School: Arts and Humanities

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 Level Design
  • Unit Code

    GDT3106
  • Year

    2016
  • Enrolment Period

    1
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus

Description

This unit provides the skills required to plan and follow a developmental timeline for a game. Students will develop and integrate game assets for a game engine, compile a game level for distribution and play, and apply principles of effective game and level design.

Learning Outcomes

On completion of this unit students should be able to:

  1. Apply principles of engaging gameplay, visual design, and narrative.
  2. Import media assets into an industry-standard game engine.
  3. Integrate environment, characters and props with game mechanics.
  4. Produce an executable game level.
  5. Use scripting to control game events.

Unit Content

  1. Game development tools and engines.
  2. Game scripting.
  3. Gameplay balancing and testing.
  4. Level design principles.
  5. The computer game development industry.

Additional Learning Experience Information

Lectures and laboratory 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
Creative WorkDesign Activities30%
WorkshopTechnical Activities30%
ProjectGroup Project40%

Text References

  • Salen, K., & Zimmerman, E. (2004). Defining culture: Rules of play. Games design fundamentals. Cambridge, MASS: The MIT Press.
  • Freeman, D. (2004). Creating emotion in games: The craft and art of. Indianapolis: New Riders.
  • Oxland, K. (2004). Game play and design. Harlow: Addison Wesley.
  • Rollings, A., & Morris, D. (2004). Game architecture and design. Indianapolis: New Riders.

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.

GDT3106|1|1

School: Arts and Humanities

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 Level Design
  • Unit Code

    GDT3106
  • Year

    2016
  • Enrolment Period

    2
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus

Description

This unit provides the skills required to plan and follow a developmental timeline for a game. Students will develop and integrate game assets for a game engine, compile a game level for distribution and play, and apply principles of effective game and level design.

Learning Outcomes

On completion of this unit students should be able to:

  1. Apply principles of engaging gameplay, visual design, and narrative.
  2. Import media assets into an industry-standard game engine.
  3. Integrate environment, characters and props with game mechanics.
  4. Produce an executable game level.
  5. Use scripting to control game events.

Unit Content

  1. Game development tools and engines.
  2. Game scripting.
  3. Gameplay balancing and testing.
  4. Level design principles.
  5. The computer game development industry.

Additional Learning Experience Information

Lectures and laboratory 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
Creative WorkDesign Activities30%
WorkshopTechnical Activities30%
ProjectGroup Project40%

Text References

  • Salen, K., & Zimmerman, E. (2004). Defining culture: Rules of play. Games design fundamentals. Cambridge, MASS: The MIT Press.
  • Freeman, D. (2004). Creating emotion in games: The craft and art of. Indianapolis: New Riders.
  • Oxland, K. (2004). Game play and design. Harlow: Addison Wesley.
  • Rollings, A., & Morris, D. (2004). Game architecture and design. Indianapolis: New Riders.

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.

GDT3106|1|2