Unit convenor and teaching staff |
Unit convenor and teaching staff
Unit Convenor
Malcolm Ryan
Contact via email
by appointment
Lecturer
Mitchell McEwan
Contact via email
by appointment
|
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Credit points |
Credit points
10
|
Prerequisites |
Prerequisites
130cp at 1000 level or above including (COMP2150 or COMP260 or COMP2160)
|
Corequisites |
Corequisites
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Co-badged status |
Co-badged status
|
Unit description |
Unit description
Students will work in groups to create a video game using a commercial-level game engine. This will enable them to apply their previously acquired skills in video game design and development to a substantial project. Teams will be expected to develop their own concept for the game and validate it through the production of a vertical slice. This will require creative design, the production of supporting documentation, quality control, and other associated skills and concepts. Teams will be expected to produce a compelling game proposal and meet regular agreed milestones as well as producing game documentation and conducting playtesting to evaluate their game prototype. |
Information about important academic dates including deadlines for withdrawing from units are available at https://www.mq.edu.au/study/calendar-of-dates
On successful completion of this unit, you will be able to:
The group-work component of the assessment (Project Plan & Design Document, Milestones, Playtesting Plan & Document) will be marked in common for all group members, however individual marks will be modulated based on peer assessment feedback regarding contributions and performance.
All work submitted should be readable and presented in a professional format to industry standards.
Students enrolled in session based units with written assessments will have the following late penalty applied. Please see https://students.mq.edu.au/study/assessment-exams/assessments for more information.
Unless a Special Consideration request has been submitted and approved, a 5% penalty (of the total possible mark) will be applied each day a written assessment is not submitted, up until the 7th day (including weekends). After the 7th day, a grade of '0' will be awarded even if the assessment is submitted. Submission time for all written assessments is set at 11:55 pm. A 1-hour grace period is provided to students who experience a technical concerns.
For any late submission of time-sensitive tasks, such as scheduled tests/exams, performance assessments/presentations, and/or scheduled practical assessments/labs, students need to submit an application for Special Consideration.
Assessments where Late Submissions will be accepted
In this unit, late submissions will be accepted as follows:
Name | Weighting | Hurdle | Due |
---|---|---|---|
Milestones | 24% | No | Weeks 5-14 |
Playtesting report | 10% | No | Jun 10 |
Pitch | 5% | No | Mar 4 |
Project Plan | 5% | No | Mar 18 |
Design Document | 15% | No | Jun 10 |
Vertical Slice | 15% | No | Jun 3 |
Playtesting plan | 5% | No | Apr 22 |
Post-mortem | 15% | No | Jun 17 |
Elevator Pitch | 6% | No | Feb 25 |
Assessment Type 1: Project
Indicative Time on Task 2: 40 hours
Due: Weeks 5-14
Weighting: 24%
A series of milestone reports describing allocation of tasks to individual team members and reporting on your progress both as individuals and as a team.
Assessment Type 1: Qualitative analysis task
Indicative Time on Task 2: 10 hours
Due: Jun 10
Weighting: 10%
A report describing the outcomes of the playtesting process and how the results influenced the design.
Assessment Type 1: Presentation
Indicative Time on Task 2: 7 hours
Due: Mar 4
Weighting: 5%
A group presentation pitching a game idea to an audience of industry professionals for feedback & criticism.
Assessment Type 1: Report
Indicative Time on Task 2: 7 hours
Due: Mar 18
Weighting: 5%
A written project plan that iterates on your pitch, incorporating feedback from industry, and also including details of how you plan to work together as a group to achieve your vision.
Assessment Type 1: Design Task
Indicative Time on Task 2: 10 hours
Due: Jun 10
Weighting: 15%
A report thoroughly describing of the final game mechanics of the game, justified in terms of the effect they are intended to achieve.
Assessment Type 1: Creative work
Indicative Time on Task 2: 0 hours
Due: Jun 3
Weighting: 15%
Final game prototype demonstrating a vertical slice of gameplay to industry representatives.
Assessment Type 1: Qualitative analysis task
Indicative Time on Task 2: 10 hours
Due: Apr 22
Weighting: 5%
A report describing your plans for the playtests you intend to conduct on your game.
Assessment Type 1: Reflective Writing
Indicative Time on Task 2: 10 hours
Due: Jun 17
Weighting: 15%
A reflective report describing what went well and what went badly in both the final game design and in the process of working as a team.
Assessment Type 1: Presentation
Indicative Time on Task 2: 4 hours
Due: Feb 25
Weighting: 6%
A pitch for a novel game idea to the class in a 2 minute oral presentation.
1 If you need help with your assignment, please contact:
2 Indicative time-on-task is an estimate of the time required for completion of the assessment task and is subject to individual variation
Classes will largely focus on a mix of presentations/pitches, Scrum-style consultations with the lecturers, milestone demonstrations and playtesting. The class schedule will be published on iLearn.
There is no prescribed text for this unit. However we recommend:
Please login to iLearn at http://ilearn.mq.edu.au/
The technologies used will depend on the needs of your project. You will have access to the games lab computers and the software on them, which will feature the Unity game development engine and other creative tools. See iLearn for the version of Unity used on the lab computers. Extra required software may be added to these computers if a good case can be made for it.
Although dependent on the needs and scope of your group's project, there will likely be a need for the use of personal computing devices and software to support game development (for example, when the lab is not open/available). Sourcing and compatibility with the provided lab resources will be students' responsibility.
Week | Class Topic |
---|---|
1 | Unit Intro and Agile Project Management for Game Development |
2 | Elevator Pitches |
3 | Full Game Pitches |
4 | Milestone 1 Demonstrations (A Groups) |
5 | Milestone 1 Demonstrations (B Groups) |
6 | Milestone 2 Demonstrations (A Groups) |
7 | Milestone 2 Demonstrations (B Groups) |
Mid Semester Break (Milestone 3 Development & Playtesting) | |
8 | No Class (Milestone 3 Development & Playtesting) |
9 | Milestone 4 Demo's & Playtesting (A Groups) |
10 | Milestone 4 Demo's & Playtesting (B Groups) |
11 | Milestone 5 Demo's & Playtesting (A Groups) |
12 | Milestone 5 Demo's & Playtesting (B Groups) |
13 | Group Demonstrations of Games |
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Students seeking more policy resources can visit Student Policies (https://students.mq.edu.au/support/study/policies). It is your one-stop-shop for the key policies you need to know about throughout your undergraduate student journey.
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No major changes from previous offerings.
Unit information based on version 2023.02 of the Handbook