Overview

• To give students an overview of key concepts and production techniques in game development • To provide an introduction to the production of digital games using popular production management tools, file repositories, game engines, level editors and bug tracking packages • To provide insight into the practical processes involved in game development

Requisites

Prerequisites

50 credit points

Teaching periods
Location
Start and end dates
Last self-enrolment date
Census date
Last withdraw without fail date
Results released date
Semester 1
Location
Hawthorn
Start and end dates
03-March-2025
01-June-2025
Last self-enrolment date
16-March-2025
Census date
31-March-2025
Last withdraw without fail date
24-April-2025
Results released date
08-July-2025

Learning outcomes

Students who successfully complete this unit will be able to:

  • Demonstrate knowledge in the practical production of digital games
  • Integrate and apply knowledge of a variety of game development tools to individual exercises and group projects
  • Apply knowledge from specific production methodologies such as Agile development
  • Apply knowledge of games industry processes and software tools in production of a game development project
  • Demonstrate a capacity to individually manage production deadlines and understand their role in a professional context

Teaching methods

Hawthorn

Type Hours per week Number of weeks Total (number of hours)
On-campus
Studio
3.00 12 weeks 36
Specified Activities
Various
4.50 12 weeks 54
Unspecified Activities
Independent Learning
5.00 12 weeks 60
TOTAL150

Assessment

Type Task Weighting ULO's
Class ExercisesIndividual 45% 1,2,3 
Concept DesignsGroup 15% 1,3,5 
ProjectGroup 40% 1,2,3,4,5 

Content

  • Production management tools and methodologies
  • Establishing and managing file and code repositories
  • Introduction to popular game engines and level editing software
  • Constructing complex game events with visual scripting tools
  • Level design and construction using spatial narrative principles
  • Dynamic and baked lighting, particle effects and sound design
  • Usability testing, quality assurance and bug tracking processes

Study resources

Reading materials

A list of reading materials and/or required textbooks will be available in the Unit Outline on Canvas.