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GDP102 Game Design Principles Assessment 3
发布时间:2025-05-16
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ASSESSMENT BRIEF |
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Subject Code and Title |
GDP102 Game Design Principles |
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Assessment |
Assessment 3 - Game Design Project |
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Individual/Group |
Individual/Group |
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Length |
Single-player game level or arcade game. Design presentation. |
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Learning Outcomes |
a) Describe the contemporary environment and practice for game design and development. b) Analyse and evaluate real-world game design problems using appropriate problem-solving techniques and game design principles. c) Produce simple and coherent digital games utilising iterative design processes. |
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Submission |
12-week Duration: Due by 11:55pm AEST/AEDT, Wednesday of Week 12 6-Week Duration: Due by 11:55pm AEST/AEDT, Wednesday of week 6 |
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Weighting |
45% |
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Total Marks |
100 marks |
Context:
Drawing from all the design theory covered in GDP102, you will create a digital game vertical slice and reflect on the process of game design and creation. This assignment is designed to encourage you to engage with the principles of level design, context & narrative design, unique mechanics, USPs, and more. Working in teams or individually, this summative aims to push your creativity and interpersonal communication.
You will be designing and creating a digital game segment/slice with a focus on creating an interesting space for gameplay. As this is a gameplay segment/slice, your game is not expected to be a full-length production. Instead, you are aiming for a well-designed segment that represents what the game, in its full-length, could be like. Your goal is to explore and demonstrate game design principles through existing and established game engine tools and assets by creating an engaging and interesting gameplay space for your player to interact with.
You will first need to design your (original) game context (both theme & mechanics), this can be based on your Assessment 2 pitch, and then utilise fundamental game design tools and a game development engine (such as Unity or Unreal) to create your game segment.
Practically, this means you will be creating an interactive game level or small arcade game that utilises simple scripting or blueprints, has an appropriate scope, aesthetic presentation and demonstrates your ability to apply game design theory to a unique game design concept.
Instructions:
1. Create a functional/playable arcade game or game level in an industry-standard 3D game engine (Unity or Unreal).
Your game segment must either be a single game level/map or a small arcade game consisting of several (3-5) small arcade puzzles depending on complexity.
2. Create a short presentation (3-4min) which introduces the game context and highlights the design principle used.
• Your presentation should also contain documentation of an iterative process.
i. Simple dot points with images and diagrams.
ii. Evidence of an iterative workflow, such as references, mood board, sketches and screenshots of draft designs.
iii. Reflection on the design challenges you faced and highlight the ones you overcame (with evidence).
Minimum Game Requirments -
• Functional player control and interaction.
• 1 functional level (or approx. 5min gameplay)
o Contains a clear objective.
o Contains a simple form of interactivity.
This is your fundamental mechanics (i.e running, jumping, shooting).
This does not need to be more complex than what a game template provides.
o Explores the form of interactivity through game/level design.
o Contains a measure for success.
No open worlds, you must be able to ‘complete’ the level/game.
Must be in the form of an achievable challenge.
• I.e Defeat the enemy waves, solve the puzzle, find the key to the door.
• Clear thematic/aesthetic direction.
o The visual and contextual theme must be evident but not necessarily polished.
I.e A detailed grey box (Blockout) with a first lighting pass and contextual placeholder assets where necessary.
o Sound and music which provides any necessary thematic context or player feedback.
Tutorials, templates & 3rd party assets -
The emphasis of this assessment is on design and not programming. As such, you are encouraged to utilise a game prototype template which contains the fundamental game mechanics you require to get started. For instance, the Unreal engine allows you to create projects which contain either a 3rd or 1st person controller with shooting mechanics. You will not be given marks for the template or any 3rd party assets you utilise or tutorials you follow. Instead, you are expected to build on these andexplore them through your own application of game and game level design.
All assets must be referenced and attributed in an included Readme.txt. Any 3rd party
assets/tutorials/templates used without attribution will be considered plagiarism and a breach of the Torrens University Academic Integrity Policy.
Schatz, E. 2017. Level blockout of Uncharted 4. Retrieved from https://twitter.com/thegreatbluebit/status/914579449038872576
Marking considerations - This can be completed individually or as a group. All individuals in a group will receive the same mark.
Attribution:
All sources (including images and references to games) must be correctly cited according to the guidelines provided in Blackboard, in-text as well as in a final reference section. All citations must be in APA 6th Edition.
Submission Instructions:
• Game Project
o Game engine project folder (zipped)
o Game executable (.exe build, zipped)
Must be playable on Windows 10.
• Game Presentation (3-4min)
o Campus classes (In-class during Week 12, before Week 12 submission)
This will be treated as a work-in-progress presentation
o Online pre-recorded in PowerPoint (Submitted at Week 12 submission).
o Both - a screen recorded playthrough of the game/level.
