Students

COMP3150 – Games Project A

2026 – Session 1, In person-scheduled-weekday, North Ryde

General Information

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Unit convenor and teaching staff Unit convenor and teaching staff Convenor/Lecturer
Mitchell McEwan
Contact via email
Credit points Credit points
10
Prerequisites Prerequisites
130cp at 1000 level or above including COMP2150 or COMP2160
Corequisites Corequisites
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.

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 concept and pre-production phases of a video game design and development project.
  • ULO2: Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • ULO3: Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • ULO4: Design the core mechanics of a game in order to achieve a desired player experience.
  • ULO5: Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.
  • ULO6: Conduct user research to evaluate game prototypes and find areas for improvement.
  • ULO7: Evaluate your own performance through self-reflection.

General Assessment Information

Assessment Latest Release Dates

  • Production Plan and Core Toy Prototype – Tuesday March 3rd
  • Design Document – Tuesday March 31st
  • Vertical Slice Portfolio – Tuesday May 12th

Individual/Group Submissions and Peer Assessment

All assessments include both group and individual submission requirements. Individual marks for group-submitted components of assessment will be moderated based on individual contributions, as reported in the group submission and observed/communicated in the in-person production meetings in workshops, as well as individual peer assessment submissions. Failure to submit individual peer assessments in a timely manner impedes this process and will result in penalties to a student's individual mark for the related assessment.

Requirements to pass this unit:

To pass this unit you must:

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

Late Submission Policy

  • 5% penalty per day: If you submit your assessment late, 5% of the total possible marks will be deducted for each day (including weekends), up to 7 days.
    • Example 1 (out of 100): If you score 85/100 but submit 20 hours late, you will lose 5 marks and receive 80/100.
    • Example 2 (out of 30): If you score 27/30 but submit 1 day late, you will lose 1.5 marks and receive 25.5/30.
  • After 7 days: Submissions more than 7 days late will receive a mark of 0, unless special consideration application is approved.
  • Special Consideration: If you need more time due to serious issues, you must apply for Special Consideration.

Need help? Review the Special Consideration page HERE

Assessments where Late Submissions will be accepted 

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

  • Production Plan and Core Toy Prototype – YES, Standard Late Penalty applies
  • Design Document – YES, Standard Late Penalty applies
  • Vertical Slice Portfolio – YES, Standard Late Penalty applies

Special Considerations

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 Groupwork/Individual Short Extension AI Approach
Production Plan and Core Toy Prototype 30% No 29/03/2026 Individual No Open
Design Document 20% No 17/05/2026 Individual No Open
Vertical Slice Portfolio 50% No 09/06/2026 Individual No Open

Production Plan and Core Toy Prototype

Assessment Type 1: Practice-based task
Indicative Time on Task 2: 33 hours
Due: 29/03/2026
Weighting: 30%
Groupwork/Individual: Individual
Short extension 3: No
AI Approach: Open

You will develop a plan for the continued iterative production of your game's vertical slice, supported by a design-focused studio pitch demoing the core toy prototype developed in the first half of session and documentation of the production practices employed.


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.
  • Conduct user research to evaluate game prototypes and find areas for improvement.
  • Evaluate your own performance through self-reflection.

Design Document

Assessment Type 1: Experiential task
Indicative Time on Task 2: 15 hours
Due: 17/05/2026
Weighting: 20%
Groupwork/Individual: Individual
Short extension 3: No
AI Approach: Open

You will develop a design document that thoroughly articulates the mechanics, dynamics, intended player experience, and other factors relevant to your game's design.


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.
  • Conduct user research to evaluate game prototypes and find areas for improvement.
  • Evaluate your own performance through self-reflection.

Vertical Slice Portfolio

Assessment Type 1: Portfolio
Indicative Time on Task 2: 50 hours
Due: 09/06/2026
Weighting: 50%
Groupwork/Individual: Individual
Short extension 3: No
AI Approach: Open

You will produce a multimedia portfolio evidencing and reflecting on team and individual design, development and production activity over the session. As part of this portfolio, you will submit your vertical slice build of the game, to be showcased in class, as well as final production and playtesting reports. You will also conduct an individual post-mortem, where you will reflect on how your design and production practices compare to industry and affected your game.

 


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.
  • Conduct user research to evaluate game prototypes and find areas for improvement.
  • Evaluate your own performance through self-reflection.

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
  • Academic Success 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.

3 An automatic short extension is available for some assessments. Apply through the Service Connect Portal.

Delivery and Resources

Week 1 Classes

  • Lectures start in week 1.
  • Workshops start in week 3. 

Methods of Communication

We will communicate with you largely in class, but some communications may also come via your university email through 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. See iLearn for the version of game engines used on the lab computers. Extra required software may be added to these computers if a good case can be made for it.

The use of personal computing devices and software to support game development (for example, when the lab is not open/available) should also be expected. Technical requirements will be project dependent, so make sure you consider and discuss any personal constraints as part of your game design and group formation processes. Sourcing and compatibility with the provided lab resources will be students' responsibility.

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

We highly value feedback from students to be able to continually improve the way we offer our units, and feedback along these lines 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.

Assessment has been redesigned from multiple iterative submission points into three major milestone submissions, further reducing documentation overload since the last offering. Learning activities and the overall unit structure have also been adapted based on student feedback, allowing for a greater focus on initial conceptual and core-toy prototype development. 


Unit information based on version 2026.03 of the Handbook