Faculty of Health, Engineering and Science

School: Computer and Security Science

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Game Design and Production
  • Unit Code

    CSP2107
  • Year

    2015
  • Enrolment Period

    1
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus
    Online

Description

This unit focuses on the planning, development and creation of computer games in a variety of genres, examining good project management practices and concepts behind successful interactive environments. This unit also introduces an existing game engine and related production tools.

Equivalent Rule

Unit was previously coded CSP5104

Learning Outcomes

On completion of this unit students should be able to:

  1. Analyse existing game engines and middleware and discuss the implementation of games using this software.
  2. Analyse the video game development process.
  3. Demonstrate application of the video game development process to manage the development of single and multiplayer gaming environments.
  4. Describe the principles, methods and aspects of video game design.
  5. Design and evaluate gaming environments for both single and multiplayer games.
  6. Use existing gaming engines and tools to develop gaming environments for both single and multiplayer games.

Unit Content

  1. Analysis of gaming engines and middleware.
  2. Computer gaming hardware.
  3. Elements of good game design.
  4. Level design.
  5. Principles of game development and related project management issues.
  6. Single and multiplayer gaming environments.
  7. Technical issues in computer games.
  8. Use of existing tools and technologies.

Additional Learning Experience Information

Lectures and workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
AssignmentMinor Individual Assignment15%
AssignmentMajor Group Assignment40%
ExaminationFinal Examination45%

Text References

  • ^ Rabin, S. (2005). Introduction to game development. Hingham, Massachusetts: Charles River Media, INC.
  • Bethke, E. (2003). Game development and production. Plano, Tex: Wordware Pub.
  • Crawford, C. (2003). Chris Crawford on game design. Indianapolis, Ind: New Riders.
  • Durkin, K & Aisbett, K. (1999). Computer games and Australians today. Sydney, NSW: Office and Film and Literature Classification.
  • Ebert, D. S., Musgrave, F. K., Peachey, D., Perlin, K., & Worley, S. (1998). Texturing and modeling, a procedural approach. San Diego: Academic Press.
  • Franson, D. (2004). The dark side of game texturing. Boston, MA: Premier Press.
  • Freeman, D. (2004). Creating emotion in games: the craft of emotioneering. Indianapolis, Ind: New Riders.
  • Laramee, F.D. (2002). Game design perspectives. Boston, MA: Charles River Media.
  • Lewinski, J.S. (2000). Developer's guide to computer game design. Plano, TX: Wordware Pub.
  • Luebke, D. (2003). Level of detail for 3D graphics. Boston, MA: Morgan Kauffmann.
  • Meigs, T. (2003). Ultimate game design: building game worlds. New York: McGraw-Hill/Osborne.
  • Mencher, M. (2003). Getin the game! Careers in the game industry. Indianapolis, Ind: New Riders.
  • Omerick, M. (2004). Creating the art of the game. Indianapolis, Ind: New Riders.
  • Rollings, A. & Adams, E. (2003). Andrew Rollings on game design. Indianapolis, Ind: New Riders.
  • Rollings, A. & Morris, D. (2004). Game architecture and design. Indianapolis, Ind: New Riders.
  • Rouse, R. (2000). Game design: theory and practice (new ed.). Plano, TX: Wordware Pub.
  • Salomon, D. (1999). Computer graphics and geometric modeling. New York: Springer.
  • Shaltzman, M. (2000). Game design secrets of the sages (2nd ed.). Indianapolis, Ind: Macmillan Publishing.
  • Steed, P. (2001). Modeling a character in 3DS Max. Plano TX: Wordware Pub.
  • Wolf, M.J.P. & Perron, B. (2003). The video game theory reader. New York: Routledge.
  • Bates, B. (2001). Game design: the art and business of creating games. Roseville, CA: Prima Tech.
  • Brinkmann, R. (1999). The art and science of digital compositing. San Diego: Academic Press.

^ Mandatory reference


Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

CSP2107|1|1

Faculty of Health, Engineering and Science

School: Computer and Security Science

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Game Design and Production
  • Unit Code

    CSP2107
  • Year

    2015
  • Enrolment Period

    2
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus
    Online

Description

This unit focuses on the planning, development and creation of computer games in a variety of genres, examining good project management practices and concepts behind successful interactive environments. This unit also introduces an existing game engine and related production tools.

Equivalent Rule

Unit was previously coded CSP5104

Learning Outcomes

On completion of this unit students should be able to:

  1. Analyse existing game engines and middleware and discuss the implementation of games using this software.
  2. Analyse the video game development process.
  3. Demonstrate application of the video game development process to manage the development of single and multiplayer gaming environments.
  4. Describe the principles, methods and aspects of video game design.
  5. Design and evaluate gaming environments for both single and multiplayer games.
  6. Use existing gaming engines and tools to develop gaming environments for both single and multiplayer games.

Unit Content

  1. Analysis of gaming engines and middleware.
  2. Computer gaming hardware.
  3. Elements of good game design.
  4. Level design.
  5. Principles of game development and related project management issues.
  6. Single and multiplayer gaming environments.
  7. Technical issues in computer games.
  8. Use of existing tools and technologies.

Additional Learning Experience Information

Lectures and workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
AssignmentMinor Individual Assignment15%
AssignmentMajor Group Assignment40%
ExaminationFinal Examination45%

Text References

  • ^ Rabin, S. (2005). Introduction to game development. Hingham, Massachusetts: Charles River Media, INC.
  • Bethke, E. (2003). Game development and production. Plano, Tex: Wordware Pub.
  • Crawford, C. (2003). Chris Crawford on game design. Indianapolis, Ind: New Riders.
  • Durkin, K & Aisbett, K. (1999). Computer games and Australians today. Sydney, NSW: Office and Film and Literature Classification.
  • Ebert, D. S., Musgrave, F. K., Peachey, D., Perlin, K., & Worley, S. (1998). Texturing and modeling, a procedural approach. San Diego: Academic Press.
  • Franson, D. (2004). The dark side of game texturing. Boston, MA: Premier Press.
  • Freeman, D. (2004). Creating emotion in games: the craft of emotioneering. Indianapolis, Ind: New Riders.
  • Laramee, F.D. (2002). Game design perspectives. Boston, MA: Charles River Media.
  • Lewinski, J.S. (2000). Developer's guide to computer game design. Plano, TX: Wordware Pub.
  • Luebke, D. (2003). Level of detail for 3D graphics. Boston, MA: Morgan Kauffmann.
  • Meigs, T. (2003). Ultimate game design: building game worlds. New York: McGraw-Hill/Osborne.
  • Mencher, M. (2003). Getin the game! Careers in the game industry. Indianapolis, Ind: New Riders.
  • Omerick, M. (2004). Creating the art of the game. Indianapolis, Ind: New Riders.
  • Rollings, A. & Adams, E. (2003). Andrew Rollings on game design. Indianapolis, Ind: New Riders.
  • Rollings, A. & Morris, D. (2004). Game architecture and design. Indianapolis, Ind: New Riders.
  • Rouse, R. (2000). Game design: theory and practice (new ed.). Plano, TX: Wordware Pub.
  • Salomon, D. (1999). Computer graphics and geometric modeling. New York: Springer.
  • Shaltzman, M. (2000). Game design secrets of the sages (2nd ed.). Indianapolis, Ind: Macmillan Publishing.
  • Steed, P. (2001). Modeling a character in 3DS Max. Plano TX: Wordware Pub.
  • Wolf, M.J.P. & Perron, B. (2003). The video game theory reader. New York: Routledge.
  • Bates, B. (2001). Game design: the art and business of creating games. Roseville, CA: Prima Tech.
  • Brinkmann, R. (1999). The art and science of digital compositing. San Diego: Academic Press.

^ Mandatory reference


Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

CSP2107|1|2