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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 Task Time Due Date Weight
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 4 10%
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 assets 20 hours
(minimum) Sunday 11pm,
Week 6 30%
Part C: Game Prototype
Your Game Prototype will showcase your original game as one small level or area, as described in your plan 25 hours
(minimum) Sunday 11pm,
Week 11 30%
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.
Penalty Matches generated Scenario (0)
No penalty Partially 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/Setting Good (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
• Boundaries Good (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 Gameplay Good (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 Lights Good (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 Input Good (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 uncertainty Good (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/setting Good (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

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