University of Technology Sydney

42075 Game Design Studio

Warning: The information on this page is indicative. The subject outline for a particular session, location and mode of offering is the authoritative source of all information about the subject for that offering. Required texts, recommended texts and references in particular are likely to change. Students will be provided with a subject outline once they enrol in the subject.

Subject handbook information prior to 2024 is available in the Archives.

UTS: Information Technology: Computer Science
Credit points: 6 cp

Subject level:

Postgraduate

Result type: Grade and marks

Requisite(s): 32003 Computer Game Design
Anti-requisite(s): 31102 Game Design Studio 1

Description

This studio subject focuses on the practical aspects of game design and development. It teaches students how to design, develop and implement a game based on client specifications. Students examine the game mechanics for multiple indie and experimental games in developing their own game mechanics. A player-centric approach to design is used where new ideas are tested continuously with end users. Students work in teams taking on roles similar to those found in game development companies. They work independently under supervision and with guidance but are ultimately responsible for the final project delivery and presentation.

Subject learning objectives (SLOs)

Upon successful completion of this subject students should be able to:

1. Follow project management principles to create a new piece of software. (D.1)
2. Reflect on project management principles and apply them to game development domain. (D.1)
3. Combine the design, programming and artistic skills of group members to form a coherent team. (E.1)
4. Reflect on the work completed to formulate a coherent critique of the work. (F.1)
5. Combine external resources and apply them to the existing project. (D.1)
6. Formulate and create a game that is novel and has been tested on users. (C.1)

Course intended learning outcomes (CILOs)

This subject also contributes specifically to the development of the following Course Intended Learning Outcomes (CILOs):

  • Design Oriented: FEIT graduates apply problem solving, design thinking and decision-making methodologies in new contexts or to novel problems, to explore, test, analyse and synthesise complex ideas, theories or concepts. (C.1)
  • Technically Proficient: FEIT graduates apply theoretical, conceptual, software and physical tools and advanced discipline knowledge to research, evaluate and predict future performance of systems characterised by complexity. (D.1)
  • Collaborative and Communicative: FEIT graduates work as an effective member or leader of diverse teams, communicating effectively and operating autonomously within cross-disciplinary and cross-cultural contexts in the workplace. (E.1)
  • Reflective: FEIT graduates critically self-review their own and others' performance with a high level of responsibility to improve and practice competently for the benefit of professional practice and society. (F.1)

Teaching and learning strategies

This studio subject is part of a two-teaching session project-focused program consisting of Game Design Studio 1 and Game Design Studio 2. The goal of the program is to create commercial quality games at the end of each teaching session. Broadly, this subject facilitates learning in an environment that adheres to common game industry processes, while providing in-time support in relevant areas of learning, e.g. Team work, Agile method, Unity techniques and designing games that are enjoyable to play.

Active and collaborative learning forms the basis of this subject. Students participate in a variety of activities each week that includes team brainstorming, constructive criticism, design development and playtesting exercises. Each week, students are expected to do their homework prior to class, which they then use to engage in the activities in class, often in groups. This includes their allocated tasks in game development, learning diaries, sample exercises and summary of last week’s learning.

The final game is assessed as a group design and teamwork project as well as by an external industrial developer who can provide extra insight into the industrial requirements for game development.

Content (topics)

Major topics covered in this subject are:

  1. Project management for games: Project roles, organisation, milestones, project management principles, teamwork
  2. Game testing: user testing, game metrics, game evaluation
  3. Game engine: working with a game engine, understanding objects, events and actions available

Assessment

Assessment task 1: Team Project

Intent:

Putting theoretical skills to practice

Objective(s):

This assessment task addresses the following subject learning objectives (SLOs):

1, 2, 3, 4, 5 and 6

This assessment task contributes to the development of the following Course Intended Learning Outcomes (CILOs):

C.1, D.1, E.1 and F.1

Type: Project
Groupwork: Group, individually assessed
Weight: 75%

Assessment task 2: Lab Exercises

Intent:

Continuous building on skills.

Objective(s):

This assessment task addresses the following subject learning objectives (SLOs):

1, 2, 3, 4, 5 and 6

This assessment task contributes to the development of the following Course Intended Learning Outcomes (CILOs):

C.1, D.1, E.1 and F.1

Type: Exercises
Groupwork: Group, group and individually assessed
Weight: 25%

Minimum requirements

In order to pass the subject, a student must achieve an overall mark of 50% or more.

Recommended texts

Agile Game Development: Build, Play, Repeat, 2nd Edition by Clinton Keith (2020) - available from UTS Library.

Game Analytics Maximizing the Value of Player Data by Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa - available from UTS Library.