Course Coordinator:Colleen Stieler-Hunt (cstieler@usc.edu.au) School:School of Business and Creative Industries
UniSC Sunshine CoastUniSC Moreton Bay |
Blended learning | Most of your course is on campus but you may be able to do some components of this course online. |
Online |
Online | You can do this course without coming onto campus. |
Please go to usc.edu.au for up to date information on the
teaching sessions and campuses where this course is usually offered.
This course introduces the fundamental concepts of computer programming in the context of real-time game engines. The course focusses on the essential skills and knowledge required to actively participate as a gameplay programmer in a game production environment. You will engage with and apply game programming languages and techniques commonly used in the game industry, acquiring the skills needed to communicate and work effectively in a game development team.
Activity | Hours | Beginning Week | Frequency |
Blended learning | |||
Learning materials – Interactive online learning activities. | 1hr | Week 1 | 12 times |
Tutorial/Workshop 1 – Scheduled face to face workshops. | 2hrs | Week 1 | 12 times |
Online | |||
Learning materials – Interactive online learning activities. | 1hr | Week 1 | 12 times |
Tutorial/Workshop 1 – Scheduled online workshops (Recorded). | 2hrs | Week 1 | 12 times |
100 Level (Introductory)
12 units
Course Learning Outcomes On successful completion of this course, you should be able to... | Graduate Qualities Completing these tasks successfully will contribute to you becoming... | |
1 | Demonstrate foundational knowledge in programming for games |
Knowledgeable Creative and critical thinker |
2 | Apply and communicate technical skills, frameworks and organisational practices to contribute to the development of games |
Knowledgeable Creative and critical thinker |
3 | Design, research, and develop game components for public distribution |
Empowered Engaged |
Refer to the UniSC Glossary of terms for definitions of “pre-requisites, co-requisites and anti-requisites”.
Not applicable
Not applicable
Not applicable
Not applicable
Standard Grading (GRD)
High Distinction (HD), Distinction (DN), Credit (CR), Pass (PS), Fail (FL). |
Students will receive early feedback during the progress of the first assessment which is completed mostly in workshops. Students will be given formative feedback on progress each week.
Delivery mode | Task No. | Assessment Product | Individual or Group | Weighting % | What is the duration / length? | When should I submit? | Where should I submit it? |
All | 1 | Artefact - Technical and Scientific, and Written Piece | Individual | 25% | Prototypes Written component: No more than 800 words |
Refer to Format | Online Submission |
All | 2 | Written Piece | Individual | 25% | 1000 words |
Week 9 | Online Submission |
All | 3 | Artefact - Technical and Scientific | Individual | 50% | Prototype Reflection - 400 words 3 minute Game Trailer |
Week 13 | Online Submission |
All - Assessment Task 1:Skills and concepts portfolio | |
Goal: | Complete introductory programming exercises that will scaffold tasks 2 & 3. |
Product: | Artefact - Technical and Scientific, and Written Piece |
Format: | Programming exercises will be due in weeks 3 and 7. Templates for written tasks will be available on Canvas. Coding exercises will be introduced in class with further information available on Canvas. |
Criteria: |
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All - Assessment Task 2:Develop a technical specification for a game prototype | |
Goal: | The goal of this task is to demonstrate specialist knowledge in game programming |
Product: | Written Piece |
Format: | Professional/Industry format: Based on a given game, design how you would implement the core gameplay loop in a technical document which can be read by programmers in a game development team. Your document should be a PDF. A template for the Technical Specification Document will be provided. |
Criteria: |
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All - Assessment Task 3:Deliver a game prototype | |
Goal: | The goal of this task is to design, research, and develop game components for distribution, apply and communicate technical skills, frameworks and organisational practices to contribute to the development of games. |
Product: | Artefact - Technical and Scientific |
Format: | Professional/Industry format: Your prototype will be finished in the given game engine based upon your technical specification created in Assessment 2. You will also be required to submit a learning reflection, a web page for your game, and a trailer for your game. |
Criteria: |
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A 12-unit course will have total of 150 learning hours which will include directed study hours (including online if required), self-directed learning and completion of assessable tasks. Student workload is calculated at 12.5 learning hours per one unit.
Please note: Course information, including specific information of recommended readings, learning activities, resources, weekly readings, etc. are available on the course Canvas site– Please log in as soon as possible.
This course requires some free professional games development software which is provided at UniSC campuses for student use. If you elect to do this course online, you will need to install this software on your own computer or attend a campus at which it is available. The software requires a large amount of disk space and a higher-end computer. Recommended hardware specifications and instructions for software installation will be given in Canvas.
Academic integrity is the ethical standard of university participation. It ensures that students graduate as a result of proving they are competent in their discipline. This is integral in maintaining the value of academic qualifications. Each industry has expectations and standards of the skills and knowledge within that discipline and these are reflected in assessment.
Academic integrity means that you do not engage in any activity that is considered to be academic fraud; including plagiarism, collusion or outsourcing any part of any assessment item to any other person. You are expected to be honest and ethical by completing all work yourself and indicating in your work which ideas and information were developed by you and which were taken from others. You cannot provide your assessment work to others. You are also expected to provide evidence of wide and critical reading, usually by using appropriate academic references.
In order to minimise incidents of academic fraud, this course may require that some of its assessment tasks, when submitted to Canvas, are electronically checked through Turnitin. This software allows for text comparisons to be made between your submitted assessment item and all other work to which Turnitin has access.
Eligibility for Supplementary Assessment Your eligibility for supplementary assessment in a course is dependent of the following conditions applying: The final mark is in the percentage range 47% to 49.4% The course is graded using the Standard Grading scale You have not failed an assessment task in the course due to academic misconduct
Late submission of assessment tasks will be penalised at the following maximum rate (the rates are cumulative): 5% (of the assessment task’s identified value) per day for the first two days from the date identified as the due date for the assessment task 10% (of the assessment task’s identified value) for the third day 20% (of the assessment task’s identified value) for the fourth day and subsequent days up to and including seven days from the date identified as the due date for the assessment task A result of zero is awarded for an assessment task submitted seven days from the date identified as the due date for the assessment task. Weekdays and weekends are included in the calculation of days late. To request an extension, you must contact your Course Coordinator and supply the required documentation to negotiate an outcome.
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