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ITECH2001 - Game Development Fundamentals

  • Subject Code :  

    ITECH2001

  • Country :  

    AU

  • University :  

    Federation University

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.

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.
• 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 minimum some platforms and jumping should be involved in your prototype, and possibly an enemy or two to dodge or attack.

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