game quickly:
• Examples: Sketches, images and/or videos
o Characters, objects, diagrams, ideas, game mechanics, and/or maps.
o They could be your own, or examples from similar games that inspire you.
? Supporting materials can be shown:
• In person during your pitch (record them clearly on the camera).
• Edited in to the pitch using any video editing software.
The second task of this assessment 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 yet, 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 their forum post and provide polite and constructive feedback about their concept that you believe may be able to help them improve their concept when they work on Part B and eventually Part C.
For all forums remember:
• Text based communication can be misinterpreted. (eg: Sarcasm is not always obvious).
• Please obey discussion forum etiquette. Do not use the Moodle forums inappropriately.
Part A Submission
When you have completed your video, you must follow these steps:
• Note: Moodle generally has a 100mb attachment and upload limit. Therefore, you will use Kaltura to compress your video and save it to Federation University Servers (instructions below).
• You will reply to the Assignment Part A: Game Pitch forum to submit your video.
• Click on the forum post the staff member has made for submitting your video.
• Click reply, and then choose the “Advanced” option below.
• When you reply, use the title of your game as the forum reply title.
• Within your reply, click on “Embed Kaltura Media” that looks like this
• A new window will open.
• Click the “+ Add New” button.
• Click “Media Upload”.
• Click “Choose a file to upload” and select your video.
• After it finishes uploading, click “ / Save and Embed”.
• At this point, your forum post will look something like this
• Now click -Post to forum- to submit your video of your game pitch.
After submission, do not forget to provide feedback to another student’s game pitch video.
• You will not be able to view other students’ videos until 5 min after you have submitted your own.
• If you submit early, you may have to come back later to see more peer submissions.
• If you are having difficulty viewing other submissions, switch the forum to threaded form, so all videos do not try to load at once.
Part A Feedback
You will receive marks and feedback before the beginning of week 6, uploaded to Moodle.
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
Part A Marking Rubric
(2 marks) Excellent (2) One spoken paragraph that gives a very clear overview of the game concept, including its title and the game genre. It is very unique, interesting and persuasive! Good (1.5) One spoken paragraph that gives a clear overview of the game concept,
including its title and the game genre. It is interesting, but could be a little more exciting. Acceptable (1) Roughly one spoken paragraph that gives a mostly understandable overview of the game concept, and its title and game genre, but it lacks excitement and could be improved. Poor (0.5) The high concept statement is attempted but either too short, too long, and/or has confusing game concepts which are hard to understand.
Presentation is dull. Not Done (0) The high concept was not addressed, and/or the pitch goes directly into all the details mixed together.
(or) Objects
(or) Setting
(2 marks) Excellent (2) Extremely clear to understand with well thought out ideas and game concepts that addresses all criteria. It is very unique, interesting and persuasive! Good (1.5)
Mostly understandable with well thought out ideas and game concepts that addresses all criteria. It is interesting, but could be a little more exciting. Acceptable (1) Ideas and game concepts are mostly understandable but not well thought through. Most criteria addressed. It could be a little more exciting. Poor (0.5) Confusing ideas and game concepts which are hard to understand. Few criteria addressed.
It lacks excitement. Not Done (0) No background information was provided OR none of what was asked for.
(2 marks) Excellent (2) At least four varied supporting materials. They greatly aid in understanding the game concepts. Good (1.5)
At least three supporting materials. They aid in understanding the game concepts. Acceptable (1) At least two supporting materials. They somewhat aid in understanding the game concepts. Poor (0.5)
There are additional materials, but they do not support the understanding of the pitched game concepts. Not Done (0) No supporting materials to assist in visualising some of the pitch.
(1 mark) Good timing (1)
Between 1 minute 30 seconds and
2 minutes OK timing (0.5)
1 to 30 seconds too short or too long Bad timing (0)
More than 30 seconds too short or too long
Feedback to
(3 marks) Excellent (3)
Feedback is very helpful and constructive. It could easily contribute towards peer making beneficial changes to their game design document. Good (2)
Feedback is good but could be more constructive to help peer. Peer may consider the feedback when working on their game design document. Poor (1)
Feedback was not constructive, but could be understood. It would be difficult for peer to use the feedback when working on their design document. Not Done (0) No feedback was provided, OR it was too vague, OR could not be understood.
Part B: Game Design Document
A game begins with an idea. In your Game Pitch Video, you will have presented an idea for a new original game in a short video that you want to design and prototype. Your task for Assignment Part B is to create the documentation that expands upon the idea that you pitched, to create a more focused game design document as a plan for your game prototype. In the Assignment Part C, you will use your designs to develop a single-player prototype of your game – so your game design document needs careful thought and planning.
You must follow these rules while designing your game:
• Your game 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 or other form of existing media. It must be an original creation of your own, or it may be considered plagiarism.
• Your game must be a single player game
o Multiplayer and online games require too much development time, so your game should be single player based, unless you can convince the lecturer otherwise.
• You must focus on a game where the player controls a single character, vehicle or object, etc.
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.
• You must focus on a small prototype that is manageable to build this semester
o Just one or two game scenes / levels with a few triggered events is enough for this course.
? See Part C for more details about requirements of scene(s) and events.
• You should design your game 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 2D style that is actually 3D, by positioning the camera angle appropriately (side view, top down, isometric, orthographic etc). See different examples here. o You are not restricted from designing and developing a pure full 2D game, but you need to get approval from the lecturer. It is recommended that you work in 3D, unless you have previous experience using the Unity game engine and feel capable of self-learning 2D game development.
• Try to 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.
This game design document does not have a word count requirement, but
• Expect to write more than 2000 words to address all of the criteria outlined further below.
• Include images to support your designs!
• Your design document should be easy to understand, visualise, and be detailed enough that if you were to pass your design to a completely separate developer, you could expect them to develop your prototype for the game well.
The following areas should be addressed in your game design document:
• Game Overview
o High Concept Statement (see lecture 2 for more details regarding high concept statements)
? This is a concise but informative description of your game concept. A few sentences (one paragraph) 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.
? This can be directly from your Part A: Game Pitch Video, but you may need to improve this if your pitch was unclear in any way. Use the feedback provided in the forum from peer critiques, and from staff marking to make improvements
o Game Genre (see lecture 1 for more details regarding game genres)
? Discuss the genre(s) of the game you are designing, and where your game fits in.
? Discuss the main inspiration(s) for your game, and explain their importance as an inspiration.
o Highlights - Discuss the highlights of your game that are used to attract and engage the player. How would a marketing team describe your game?
o Include images/diagrams to help support your descriptions.
• Story and Characters (see lecture 3 for more details regarding game story, structure and characters.)
o Note that some game concepts may not have a distinct story or characters, you must still complete this section! Read below on what to include here:
o If your game prototype will have a distinct plot and characters, include:
? Story / Narrative - summarise the plot for your game prototype.
? Backstory - outline the backstory that leads to the plot in your game prototype.
? Main Characters - all main characters should be discussed (the player avatar and any friendly and/or enemy characters that will be in the prototype)
• Make sure to include their Name, Archetypes and Traits.
? You can relate some discussion to Goals, Obstacles, and Conflicts, 3 Act structure, Hero’s Journey, and/or Interest Curves if it helps.
? Include images/diagrams to help support your descriptions.
o If your game prototype will NOT have a distinct story and characters (For example: abstract concepts, vehicles instead of characters, etc.), include:
? Goals, Obstacles, and Conflicts - discuss each of these that the player will encounter in your game prototype.
? Interest Curves - outline how the game prototype will keep the player’s interest in relation to interest curves.
? Main Objects - all main sentient objects should be discussed (the player avatar, and any friendly and/or enemy sentient/computer-controlled objects) • Make sure to include their Name, Type and Function.
? Include images/diagrams to help support your descriptions.
• Mechanics (see lecture 4 for more details regarding game mechanics)
o Every student will have game mechanics to discuss regardless of whether their planned game prototype has a distinct story, characters, other objects, or is a more abstract concept.
o There should be thorough discussions of each of these aspects from the lecture
? Space to play the prototype within.
? Time conditions for the prototype.
? Objects, their attributes & states (should be a list of all objects for the protoype).
? Actions that can be conducted in the prototype.
? Rules of the game. Explain what will be available in the prototype.
? Skill required of the player to create challenge
? Chance that creates uncertainty in your prototype.
o Include images/diagrams to help support your descriptions.
• Level Design (see lecture 5 for more details regarding world and level design)
o It is important that you thoroughly outline the level or contained area you will develop for your Part C playable prototype. This will help the marker determine if your scope is too large and therefore difficult, or simply too small, in which they can provide feedback. You must include the following.
o Game world / setting / environment - Outline the setting for your prototype level / scene.
o Complete diagram / map – include a map or diagram of the proposed level / scene design for the prototype, including indications of what occurs within different parts of that prototype level / scene.
o Progression through the level / scene of the player.
? What events will occur?
? What will trigger these events?
• (for more details about triggers and events, see Part C)
? Where do certain actions need to be used?
? Where are the objects / characters located?
? Relate all of these points back to the diagram / map.
o It may be a good idea to include basic algorithms or pseudocode to indicate how the triggered events will work. This will greatly help with Part C.
o Include images/diagrams to help support your descriptions.
Images: Be sure to support all sections with either images sourced online and/or created by yourself. All images downloaded from an online source need to be referenced appropriately.
Part B Submission
Electronic copies via Moodle. Adobe PDF or Word Doc / Docx accepted.
Please refer to the “Course Description” for information regarding; late assignments, extensions, special consideration, and plagiarism. Guide to writing and referencing:
Part B Marking
Your design document should be easy to understand, visualise, and be detailed enough that if you were to pass your design to a completely separate developer, you could expect them to develop your prototype for the game well.
In order to deliver a good design document, aim for higher to 2000 words. If your document is less than this, it will be hard for you to describe each section as thoroughly as is required.
Refer to the rubric on the next page for details on how each section of the document will be marked.