Students

COMP3151 – Games Project B

2025 – Session 2, In person-scheduled-weekday, North Ryde

General Information

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Unit convenor and teaching staff Unit convenor and teaching staff Covenor/Lecturer
Mitchell McEwan
Contact via Email
By appointment
Lecturer
Cameron Edmond
Contact via Email
By appointment
Credit points Credit points
10
Prerequisites Prerequisites
COMP3150
Corequisites Corequisites
Co-badged status Co-badged status
Unit description Unit description

Students will continue their group work to produce 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 progress a game from its prototype state through the production stage in order to prepare it for publication. This will require knowledge and skills relevant to game design, production, development, quality assurance, and marketing. Teams will be expected to produce a compelling project plan and meet regular agreed milestones as well as producing game documentation and promoting their game.

Important Academic Dates

Information about important academic dates including deadlines for withdrawing from units are available at https://www.mq.edu.au/study/calendar-of-dates

Learning Outcomes

On successful completion of this unit, you will be able to:

  • ULO1: Apply agile development processes (prototyping and playtesting) to complete production and publication of a video game design and development project.
  • ULO2: Contribute to iterative improvement of team project management processes to improve production efficiency and deliver on agreed milestones.
  • ULO3: Communicate the final vision for the design of a game, including player experiences, learning and progression, through both oral presentation and written documentation.
  • ULO4: Design the progression mechanics of a game to scaffold player learning and retain engagement for the duration of the game.
  • ULO5: Independently reflect on and research game design and development roadblocks in order to overcome late production challenges with creative solutions.
  • ULO6: Conduct user research to evaluate the extent to which your game meets its design goals, and quality assurance to prepare it for release.
  • ULO7: Strategise options for the deployment and monetisation of a video game.

General Assessment Information

Assessment Latest Release Dates

  • Game Production Greenlight Proposal – Friday August 1st
  • Alpha Build – Friday August 15th
  • Industry Release Portfolio – Friday September 12th

Peer Assessment

Since all three assessment items in this unit contain major group components, teaching staff rely on student engagement with peer assessment procedures to a high level of academic standard in order to accurately and fairly assign individual marks. To comply with these standards, students are required to account for individual contributions to group assessment submissions (to be included in submitted group documentation), submit considered peer assessment forms for each major assessment item (with each student providing quantitative and qualitative feedback on the contributions of all group members, including themself), and providing evidence of and access to relevant systems and documentation when requested to resolve disputes (such as project management records and GitHub commit history). Note that consultation through the in-person design and production meetings in the workshops, as well as individual contributions to and performance at assessment related showcases in the lecture time, may also be considered in the body of evidence when moderating an individual's assessment mark. Failure to comply with these peer assessment procedures in a timely manner may also result in further individual penalties.

Requirements to pass this unit:

To pass this unit you must:

  • Achieve a total mark equal to or greater than 50%.

Late Assessment Submission Policy

Unless a Special Consideration request has been submitted and approved, a 5% penalty (of the total possible mark of the task) will be applied for each day a written report or presentation 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. The submission time for all uploaded assessments is 11:55 pm. A 1-hour grace period will be provided to students who experience a technical concern. For any late submission of time-sensitive tasks, such as scheduled tests/exams, performance assessments/presentations, and/or scheduled practical assessments/labs, please apply for Special Consideration. For example, if the assignment is worth 15 marks (of the entire unit) and your submission is late by 19 hours (or up to 23 hours 59 minutes 59 seconds), 0.75 marks (5% of 15 marks) will be deducted. If your submission is late by 24 hours (or up to 47 hours 59 minutes 59 seconds), 1.5 marks (10% of 15 marks) will be deducted, and so on.

Assessments where Late Submissions will be accepted 

In this unit, late submissions will be accepted as follows:

  • Game Production Greenlight Proposal – YES, Standard Late Penalty applies
  • Alpha Build – YES, Standard Late Penalty applies
  • Industry Release Portfolio – YES, Standard Late Penalty applies

Special Consideration

The Special Consideration Policy aims to support students who have been impacted by short-term circumstances or events that are serious, unavoidable and significantly disruptive, and which may affect their performance in assessment. If you experience circumstances or events that affect your ability to complete the assessments in this unit on time, please inform the convenor and submit a Special Consideration request through http://connect.mq.edu.au/.

Assessment Tasks

Name Weighting Hurdle Due
Game Production Greenlight Proposal 20% No 13/08/2025
Alpha Build 30% No 10/09/2025
Industry Release Portfolio 50% No 12/11/2025

Game Production Greenlight Proposal

Assessment Type 1: Plan
Indicative Time on Task 2: 15 hours
Due: 13/08/2025
Weighting: 20%

 

Students will work in groups to develop a greenlight pitch to an audience of industry professionals for feedback and critique. The group submission will consist of a Publisher Presentation as well as a supporting draft Project Specifications Proposal document. Students will receive an individual mark based on itemised contributions towards the development of the pitch (to be included in the proposal document), an individual peer assessment submission, and assessment of individual contributions to the presentation.

 


On successful completion you will be able to:
  • Contribute to iterative improvement of team project management processes to improve production efficiency and deliver on agreed milestones.
  • Communicate the final vision for the design of a game, including player experiences, learning and progression, through both oral presentation and written documentation.
  • Design the progression mechanics of a game to scaffold player learning and retain engagement for the duration of the game.
  • Independently reflect on and research game design and development roadblocks in order to overcome late production challenges with creative solutions.
  • Strategise options for the deployment and monetisation of a video game.

Alpha Build

Assessment Type 1: Portfolio
Indicative Time on Task 2: 30 hours
Due: 10/09/2025
Weighting: 30%

 

Students will work in groups to develop a multimedia portfolio containing the alpa build of the game, to be showcased in-class, accompanied by documentation outlining the finalised game specifications (and production progress on these items) as well as strategies for marketing and cybersecurity for the game's final stages of production leading up to publication. Students will receive an individual mark based on itemised contributions towards the development of the portfolio (to be included in the group document submission), an individual peer assessment submission, and assessment of individual contributions to the presentation.

 


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete production and publication of a video game design and development project.
  • Contribute to iterative improvement of team project management processes to improve production efficiency and deliver on agreed milestones.
  • Communicate the final vision for the design of a game, including player experiences, learning and progression, through both oral presentation and written documentation.
  • Design the progression mechanics of a game to scaffold player learning and retain engagement for the duration of the game.
  • Independently reflect on and research game design and development roadblocks in order to overcome late production challenges with creative solutions.
  • Conduct user research to evaluate the extent to which your game meets its design goals, and quality assurance to prepare it for release.
  • Strategise options for the deployment and monetisation of a video game.

Industry Release Portfolio

Assessment Type 1: Portfolio
Indicative Time on Task 2: 53 hours
Due: 12/11/2025
Weighting: 50%

 

A multimedia portfolio for the game's commercial release and students' industry transition. The group submission consists of the release version of the game as well as an Industry Grant Proposal seeking promotional funds for the game. Students will be expected to account for individual contributions and undertake peer assessment to support the awarding of an individual mark for their group submission. The portfolio also consists of an individual Industry Readiness Reflection submission (worth 15 individual marks), where students will reflect on game design, development and production activities undertaken throughout the project and their degree to highlight skills and competencies relevant to working in the games industry.

 


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete production and publication of a video game design and development project.
  • Contribute to iterative improvement of team project management processes to improve production efficiency and deliver on agreed milestones.
  • Communicate the final vision for the design of a game, including player experiences, learning and progression, through both oral presentation and written documentation.
  • Design the progression mechanics of a game to scaffold player learning and retain engagement for the duration of the game.
  • Independently reflect on and research game design and development roadblocks in order to overcome late production challenges with creative solutions.
  • Conduct user research to evaluate the extent to which your game meets its design goals, and quality assurance to prepare it for release.
  • Strategise options for the deployment and monetisation of a video game.

1 If you need help with your assignment, please contact:

  • the academic teaching staff in your unit for guidance in understanding or completing this type of assessment
  • the Writing Centre for academic skills support.

2 Indicative time-on-task is an estimate of the time required for completion of the assessment task and is subject to individual variation

Delivery and Resources

Classes

  • Lectures run in weeks 1-3, 7 and 12-13.
  • Workshops run in weeks 4-6 and 8-11

Please make sure you are registered in the same workshop as the other developers in your team.

Methods of Communication

Communication is largely through lectures and workshops, but please keep an eye on your university email and announcements on iLearn. Queries to convenors can either be saved for class, placed on the iLearn discussion board or sent to the unit convenor via the contact email on iLearn.

Recommended Texts

There is no prescribed text for this unit. However we recommend:

  • Agile Game Development with Scrum, by Clinton Keith. Addison-Wesley Professional; 1 edition (June 2, 2010) ISBN-13: 978-0321618528
  • The Game Production Toolbox, by H. M. Chandler, CRC Press, ISBN-13: 978-1-138-34170-8

Unit Website

Please login to iLearn at http://ilearn.mq.edu.au/

Technologies Used and Required

The technologies used will depend on the needs of your project. You will have access to the games lab computers, the software on them, and the peripherals available in the lab during class time (including controllers and VR equipment where relevant). Lab computers will feature the Unity and Unreal game development engine and other creative tools. 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.

Use of Generative AI

The use of Generative AI including LLMs and image generators is permitted in this unit where this use does not undermine the Learning Outcomes of the unit and specific assessment tasks. All use of Generative AI must be appropriately acknowledged, evidenced and referenced. Use of Generative AI that does not adhere to assessment-specific details may result in a breach of Academic Integrity.

For more information on the use of Generative AI in your studies, please see the FSE Gen AI module:

https://ishare.mq.edu.au/prod/file/c6b0caa4-23dd-4372-b07d-5a03379fc3e8/1/FSE_GenAI-module.zip/content/index.html#/

Policies and Procedures

Macquarie University policies and procedures are accessible from Policy Central (https://policies.mq.edu.au). Students should be aware of the following policies in particular with regard to Learning and Teaching:

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.

To find other policies relating to Teaching and Learning, visit Policy Central (https://policies.mq.edu.au) and use the search tool.

Student Code of Conduct

Macquarie University students have a responsibility to be familiar with the Student Code of Conduct: https://students.mq.edu.au/admin/other-resources/student-conduct

Results

Results published on platform other than eStudent, (eg. iLearn, Coursera etc.) or released directly by your Unit Convenor, are not confirmed as they are subject to final approval by the University. Once approved, final results will be sent to your student email address and will be made available in eStudent. For more information visit connect.mq.edu.au or if you are a Global MBA student contact globalmba.support@mq.edu.au

Academic Integrity

At Macquarie, we believe academic integrity – honesty, respect, trust, responsibility, fairness and courage – is at the core of learning, teaching and research. We recognise that meeting the expectations required to complete your assessments can be challenging. So, we offer you a range of resources and services to help you reach your potential, including free online writing and maths support, academic skills development and wellbeing consultations.

Student Support

Macquarie University provides a range of support services for students. For details, visit http://students.mq.edu.au/support/

Academic Success

Academic Success provides resources to develop your English language proficiency, academic writing, and communication skills.

The Library provides online and face to face support to help you find and use relevant information resources. 

Student Services and Support

Macquarie University offers a range of Student Support Services including:

Student Enquiries

Got a question? Ask us via the Service Connect Portal, or contact Service Connect.

IT Help

For help with University computer systems and technology, visit http://www.mq.edu.au/about_us/offices_and_units/information_technology/help/

When using the University's IT, you must adhere to the Acceptable Use of IT Resources Policy. The policy applies to all who connect to the MQ network including students.

Changes from Previous Offering

This unit has undergone assessment redesign since the last offering to comply with the three assessment model policy. These changes have also been made in line with feedback to reduce requirements for documentation and better prepare students for industry practices and standards.

Student feedback is highly valued to be help us to continually improve the way we offer our units, and has resulted in significant changes to this unit over the years. As such we encourage students to provide constructive feedback via student surveys, to the teaching staff directly, or via the FSE Student Experience & Feedback link in the iLearn page.


Unit information based on version 2025.03 of the Handbook