ITECH2001
Game Development Fundamentals
CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 1 of 7
Assignment Part C: Game Prototype
Overview
For this assessment task you are expected to construct a prototype level/area as a “proof of concept” for the game
that you have designed in Assignment Part B. The prototype should function with proper game logic utilizing selfcreated and pre-made artistic and programming assets.
Timelines and Expectations
Percentage Value of Task: 25%
Due: 11pm Sunday of Week 11
Minimum time expectation: 25 hours
Learning Outcomes Assessed
The following course learning outcomes are assessed by completing this assessment:
• K5. Identify the appropriate and correct syntax and programming constructs for different game
development requirements.
• S1. Select and apply appropriate games development approaches to solve a real world game design;
• S2. Create a range of assets for a game’s project;
• S4. Use programming constructs to respond to user input and to create object and character behaviours;
• S5. Analyse, design and implement game concepts using structured and basic object orientated
programming concepts;
• S6. Test and debug code to correctly meet game design requirements.
• A1. Operate appropriate software packages to design and build games and interactive media products
that align with client and project expectations;
• A2. Utilise appropriate software environments to develop and integrate code implementations with game
assets.
Semester Assessment Overview
You will go through the game development life cycle outlined in Lecture 2 during this semester to pitch an idea for a
new game, design that game, and then develop a small prototype of that game for Windows PC.
The Game Prototype is related to your designs outlined in your Game Design Document.
Part A:
Game Pitch Video
•Your pitch outlines your game
idea, and is used as the
beginning of your Design
Document
Part B:
Game Design Document
•Your Design Document will
build upon the pitch and be
used during development of
your prototype
Part C:
Game Prototype
•The Game Prototype will
showcase a small portion of
your game from your Design
Document
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Game Development Fundamentals
CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 2 of 7
Assessment Details
After your game pitch, you will have reiterated and written a game design document for Assignment Part B that
discusses your game idea in detail, including most or all of the following: genre, story, setting, characters, objects
and game mechanics. Using your game design document, you must now develop a small functional “proof
of concept” prototype that showcases part of a level or contained area of your game.
What does “proof of concept” mean?
• A Proof of Concept prototype is simply an abbreviated version of your game, developed to show off
particular features of your choosing (that should be appealing). Your Proof of Concept prototype does not
have to be a full-length level or game, it can be as simple as a few aspects of game play – like Lab 9, 10.
• Here are some just some examples of different proof of concept prototypes:
o RPG: an option would be to showcase a small village with a few characters you can talk to, with a
couple of game mechanics – rather than showcasing an intricate RPG combat system.
o Shooter or Racing: the markers will probably expect that your prototype will have at least some
shooting or racing respectively!
o Platformer: at a minimum, some platforms and jumping should be involved in your prototype, and
possibly an enemy or two to dodge or attack.
• Remember: the core mechanics and scripted events of your game will really show proof of your game
concept in the prototype assignment.
Beginning the assessment:
To ensure consistency and standards, all students should begin the prototype in the following manner:
• Open Unity (MUST be the version available from Moodle Resources) and create a New Project.
• Set the template to 3D (unless you are creating an approved 2D game).
• Name the project as your student number followed by the name of your game
o (example: 30126565-ThunderRun).
• Choose a location to save your Project.
o Take note of the location as upon completion of your assignment
you need to zip this entire project folder for submission.
• Create the Project.
In the Project Tab (depending on Unity preferences, your project tab
will look like one of the screenshots to the right):
• Rename the SampleScene to an appropriate
name for your first scene in your game.
• Create some child folders under Assets.
o Downloaded Assets – To store any external assets
downloaded from the internet / Unity asset store.
o My Assets – To store art assets you create yourself
for your game. Materials, Sprites, Interface art, 3D
Models, Prefabs, Terrain, etc.
o Scripts – to store any C# scripts that your game uses.
o Scenes – This folder should exist by default and you
should place your game scene(s) in here.
o You can create additional child folders to
categorise and store particular assets.
o Packages – created by default. You can ignore it.
ITECH2001
Game Development Fundamentals
CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 3 of 7
Requirements:
There are a number of requirements that you must adhere to when completing this assessment task:
• Assets – self-creation
o It is expected that you can develop your own 2D and 3D art assets that are appropriate for your
game dimension (2D or 3D). Remember that creating a 3D game is highly recommended.
2D games must have at least four 2D assets (not just primitive shapes) created by yourself.
Static sprites, world terrain and interface art are the most likely choices here.
3D games should have at least four assets (not just primitive shapes) created by yourself in
2D (materials and/or interface art), 3D (meshes), and/or even a world terrain (3D level mesh
or Unity terrain).
All art assets you create should be placed in your “My Assets” project folder in Unity.
All art assets you create need to be listed in your report (see next page).
o GIMP can be used to develop 2D assets (see Lab 1 for GIMP instructions).
You can use alternatives like Photoshop for your assignment but there will be no labs
exploring GIMP alternatives.
o Blender can be used to develop 3D assets (see Labs 2 and 3 for Blender instructions).
You can use alternatives like 3ds Max or Maya for your assignment but there will be no labs
exploring Blender alternatives.
o Unity can be used to develop a Terrain (see Lab 6 for Unity 3D Terrain). Primitive objects can be
placed in Unity, but will receive a low score, unless arranged into an elaborate scene.
• Assets – sourced online
o Unity has a huge library of over 5000 free premade assets you can import and use, and not limited
to just art assets (see Labs 4 to 10 regarding Unity and Moodle Resources links to free assets).
o It is acceptable to source additional external assets if needed, but they should be completely free to
use (under Creative Commons 0 licensing), and MUST be linked to the internet webpage in your
brief report. They must not be copyrighted materials.
o External premade assets source online should be placed in your “Downloaded Assets” project folder
in Unity. This includes Unity’s own “Standard Assets”.
o External premade assets source online should be used appropriately within your prototype.
• Game Prototype Development
o Single player requirement. Multi-player will make the scope much larger – too much for this
introductory course (unless your multiplayer design has been approved by the lecturer).
o Unity is a requirement for developing your game prototype (exact version detailed in the Moodle
Resources), do not use any other game engine software (see Labs 4 to 10 regarding developing
simple games and triggered events in Unity as well as Moodle links to Unity tutorials to build small
playable games for multiple genres).
o When you first start a new project in Unity for this assignment, follow the instructions on the
previous page to set up your project, its name, and required project asset folders.
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Game Development Fundamentals
CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 4 of 7
o Your Unity Game Prototype will include:
Scene(s) & Objects – Engaging use of Objects (your own four created assets, plus
additional sourced free assets) including 3D objects (or 2D sprites and backgrounds) such
as the player, props, cameras and light sources to create your scene. These objects will
have components and scripts attached to create the mechanics of your game.
| • | Prefabs – Use of prefabs to create additional instances of Objects. |
| |
Materials (3D only) – placed on game Objects to distinguish them apart from one another. Layers (2D only) – if you are approved to build a 2D game, layers should be used appropriately to distinguish foreground, middle ground and background elements. |
Components – Components added to your game Objects where appropriate such as an
Animator, Rigidbody, Collider, Particle System, Audio, etc. Transform is a required
component and is not considered for marking purposes.
Scripts – Written in C#. At a minimum scripts must be used to give user control over the
player character/object, and create one event. Ideally, you will use Scripts to trigger multiple
events, collision detection and control the interface elements below.
| | UI (User Interface) Elements – At least one Unity UI element such as UI Text and Buttons, which should be scripted to control their functionality. Examples: scoring system, ammunition left, dialogue box for characters talking or another interface element. |
| • | Brief Report |
o You should also submit a report detailing what you have done. A template is provided on Moodle
to make this easier for both you and your marker. This must briefly address:
Which of the assignment criteria have been implemented. Do not rely on the marker noticing
which criteria you have met, so highlight where you have implemented each element.
Any major aspects of the game which have changed since your game design document,
explaining why this has occurred.
Any limitations or known bugs in the game. Unacknowledged bugs detected during marking
will be taken as evidence of insufficient testing. Bugs that have been documented in this
report will receive more leniency in marking than those that are unacknowledged.
An overview of all of the scripts which have been created and which game object(s) each
one is attached to.
A list of art assets that you developed yourself, and any premade assets (such as Unity’s
standard asset packages and free assets from the Unity store) or external assets (found
online) used in the project and their source.
• Take note that in the Week 12 Lab your Marker can request that you show them your game prototype
in person and explain parts of it to help with their marking.
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CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 5 of 7
Submission
When you first started a new project in Unity for this assignment, you should have named the project as your
student number followed by the name of your game (example: 30126565-ThunderRun).
• Locate this Unity project folder.
• If you are not sure where you placed it:
o Open your project in Unity.
o Right-click on Assets from the Project tab.
o Click “Show in Explorer”.
o Your Project folder contents will display.
• ZIP the entire contents of the Unity game prototype project folder.
• Note: Moodle only accepts a maximum of 100mb files for submission.
o Therefore, you will be submitting your Brief Report to Moodle, with a link to your Game
Prototype ZIP file (which you upload to your FedUni OneDrive account).
o The complete instructions for submission are located in the Moodle submission link.
If you do not submit your complete Unity Project folder (the source project folder/files that the
marker can open within the Unity engine), you will receive a ZERO!
We need to be able to view everything (objects, components, scripts, etc) in close detail!
Marking
The marking rubric on the next page assumes that everything in your prototype is working – except prototype
features you have specified in your report as a known bug or limitation of your prototype. For example if a game
mechanic is broken, objects collide with no event triggered, or an interface element does not update correctly,
then the awarded score for that element may be lower (depending on your report and the complexity of the
unfixed problem) than if it was working.
Firstly, markers will look at what you have developed by looking at the pieces that make up your assets and
scene(s), as well as how all the objects come together appropriately in your scene(s). The marks are also based
on the level of complexity introduced in the lab work. So for example if you self-develop a 3D model that is as
complex as or more so than the Robot 3D model, you will score high.
Secondly, markers will actually play and review your prototype. Creativity is awarded up to two marks for
going beyond our expectations. Your unique mechanics and aesthetics will also play a part in determining if your
prototype is worth a higher score than just simply replicating a scene similar to the lab work.
Take note that in the Week 12 Lab your Marker can request that you show them your game prototype in
person and explain parts of it to help with their marking.
Feedback
The marking rubric on the next page shows a scale for excellent to poor, and a zero for not meeting this criteria.
You will receive marks and feedback within two weeks of submission, uploaded to your Moodle submission.
Plagiarism:
Plagiarism is the presentation of the expressed thought or work of another person as though it is one’s own
without properly acknowledging that person. You must not allow other students to copy your work and must take
care to safeguard against this happening. More information about the plagiarism policy and procedure for the
university can be found at http://federation.edu.au/students/learning-and-study/online-help-with/plagiarism.
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CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 6 of 7
Marking Rubric
| Criteria | Details | |||
| Self-Created Assets (4 marks max) |
Four self-made assets are required. These assets can be identified via the report. Acceptable assets include: 2d sprites/pixel art (for 2d games), 2d textures for 3d models (for 3d games), 2d graphics for interface components (for 2d or 3d games), 3d models (for 3d games), Terrain (For 3d games), Level geometry built in 2d or 3d (for 2d or 3d games). |
|||
| Excellent (4) • At least 4 self-created assets. • Great 2D art with shading and pseudo 3D (like lab 1 tree and human figure). • Complex high quality 2d textures (for 3d models) or interface art. • 3D models with multiple parts at the complexity of the treasure chest (lab 3). • Interesting terrain and features (like lab 6), but unique (not using standard terrain assets). • 2D or 3D geometry constructed into very interesting area. |
Good (3) • At least 3 self-created assets. • Decent 2D objects with some shading • Decent quality 2d textures (for 3d models) or interface art. • 3D models that are at the complexity of the gold coin and potion bottle (lab 3). • Interesting terrain and features (like lab 6) using mostly standard assets. • 2D or 3D geometry constructed into interesting area. |
Acceptable (2) • At least 2 self-created assets. • OK looking 2d art, but could easily be improved (like the cube in lab 1 – unless intentional creative design). • Decent quality 2d textures for 3d models but visible seams. • Decent 3D models some complexity beyond primitive shapes, such as the gazebo (lab 2). • OK looking terrain, standard textures but a little barren. Room for improvement. • 2D or 3D geometry constructed into usable area. |
Poor (1) • Only 1 self-created asset. • Very simple 2D art. • Very simple 3D models, like a few primitive shapes pieced together. • Pretty flat uninteresting barren terrain. • Flat and poor looking 2d textures for 3d models. |
None (0) • No self created assets. |
| Scene(s) & Objects (2 marks max) |
How all the objects come together appropriately in your scene(s) – this is in relation to the complexity the labs went to. |
|||
| Excellent (2) • Scene well-constructed with great placement of objects to fill out the prototype area. • Good use of Prefabs. |
Good (1.5) • Scene well-constructed with good placement of objects but could still be improved. • Good use of Prefabs. |
Acceptable (1) • Scene gives an idea of the setting/world, but could use more attention and objects to fill out the prototype. • OK use of Prefabs. |
Poor (0.5) • Scene exists but is lacking in thought and object placement. • Prefabs not used appropriately. |
None (0) • Scene missing or empty. |
| Materials (3d) or Layers (2d) (1 mark max) |
(3d only) Materials should be considered at a placeholder prototype level. (2d only) Layers should be used appropriately to distinguish foreground, middle ground and background elements |
|||
| Excellent (1) • Materials applied appropriately to distinguish objects from one another and match the object. • Layers used to separate foreground, middle ground and background elements |
Acceptable (0.5) • Some materials are applied appropriately, while some objects have odd or no materials. • Layers used to separate at least foreground and background |
None (0) • No materials on objects. • Single layer used. |
||
| 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, UI, audio, etc. Objects act as expected. |
Good (1.5) • Good use of most components to control physics, collisions, triggers, UI, audio etc. Objects act as expected most of the time. |
Acceptable (1) • Passable use of some components to control physics, collisions, triggers, UI, audio, etc. Some objects may act unexpectedly. |
Poor (0.5) • Components are used, but objects are not acting as the player would expect. |
None (0) • No comp onents on objects. |
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Game Development Fundamentals
CRICOS Provider No. 00103D ITECH2001 Assignment Part C: Game Prototype Page 7 of 7
| Criteria | Details | |||
| Scripts (6 marks max) |
Must be C#. Are used to for Player Controllers and/or interface control, to Trigger Events, for Collision Events, and to update the Interface. |
|||
| Excellent (6) • Great use of multiple triggers and/or collisions to create multiple game events. • Excellently used or created player controller. • Player and interface works as expected all of the time. |
Good (4.5) • At least two uses of triggers and/or collisions to create game events. • Appropriately used or created player controller. • Player and interface works as expected most of the time. |
Acceptable (3) • At least a single use of trigger and/or collision to create a game event. • Appropriately used or created player controller • Player and interface works as expected some of the time. |
Poor (1.5) • A player controller and/or interface control was used or created but there are problems with the controls / or is the only scripting working. • Triggers and/or collisions not created. |
None (0) • No working scripts on objects. |
| Interface (2 marks max) |
A basic interface is expected such as Text interface (eg. score, health, bullets, dialogue, messages, etc.) and possibly other UI (as the labs shown). |
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| Excellent (2) • Multiple interface elements work and update appropriately via script. Designed impressively over the default UI styles. |
Good (1.5) • Interface works and updates appropriately via script. Designed a bit more interesting than default UI styles. |
Acceptable (1) • Interface updates via script but could be improved. Designed with default UI styles. |
Poor (0.5) • Text interface implemented but is static and does not update via script. |
None (0) • No interface at all. |
| Game Mechanics (2 marks max) |
Review of the actual game mechanics at a proof of concept level (it should somewhat reflect a playable game). |
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| Excellent (2) • Excellent mechanics show off great attention to gameplay and address the proof of game concept. |
Good (1.5) • Good mechanics to relevantly address the proof of game concept. |
Acceptable (1) • Passable mechanics that give an indication of the proof of game concept. |
Poor (0.5) • Some mechanics are present but hard to identify if they address a proof of concept. |
None (0) • No working mechanics. |
| Aesthetics (2 marks max) |
Aesthetics should be unique and interesting to support the design of your game. Replicating labs aesthetic is worth less marks. |
|||
| Excellent (2) • Excellent unique aesthetics show off the game world and setting. |
Good (1.5) • Good and somewhat interesting aesthetics relevant to your game world and setting. |
Acceptable (1) • Aesthetics are relevant to your game world, but lack originality or are very similar to labs. |
Poor (0.5) • Aesthetics are of low quality, they represent poor design and lack originality. |
None (0) • Scene missing or empty. |
| Creativity (2 marks max) |
Creativity should reflect all unique aspects of the game. If you go beyond the labs, creativity should be awarded higher. |
|||
| Excellent (2) • Has gone beyond expectations set out by the labs, with a very creative and unique prototype. |
Good (1.5) • Produced upon the expectations set out by the labs, but with some interesting and creative aspects. |
Acceptable (1) • Produced similar content to the expectations set out in the labs, but with a little of your own creativity. |
Poor (0.5) • Prototype lacked in creativity and was very similar to the lab exercises. |
None (0) • Scene missing or empty. |
| Brief Report (2 marks max) |
Report should have all sections filled out. All sourced assets require a link to the exact source webpage. |
|||
| Excellent (2) • Uses template with all sections filled out appropriately. |
Good (1.5) • Uses template with nearly all sections filled out appropriately. |
Acceptable (1) • Uses template but criteria could be addressed more clearly. |
Poor (0.5) • Does not use template and addresses criteria poorly. |
None (0) • No report submitted. |
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