Major Assignment
Overview
Your task this semester will be to first pitch, then plan and create assets for, and finally develop a small video game prototype. Your game must not be based on any existing artistic works or media, such as film, television, games, stories, or characters. It must be your own original creation based on a provided randomly generated Scenario.
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 or tutor, 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 TaskTimeDue DateWeight
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 410%
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 assets20 hours
(minimum)Sunday 11pm,
Week 630%
Part C: Game Prototype
Your Game Prototype will showcase your original game as one small level or area, as described in your plan25 hours
(minimum)Sunday 11pm,
Week 1130%
Learning Outcomes Assessed
The following unit learning outcomes are assessed by completing this assessment: K2. Discuss games design and development methodologies;
K3. Identify and explain the appropriate and correct syntax and programming constructs for different game development requirements.
S1. Select and apply appropriate games design and development approaches to align with industry needs;
S2. Design and develop a range of art and programming assets, implementing aesthetics and logic into a game project;
S3. Analyse, design, implement and test game concepts using a games engine and programming constructs;
A1. Utilise appropriate software packages to design, build and program game prototypes and assets that align with user experience and project expectations.
Academic Integrity:
All forms of plagiarism (the practice of taking someone else's work or ideas and passing them off as one's own) and
unauthorised collusion (collusion occurs when someone else has contributed to the work yet you submit the work under your name) are regarded seriously by the University and could result in penalties including failure in the unit and
possible disciplinary action. You cannot submit for assessment content generated by Artificial intelligence.
Overall Rules
During this semester, based on your randomly generated Scenario, 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 single playable level/scene prototype for your game. Follow the rules below while completing ALL three assignments.
Your pitch, plan and developed prototype must:
• Use your provided randomly generated Scenario.
o Review your randomly generated Scenario on Moodle and See Part C for more details about requirements of scene(s) and events.
• Be an original design.
o Do not copy an existing artistic work. They can inspire your ideas.
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.
o If you are repeating this unit, your game must be a new concept based on your new randomly generated Scenario. You cannot use the same game idea/concept as previous attempts at this unit.
• Be designed and developed as a single player game, with a single controllable object (that will be the player character and is controlled by the player)
o It can be any object you can think of, for example: a person, an animal, a vehicle, a piece of food, a tool, etc, if you can match it to your generated Scenario. The choices are endless!
• Focus on one single level/scene. You can create multiple scenes IF you have time, but it is not advised.
• Have ending condition(s) (win, loss, and/or completion of level/area) so the player can finish the prototype.
• Be playable with keyboard and/or mouse input. Mobile, Consoles and VR/AR devices are not allowed.
• Be designed and developed as a 3D game. 2D games are not allowed.
• Avoid complex mechanics and systems in your designs and development. Focus on the small objectives that your randomly generated scenario provides. Lab exercises and Lecture demonstrations and can be adapted to your game prototype.
• The scenario that you are assigned with provides the scope of what you must pitch, plan and create.
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 based on your generated Scenario in a short, recorded video.
2) Provide constructive peer feedback to another student regarding their pitch.
Game Pitch Video (7 marks)
Using your provided Scenario that has been randomly generated specifically for you, your first task is to think of a new game idea that fits the variables of your scenario, then pitch your game idea in a recorded video. The full details of what to do for this pitch are outlined below:
• Your game pitch will form the early concepts for the game prototype level/scene 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 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.
Your game pitch will be a recorded video presentation. Have fun with it! It is about games. It must meet the criteria and be between 1:30 to 2 minutes in length.
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.
If recorded on a mobile device, it must be in landscape view and must be clear in video and audio.
Write a transcript of what you are going to say in the video. In the written transcript, include:
• A screenshot of your randomly generated Scenario. There are penalties for not following your scenario.
• 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
Genre (see lecture 1)
Player control such as player viewpoint, and game engine used
General Story/Setting and major Characters/Objects (see lecture 3 and 4)
Important game Mechanics, including the major goal (see lecture 4)
o Make sure it is clear (for the marker) when your high concept statement begins and ends.
• After your initial high concept statement, provide some expanded details such as the most interesting features of your future game prototype.
• During your pitch, in both the high concept statement and expanded details, 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 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 their forum post and provide polite and constructive feedback:
o Evaluate their high concept statement and reflect on how they can improve it for Part B planning document.
o Provide advice on how they could better meet the overall rules for the game prototype on page 2.
o Suggest forms of media and games that may inspire them or assist them to explain their game concepts.
o Address the energy and excitement from the presenter and their content.
• The goal is to provide constructive feedback on how they could improve their game concept when they work on Part B and eventually Part C, while still meeting the criteria of each.
For all forums remember:
• Text based communication can be misinterpreted (eg: Sarcasm and humour 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, go to ITECH2001 Moodle > Assessments, and enter the submission forum
This link contains full instructions on how to submit your video and transcript, and provide constructive feedback to a peer’s video.
Part A Feedback
You will receive marks and feedback by week 6, uploaded to Moodle.
Part A Marking Rubric
Pitch
High
Concept
Statement (2 marks)Excellent (2)
One paragraph that gives a very clear overview of the game concept, including its title, and brief summary of genre, story/setting,
characters/objects, player control/view, and important mechanics. It is very
interesting, unique, and
spoken with excitement and persuasion!Good (1.5)
One paragraph that gives an
understandable
overview of the game concept, including its title and most
background elements (listed in excellent). It is interesting, but could be spoken with a bit
more excitement.Acceptable (1)
Roughly one
paragraph that gives a mostly understandable overview of the game concept, its title and a few background
elements (listed in
excellent), but speaking 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)
Nothing has been
summarised into
a high concept statement,
instead the pitch has lots of
expanded
details (as
marked below).
Pitch
Expanded Details
(2 marks)Excellent (2)
Extremely clear to
understand with well
thought out ideas and game concepts that expand upon the high concept statement and use the time remaining efficiently. It is very
interesting, unique, and
spoken with excitement and persuasion!Good (1.5)
Mostly understandable with thought out ideas
and game concepts that expand upon the high
concept statement and use most of the time
remaining well. It is
interesting, but could be spoken with a bit more excitement.Acceptable (1)
Ideas and game
concepts are mostly understandable but not well thought
through. The time remaining could be better utilised.
Speaking lacks
excitement and could be improved.Poor (0.5)
Confusing ideas and game
concepts which
are hard to
understand. The time remaining could be much
better utilised. Presentation is dull.Not Done (0)
No expanded details were provided OR the details
provided are completely unrelated to the game
concept.
Pitch
Materials -Images -Sketches -Videos
(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.
Pitch
Length (1 mark)Good timing (1)
Between 1 minute 25 seconds and
2 minutes 5 seconds. (Meets
requirements with 5 second leeway)OK timing (0.5)
5 to 30 seconds too short or too long (Slightly over/under requirements)Bad timing (0)
More than 30 seconds too short or too long (Too much over/under
requirements)
Feedback to Peer
(3 marks)Excellent (3)
Feedback was very helpful and
constructive. It addressed the high
concept statement, the quality of the presentation, provided advice and
suggestions, all in relation to prototype
criteria. It could easily contribute
towards peer making beneficial changes to their game concept for Part B and C.Good (2)
Feedback was good but
could be more constructive to help peer. It attempted to address the criteria with
suggestions. Peer may
consider the feedback when
working on their game
concept for Part B and C.Poor (1)
Feedback could be
understood, but was not constructive. It did not
provide the peer with usable suggestions. It would be
difficult for peer to use the
feedback when working on
their concept in Part B and C.Not Done (0)
No feedback was
provided, OR feedback
was totally
off-topic, OR
could not be understood.
PenaltyMatches generated Scenario (0)
No penaltyPartially matches generated Scenario (-1)
Some ideas presented match student’s
generated Scenario, and some do not. This must be fixed in Part B & C.Does NOT match generated Scenario (-2)
Game concept does not match any of the student’s generated Scenario. This must be fixed in Part B & C.
Part B: Prototype Plan and Assets (30 marks)
Your task for Part B of this Assignment is to
1) Document a prototype plan that outlines the design for your game prototype based on your generated Scenario, and
2) Create three specified artistic assets based on your generated Scenario for your game prototype.
Prototype Plan (20 marks)
You should begin working on this assessment when the unit commences, with a solid plan for your game prototype, this will help you to create your Pitch more easily.
Remember, this planning document is about making plans for just the game prototype you will develop in Part C, it is not a full game design document, but rather the design of a single level or area intended for your prototype using
your provided Scenario that has been randomly generated specifically for you.
This prototype planning document does not have a word count requirement, but,
• Expect to write more than 1500 words to address all of the criteria outlined further below.
• Include lots of images to support your designs and make it easier to understand!
• Your planning document should be easy to understand, visualise, and be detailed enough to develop a prototype for your game without any confusion.
The following areas should be addressed in your prototype plan document:
0. Generated Scenario (review your generated Scenario in Moodle)
o A screenshot of your randomly generated Scenario. There are penalties for not following your scenario.
The penalty is much more severe in Part B and C, as you have had time to fix issues since Part A.
1. High Concept Statement (see lecture 2)
o This is similar to the high concept statement provided in your Game Pitch, but now you have a chance to
follow up on any feedback and improve it! If you have made any major changes since your pitch (or were
requested to change something in your Part A feedback), make sure the high concept statement reflects this.
o Once again, try to include as many of the most important details as possible, briefly summarised into a one paragraph high concept statement, including:
The Game Title
Genre (see lecture 1)
Player control such as player viewpoint, and game engine used
General Story/Concept and major Characters/Objects (see lecture 3 and 4)
Important game Mechanics, including the major goal (see lecture 4)
World/Setting (see lecture 5)
2. Mechanics (see lecture 4)
o Every student will have game mechanics to discuss that emphasises exactly how your prototype will
function. With the main concepts summarised through the high concept statement, this section requires detailed explanations of your mechanics for the game prototype scene you will build.
o There should be thorough discussions of each of these aspects from the lecture:
Space - This should address the space that the prototype level/scene will be played within, focusing on the dimension, movement, and boundaries. Environment is to be discussed in another section.
Time - This should address any conditions that affect the timing in the prototype level/scene.
Discussion should include time of day, and how time affects actions, gameplay, and player control.
Objects - This should be a comprehensive list of all objects including their usage, purpose and states that will be needed in the prototype level/scene, and can include characters/enemies (lecture 3),
props, cameras, lights and other objects.
Actions - This section requires basic actions and possible strategic actions conducted by the player in the prototype level/scene, as well as the keyboard/mouse input required to conduct the actions. For the complexity of this unit, movement and 1 or 2 additional basic actions is usually enough.
Rules - This section requires the rules of the prototype level/scene: object interaction, action usage, end condition(s) - win, loss, and/or prototype completion, as well as scoring, etc. Include any chance elements here that may create randomness and uncertainty for the player, and/or alter the rules.
o Include images/diagrams to help support your descriptions of mechanics.
3. World / Setting (see lecture 5)
o A 3D game will require some sort of world, environment, or setting – even if it is abstract.
o Your randomly generated Scenario will provide you with a broad environment type. You should expand on this to provide detail and can consider the following when documenting your designs:
Is it indoors, outdoors, more surreal, abstract, etc.? What does it look like?
Does it draw influences from any culture, atmosphere or setting?
What year is it based in? Is it fictional, historical, contemporary, fantasy, etc.?
o Include images/diagrams to help support your descriptions.
4. Level Design (see lecture 5)
o It is important that you thoroughly plan the level or contained area/scene that you will develop for your Part C playable game prototype. You must include the following:
o Complete level/scene map – Draw a detailed top-down map of your proposed level/scene(s) for the game prototype, to act as a blueprint for the development stage.
You can use software to design your map, or hand draw the map and scan it or take a CLEAR photo
Map must be created by yourself, or you will lose marks.
The map must indicate locations of the following:
• Player start location
• All Triggers/Events
o Including the dialogue event and multiple events assigned to you in your randomly generated Scenario as well as an ending condition to win the prototype.
• All Characters/Enemies/Props/Objects
o All objects (including characters, enemies, props and other objects) from the Object list indicated in section 2 Mechanics should be shown on your map.
• The optimal Player progression through the map to win / finish the prototype.
o Discussion about the triggers/events with pseudocode, relating it back to your completed map.
Identify and summarise how each event will be triggered that was indicated on your map.
• (for more details about triggers and events, see Part C). Also Discuss:
• Are certain actions required by the player to trigger an event?
• What is/are the end condition(s)? How to win, lose, and/or complete the prototype?
Provide simple pseudocode to design the process of each event.
• (Events, Triggers and Pseudocode are first introduced in Lecture 6, but you should view Part C to see the requirements of Events and Triggers in the prototype.)
Asset Creation ( 10 marks)
We are NOT expecting professional high-quality Assets. This is a fundamentals unit; we just want to see you using
all the lab techniques to make your own 2D and 3D art assets that are appropriate for your game prototype. You are required to develop at least three assets (not just primitive shapes or basic artwork) created by yourself in 2D
(materials), and 3D (meshes).
The following identifies the specifications for creating your own art assets:
• GIMP Asset (see lab 1)
o You must create one 2D asset using GIMP. Your generated Scenario will indicate to create a texture for your randomly assigned environment.
o For higher marks, create a normal map in addition to your texture material (see lab 1).
o Save as a .XCF file type AND export to PNG for submission.
• Blender Assets (see labs 2 and 3)
o You must create two unique 3D assets using Blender. Your generated Scenario randomly assigns one model, and gives you creative freedom to decide on the second model you want to create.
Do not create animated, humanoid or animal models (this is too difficult and time consuming).
You MUST take four Blender screenshots for each model at various stages of development to show the progress of your two models. Failure to do so will result in lost marks.
These models will be Static 3D models/meshes that will be used as props in your prototype scene.
o Save as a .blend file type AND export to FBX for submission.
• ALL lab exercises do not count towards this submission. Use the lab skills to create your own models.
• To show your competency in these software tools, these three assets should attempt to match the level of detail of assets created in the labs.
Part B Submission
Electronic copies via Moodle will be processed through Turnitin. Prototype Plan: Adobe PDF or Word Doc / Docx accepted.
• Do NOT compress your document (such as ZIP, 7z, RAR, etc.). It will not be accepted. Art Assets: Zipped folder (ZIP) containing:
• GIMP Asset(s): GIMP XCF and exported PNG required.
• Blender Assets: Blender .blend and exported FBX required.
• Blender Screenshots: Image screenshots (4 each x 2 models) during development required.
Please refer to the unit Description for information regarding late assignments, extensions, special consideration, and plagiarism. Library Guides to writing and referencing:https://studyskills.federation.edu.au/student-skills/
Part B Marking and Feedback
Refer to the rubric on the next page for details on how each section of the document will be marked. You will receive marks and feedback within two weeks of submission, uploaded to your Moodle submission.
Part B Marking Rubric
Prototype Plan (20 marks)
High Concept Statement
(2 marks)Should only be a paragraph to summarise the main aspects of the game such as title, main story/concept, character(s)/object(s), mechanics, world/setting, player viewpoint, and engine.
Excellent (2)
Interesting and informative description of the
game concept that concisely sums up (in one
paragraph) all the following aspects of the game:
• Game Title, Genre and Concept
• Main Character(s)/Object(s)
• Player Viewpoint
• Game Engine
• Important Mechanics
• World/SettingGood (1.5)
Easy to understand description of the game concept that concisely that sums up most of the
suggested aspects of the game in a single paragraph.Acceptable (1)
Adequate description of the game concept that sums up some of the
suggested aspects of the game but could be shorter, longer or more interesting to address the requirements.Poor (0.5)
Confusing
description of the game
concept that is difficult to
follow, much too short, or
much too long.None (0)
No high
concept in plan.
Mechanics: Space
(1 mark)Space mechanics should address the space that the prototype will be played within, focusing on the dimensions, movement, and boundaries. Environment/world are to be discussed in another section.
Excellent (1)
Comprehensive discussion that is clear and easy to understand, including:
• Dimensional Space
• Discrete/Continuous details
• BoundariesGood (0.75)
Substantial
discussion that is mostly clear and understandable.Acceptable (0.5)
Moderate discussion
that can be understood but could use more
details at times.Poor (0.25)
Limited discussion
and/or difficult to
understand, with little supporting detail.None (0)
Space
section of Mechanics is missing.
Mechanics: Time
(1 mark)Time mechanics should address any conditions that affect the timing in the prototype. Discussion should include time of day, and how time affects actions, gameplay, and player control.
Excellent (1)
Comprehensive discussion that is clear and easy to understand, including Time of day and conditions for:
• The Player and their actions
• Discrete/Continuous details
• The GameplayGood (0.75)
Substantial
discussion that is mostly clear and understandable.Acceptable (0.5)
Moderate
discussion that can be understood but could use more
details at times.Poor (0.25)
Limited discussion and/or difficult to understand, with
little supporting detail.None (0)
Time
section of Mechanics is missing.
Mechanics: Objects
(2 marks)This should be a comprehensive list of all objects including their usage, purpose and states that will be needed in the prototype, such as characters, enemies, props, cameras, lights and other objects.
Excellent (2)
Comprehensive discussion of all objects, their usage/purpose/states that is easy to understand, including:
• Characters/Enemies
• Props and other static objects
• Cameras and LightsGood (1.5)
Substantial
discussion that is mostly clear and understandable.Acceptable (1)
Moderate discussion
that can be understood but could use more
details at times.Poor (0.5)
Limited discussion
and/or difficult to
understand, with little supporting detail.None (0)
Objects
section of Mechanics is missing.
Mechanics: Actions
(1 mark)Actions refer to the actions conducted by the player, and this section requires basic actions and possible strategic actions, as well as the input required to conduct the actions.
Excellent (1)
Comprehensive discussion that is clear and easy to understand, including:
• Actions of the player
• Keyboard/Mouse InputGood (0.75)
Substantial
discussion that is mostly clear and understandable.Acceptable (0.5)
Moderate discussion
that can be understood but could use more
details at times.Poor (0.25)
Limited discussion
and/or difficult to
understand, with little supporting detail.None (0)
Actions
section of Mechanics is missing.
Mechanics: Rules
(2 marks)Rules of the prototype. Must include rules around object interaction, rules of actions, end (win, loss, and/or completion) and scoring conditions, and chance elements that create randomness/uncertainty/alter the rules.
Excellent (2)
Comprehensive discussion that is clear and easy to understand, including:
• Object interactions
• Action rules
• Win, loss, complete and/or scoring conditions
• Chance and uncertaintyGood (1.5)
Substantial
discussion that is mostly clear and understandable.Acceptable (1)
Moderate discussion that can be
understood but could use more details at
times.Poor (0.5)
Limited discussion and/or difficult to understand, with
little supporting detail.None (0)
Rules
section of Mechanics is missing.
Mechanics: Supporting Images
(1 mark)The Mechanics section of the plan should be supported by images where appropriate to assist in understanding the concepts and relating them to existing games.
Excellent (1)
Supported by at least three images that assist in understanding how the mechanics function.Acceptable (0.6)
Supported by at least two
images that somewhat assists in
understanding how the mechanics function.Poor (0.3)
Supported by at least one image AND/OR images provided do not assist in the
understanding of how the mechanics function.None (0)
No images supporting mechanics discussion.
World/Setting
(2 marks)This section needs to outline the environment, atmosphere and appearance for the proposed prototype level/scene including any influences from history and culture. It should match the generated Scenario.
Excellent (2)
Comprehensive discussion that is clear and understandable, that includes:
• Setting/Environment
• Atmosphere
• Influences from culture or settings
Supported by multiple images that assist to visualise the world/settingGood (1.5)
Substantial discussion that is mostly clear and understandable.
Supported by an image that assists to visualise the world/setting.Acceptable (1)
Moderate discussion that can be understood but
could use more details at times. Accompanying
image could be better related to the details provided.Poor (0.5)
Limited
discussion
and/or difficult to understand, with little
supporting detail.None (0)
World /
Setting
discussion missing.
Level Design: Map
(4 marks)Student created map must indicate locations of: Player start location, All Triggers/Events, All Characters/ Enemies, All Props and Objects, the Player progression through the map to win/complete prototype.
Excellent (4)
Comprehensive map that details the prototype level/scene including:
• Player start
• Objects
• Triggers/events
• Characters/enemies
• Player progression within the scene It gives a solid point to begin developing the prototype in Unity.Good (3)
Substantial map that outlines the prototype level/scene including
most of the
requirements within the scene. It gives an OK starting point to
begin developing the prototype in Unity.Acceptable (2)
Adequate map that
outlines the prototype scene but could use
more attention to
required details. It
will take a little effort to translate this into a prototype scene in
Unity.Poor (1)
Map is limited in detail, and/or is hard to make sense out of. It will take a lot of effort to translate this into a prototype
scene in Unity. OR the map does assist, but
was not created by the student.None (0)
Map is
missing
from Level Design
section.
Level Design:
Discussion / Pseudocode
(4 marks)
Discussion requires how the triggers/events occur, end (win, loss, and/or completion)
conditions of the prototype, with simple pseudocode for each (not C# scripts - this is planning the logic of the code). Events should match the generated Scenario.
Excellent (4)
Comprehensive
discussion about the
triggers and events, with pseudocode (not C#) that is clear and logical. It
gives a solid point to begin programming events in Unity.Good (3)
Substantial discussion about the triggers and events, with acceptable logic in the pseudocode (not C#). It gives an OK starting point to begin
programming events in Unity.Acceptable (2)
Adequate discussion
about the triggers and
events, with an attempt at pseudocode (not C#). It will take a little effort to
translate these into
programming events in Unity.Poor (1)
Discussion is limited in
detail, and/or is hard to make sense out of. Some attempt at code logic, but not using pseudocode. It will take a lot of effort to translate this into events in Unity.None (0)
Discussion and pseudocode is missing from Level Design
section.
Prototype Plan PenaltiesPenalties can apply for not matching your generated Scenario.
Matches generated Scenario (0)
No penaltyPartially matches generated Scenario (-5)
Some ideas and events presented match
students generated Scenario, and some do not. This must be fixed in Part C.Does not match generated Scenario (-10)
Concepts and events do not match any of the student’s generated Scenario. This must be fixed in Part C.
Rubric for the Artistic Assets continues on the next page.
Artistic Assets (10 marks)
GIMP Asset
(2 marks)Creation of a 2D image in GIMP based on randomly assigned Scenario, using learned manipulation techniques. Assets created following the lab exercises do not count towards this submission. Therefore, Lab 1 Exercise 8 can be used for this assessment, as it asks you to create your own GIMP texture without instruction.
Excellent (2)
High quality 2D texture (for 3D models) at the complexity of the stone, bark, or marble textures, with seamless borders, and an
additional created normal map. Texture created will be usable in
the student’s game concept based on their generated
Scenario.Good (1.5)
Good quality 2D texture (for 3D models) at the
complexity of the stone, bark, or marble textures, with seamless borders.
Texture created will be
usable in the student’s
game concept based on their generated Scenario.Acceptable (1)
Simple but usable 2D
texture (for 3D models) that lacks quality details. Texture created will be
usable in the student’s
game concept based on their generated Scenario.Poor (0.5)
Poor quality 2D texture
(for 3D models) AND/OR Texture created does not seem usable in the
student’s game concept based on their generated Scenario.None (0)
GIMP
Asset not submitted.
Blender Asset #1
Generated Scenario
(4 marks)Creation of the first 3D Model in Blender using learned manipulation techniques based on randomly
assigned Scenario. Four development progress screenshots required. Models created in the lab exercises do not count towards this submission.
Excellent (4)
High quality 3D model with multiple parts at the
complexity of the treasure chest from lab 3. Used
many learned manipulation
techniques such as
extrude, loop cut, modifiers, inset faces and materials.
Model created matches
their assigned model from the randomly generated
Scenario.Good (3)
Good quality 3D model at the complexity of the gold coin or potion
bottle from lab 3. Used a few learned
manipulation techniques such as those listed in
excellent criteria.
Model created matches their assigned model
from the randomly generated Scenario.Acceptable (2)
Acceptable quality 3D model at the complexity of the gazebo from lab 2. Used one or two
learned manipulation
techniques such as
those listed in excellent criteria.
Model created matches their assigned model
from the randomly generated Scenario.Poor (1)
Poor quality 3D model that
simply uses primitive shapes arranged into the shape of an object, with no learned
manipulation techniques used, AND/OR
Model created does NOT match their assigned model from the randomly generated Scenario, OR
Less than 4 dev progress screenshots submitted.None (0)
Blender Asset #1 not
submitted, OR
No dev
progress
screenshots submitted.
Blender Asset #2 Student’s Choice
(4 marks)Creation of the second 3D Model in Blender using learned manipulation techniques. Second model is the student’s own choice to fit in their Scenario. Four development progress screenshots required. Models
created in the lab exercises do not count towards this submission.
Excellent (4)
High quality 3D model with multiple parts at the
complexity of the treasure chest from lab 3. Used
many learned manipulation
techniques such as
extrude, loop cut, modifiers, inset faces and materials. Model created will be
usable in the student’s
game concept based on their generated Scenario.Good (3)
Good quality 3D model at the complexity of the gold coin or potion
bottle from lab 3. Used a few learned
manipulation techniques such as those listed in
excellent criteria.
Model created will be
usable in the student’s game concept based on
their generated Scenario.Acceptable (2)
Acceptable quality 3D model at the complexity of the gazebo from lab 2. Used one or two
learned manipulation
techniques such as
those listed in excellent criteria.
Model created will be
usable in the student’s game concept based on
their generated Scenario.Poor (1)
Poor quality 3D model that
simply uses primitive shapes arranged into the shape of an object, with no learned
manipulation techniques used, AND/OR
Model created does not seem usable in the student’s game concept based on their
generated Scenario, OR
Less than 4 dev progress screenshots submitted.None (0)
Blender Asset #2 not
submitted, OR
No dev
progress
screenshots submitted.
Part C: Game Prototype (30 marks)
With your prototype plan and assets, you must now develop a small functional and playable prototype that showcases one scene (that acts as a small area or level) with game mechanics that trigger events, and an end condition(s) - win, loss, and/or completion of level/area. The prototype must use your provided Scenario that has been randomly
generated specifically for you.
Resuming working on Part C
Any time you wish to continue working on your Assignment, open it with Unity Hub. The template project has provided some things for you:
• A scene “ MainScene” has been created. Develop your main playable prototype scene using the MainScene.
• In the Project Tab, folders are already created for you. Use them to keep asset files organised.
• (Depending on Unity preferences, your project tab will look like one of the screenshots to the right)
• If you do not use the template and/or organised folder structure, penalties will apply!
• Assets that YOU create:
o Interface – Store any interface elements you created (if applicable)
o Materials – Store your texture(s) (and if applicable, your normal map(s)) that you created in GIMP (Part B)
o Models – Store your Part B 3D models that you created within Blender (Part B).
o Prefabs – Store all prefabs that you create within Unity.
o Scenes – This folder already contains a blank scene called “MainScene” . Your main prototype scene must be built in this scene. Store additional scenes that you create in this folder (if any).
o Scripts – Store all C# scripts that you create within Unity/Visual Studio.
o <additional folders> – you can create additional folders to store assets that you create if they do not fit in to any of these categories. Eg: “Animators”, “Audio”, “Particles”, etc.
• Assets that you download from the Unity Asset Store MUST be placed in:
o Unity Store Assets – To store any assets downloaded from the Unity Asset Store.
o When sourcing additional assets, you must use the Unity Asset Store, choose free assets, and provide a link to that asset in your brief report. Do not download assets from any other source.
o You cannot download and use pre-built scene assets, kits or templates. Your scenes must be constructed by yourself.
• Packages – created by default for Unity. Do not remove, but you can ignore it during development.
Part C Requirements:
There are a number of requirements that you must adhere to when completing this assessment task:
Unity Standard Assets
• These are available in Moodle in Level 5, and it is encouraged that you use them for your prototype for terrains, controllers and cameras.
• If you do use the standard assets, place them in the “ Unity Store Assets” project folder in your Unity project.
Art Assets
• Use your Assets that you created in Part B in your game scene. No other assets are required to be created by you during Part C, but can be sourced from the Unity Asset Store (see below).
o Any assets you do create yourself should be placed in the appropriate project folder in Unity.
Unity Asset Store
• You can use the Unity Asset Store to import more objects into YOUR own scene to improve it.
• Record the link to each asset that you have downloaded and imported, add the link to your brief report.
o Do not download assets from any other source.
o Do not download pre-built scenes, kits or templates. Your scene(s) must be constructed by yourself with your own placement of different objects.
o Do not pay for assets, Unity has a huge library of over 7000 free premade assets (suitable for our version of Unity) that you can import and use, and not limited to just art assets (see Lab 6, Exercise 3 for instructions on importing free assets from the Unity Asset Store).
o Unity Store assets MUST be placed in the “ Unity Store Assets” project folder in Unity.
o These assets should be used appropriately within your prototype to flesh out your scene objects.
Scene(s) & Objects
• The main playable game scene must be built in the provided project template scene called “ MainScene” .
• Remember that you are allowed to download objects from the Unity Asset Store to help populate your scene, BUT you CANNOT download and use a pre-built scene, kit or template. Your scene(s) must be constructed by yourself with your own placement of different objects.
• Unity can be used to develop a Terrain for your generated scenario environment (see Lab 6 for Unity 3D Terrain).
• Primitive objects can be placed in Unity, but may detract from the design, unless arranged into an elaborate scene. You are better off populating the scene with Unity Store Asset objects appropriate for your world/environment.
• Prefabs should be created for objects that require multiple instances in the game scene. Place in “Prefabs” folder.
• Aim for engaging use of Objects (your own Part B created assets, plus additional free Unity Store assets) including 3D objects such as the player, props, cameras, light sources and other game objects to create your scene.
Components
• Components should be added to your game objects where appropriate, such as:
o Colliders for objects that can be collided with, and possibly require scripted collision events.
o Colliders with triggers for objects to set up a scripted triggerable event.
o Rigidbody for objects requiring physics behaviour / physical collisions.
o Materials on objects to distinguish them apart from one another.
o Animators. Examples: Opening doors, moving platforms, premade animations. Keep it simple.
o And other components such as Audio, Particle System, Camera, and UI components as needed.
o NOTE: Transform and Mesh Renderer are required components and not considered for marking purposes.
Player Controller
• You can use one of the “standard assets” controllers, download one from the Unity asset store, or create your own.
• Your player controller must function correctly and support your generated Scenario (especially the player viewpoint).
Scripts
• Your randomly generated scenario requires the following events (events are discussed in lectures):
o A dialogue event with another character in your scene.
The type of dialogue is random for each student (see your generated Scenario in Moodle).
• (Lecture 7 and 8 has multiple dialogue event examples. When the player approaches a character, some text appears on screen.)
o An assigned event that should display interface information onscreen to the player when triggered.
The type of event is random for each student (see your generated Scenario in Moodle).
• (Labs 5 to 10 cater to all events that could be randomly assigned. For example, Lab 5
contains an event to collect coin objects, which updates the count score on the interface.)
o An Additional event of your own choice that should display interface information onscreen to the player when triggered.
This event could be anything you like, but it should suit your generated Scenario.
• You will also need to use Scripts to complete these remaining requirements:
o End Condition(s) - win, loss, and/or completion of prototype
An ending condition that triggers winning (or completion) of the prototype (this is in addition to the other events above). The player should be notified that they have won (or completed) the game.
In addition, you may (or may not) have a condition for losing, that should also output to the player that they have lost.
o Comments
Place your name and student ID at the top of scripts that you have created.
Summarise in plain English what each function/method does, using comments.
You can learn from scripting guides on the internet, but any code you implement or adapt from ANY external source must be referenced using code commenting. This will show you have adequately researched and adapted them to your generated Scenario.
• Make sure all code adapted from external sources are clearly identified where they begin and end with comments, or it could be considered plagiarism.
• All scripts you create MUST be placed in your “Scripts” project folder in Unity.
Brief Report
You should also submit a written brief report detailing what you have done. A template is provided on Moodle to make this easier for both you and your marker. This report will address several items such as references to Unity Store Assets used, script/event details, known bugs and limitations, and how to play and win/lose your prototype.
Details are clearly presented in the template on what to include. Fill it in carefully. Be aware that:
• It is easy to determine if you claim someone else’s scenes, assets or scripts as your own, and this will be penalised, and may be considered for plagiarism.
• Be honest about limitations or known bugs in the game. It may help the marker to determine if you have attempted a task but could not get it working, in which some criteria still awards marks for the attempt.
Part C Submission
• Note: As Moodle has a 100mb Moodle upload limit, special instructions to upload your ZIP and your brief report are contained within the Moodle submission link. Please follow them carefully.
o Be sure to begin uploading early, as large files may take a while to upload.
If you do not submit your complete Unity Project folder (the source project folder/files that the marker can open within the Unity engine), many criteria of your assignment cannot be marked!
We need to be able to view everything (objects, components, scripts, etc.) in close detail!
Part C Marking and Feedback
The marks are based on the level of complexity introduced in the lab work. For example, if you simply replicated a scene similar to the lab work, some criteria may score lower than a more creative and interesting prototype. Markers will also
your prototype against your personally generated Scenario to make sure it matches YOUR requirements.
Refer to the rubric on the next page for details on how the criteria of your prototype will be marked. You will receive marks and feedback within two weeks of submission, uploaded to your Moodle submission.
Scene(s) & Objects
(8 marks max)This considers the student’s generated Scenario, the level design, appropriate placement of objects and chosen materials, and usage of prefabs, in relation to lab complexity.
Excellent (8)
• Scene well-constructed by the
student with great placement of objects (including Part B assets) to fill out the prototype area.
• Good use of Prefabs to create instances of objects used
multiple times.
• Quality surpasses labs.
• It matches student’s generated Scenario.Good (6)
• Scene well-constructed by the
student with good placement most objects (including Part B assets) but could still be improved.
• Good use of Prefabs in important cases to create instances of
objects used multiple times.
• Quality matches labs.
• It mostly matches student’s generated Scenario.Acceptable (4)
• Scene could use more attention, with more
objects to fill out the prototype.
• Could be improved to lab quality.
• It matches some of student’s generated Scenario.Poor (2)
• Scene exists but does not match their
assigned Scenario.
• Not
representative of unit level.None (0)
Scene
missing, empty,
OR down- loaded
(not
created by
student).
Components
(2 marks max)Components should be used on objects appropriately, such as: Rigidbody (physics), Colliders (physical), Colliders (triggers), Text/Buttons (UI), Animators (object animation), etc.
Excellent (2)
Excellent use of many components to control
physics, collisions, triggers, materials, UI, audio,
etc. Objects act as expected.Acceptable (1)
Satisfactory use of some components to control
physics, collisions, triggers, materials, UI, audio, etc. Some objects may act unexpectedly.None (0)
Only defaults of
transform and mesh renderer used.
Player Controller
(2 marks max)Students can use Standard Assets, downloaded or self-made Player Controllers, but it should function well within their generated Scenario and be adapted to trigger events as necessary.
Excellent (2)
Player control and actions works as expected all of the time.Good (1.5)
Player control and actions works as expected most of the time.Acceptable (1)
Player control and actions works as expected some of the time.Poor (0.5)
Player control and
actions has too many issues.None (0)
Player cannot be controlled at all.
Dialogue Event
(2 marks max)
A dialogue event with a non-controllable character should activate via a trigger. It must be based on the student’s generated Scenario.
Excellent (2)
The dialogue event triggers and outputs correctly. It matches student’s assigned event in the generated Scenario.Acceptable (1)
Attempts have been made, but the dialogue event
does not trigger and output correctly. It matches
student’s assigned event in the generated Scenario.None (0)
No attempt OR dialogue event does not match generated
Scenario.
Assigned Event
(2 marks max)The student was assigned a particular event in their generated Scenario that should display interface information onscreen to the player when triggered.
Excellent (2)
The assigned event functions and outputs to the interface correctly. It matches student’s assigned event in the generated Scenario.Acceptable (1)
Attempts have been made, but the assigned event does
not correctly function and output to the interface. It match- es student’s assigned event in the generated Scenario.None (0)
No attempt OR assigned event does not match
generated Scenario.
Own Choice Event
(2 marks max)The student was given freedom to create their own event suitable for their generated Scenario that should display interface information onscreen to the player when triggered.
Excellent (2)
The own choice event functions and outputs to the interface correctly.Acceptable (1)
Attempts have been made, but the own choice event does not correctly function and output to the interface.None (0)
No attempt at own choice event.
End Condition(s)
(2 marks max)When player completes (or wins) the prototype, scripting should control the notification to the player. Optionally, if losing is involved, it should also output this to player when they lose.
Excellent (2)
When prototype is completed/won (and
optionally lost,) the player is correctly notified.Acceptable (1)
Attempts were made for completion/winning (and optionally losing) conditions, but it does not function correctly.None (0)
No attempt at end conditions.
Scripts (Commenting)
(2 marks max)English comments should be used in student-created scripts with name and ID, and to reference external code using to show where student learned how to implement that code.
Excellent (2)
Student name and ID commented on student- created scripts. English comments used to
summarise functions and to indicate and reference ALL external sources.Acceptable (1)
Student name and ID commented on student- created scripts. English comments used to
summarise some functions and to indicate and reference some (not all) external sources.None (0)
No comments or different language comments are
present in student-created scripts.
Game Mechanics
(4 marks max)Review of the actual game mechanics at a prototype level (it should reflect a playable prototype with a clear ending/win condition)
Excellent (4)
Excellent mechanics show
off great attention to
gameplay and address the game concept, with a clear end to the prototype.Good (3)
Good mechanics to relevantly address the game concept,
with an ending to the prototype that may be unclear.Acceptable (2)
Passable mechanics that
give an indication of the
game concept, and an
ending that may be unclear or doesn’t function.Poor (1)
Some mechanics are implemented but
poorly presented and difficult to relate to the game concept.None (0)
No working mechanics.
Creativity / Aesthetics
(2 marks max)Should be unique and interesting and support the student’s generated Scenario. Replicating labs or tutorials is worth less marks as it shows no creativity.
Excellent (2)
Creative and aesthetically
pleasing, relevant to your
generated scenario. Easily
distinguished apart from most other prototypes.Good (1.5)
Some creativity and pleasing
aesthetics, relevant to your
generated scenario. Some
elements distinguish it apart from some other prototypes.Acceptable (1)
Relevant to your generated scenario, but very little
distinguishing it apart from other prototypes and labs.Poor (0.5)
Aesthetics are
of low quality, and game lacks originality.None (0)
Scene
missing or empty.
Brief Report
(2 marks max)Report should use the template with all sections filled out correctly. All sourced assets from the Unity Asset Store require a link to the exact source webpage.
Excellent (2)
Uses template with all sections filled out correctly.Acceptable (1)
Uses template but criteria could be addressed more clearly.Poor (0.5)
Does not use template and/or much of the template is missing required data.None (0)
No report submitted.
Penalties
(up to minus 6 marks)If you do not use the correct version of Unity, the provided project template and/or sort assets within the organised folder structure, penalties will apply!
No Penalty (0)
Unity version, Template
project and folders were used correctly, and asset folders
organised as per the instructions.One Penalty (-2)
1 of the following incorrect: Unity version, Template
project, and asset folders organised as per the
instructions.Two Penalties (-4)
2 of the following incorrect: Unity version, Template
project, and asset folders organised as per the
instructions.Three Penalties (-6)
3 of the following incorrect: Unity version, Template
project, and asset folders organised as per the
instructions.
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