Course Title: Interactive Digital Media Project B

Part A: Course Overview

Course Title: Interactive Digital Media Project B

Credit Points: 12.00

Important Information:

Please note that this course may have compulsory in-person attendance requirements for some teaching activities. 

Please check your Canvas course shell closer to when the course starts to see if this course requires mandatory in-person attendance. The delivery method of the course might have to change quickly in response to changes in the local state/national directive regarding in-person course attendance. 


Course Code




Learning Mode

Teaching Period(s)


City Campus


140H Computer Science & Information Technology


Sem 2 2007,
Sem 2 2008,
Sem 2 2010,
Sem 2 2011


City Campus


171H School of Science


Sem 2 2017,
Sem 2 2018,
Sem 2 2019,
Sem 2 2020,
Sem 2 2021


City Campus


175H Computing Technologies


Sem 2 2022


City Campus


345H Media and Communication


Sem 2 2012,
Sem 2 2013,
Sem 2 2014

Course Coordinator: Julie Porteous

Course Coordinator Phone: +61 3 9925 3575

Course Coordinator Email:

Course Coordinator Location: City campus, 14.08.7E

Course Coordinator Availability: By appointment

Pre-requisite Courses and Assumed Knowledge and Capabilities

Enforced Requisite: COSC2349 Games Studio 2

Note it is a condition of enrolment at RMIT that you accept responsibility for ensuring that you have completed the prerequisite/s and agree to concurrently enrol in co-requisite courses before enrolling in a course.

For your information the RMIT Course Requisites policy can be found at Course requisites –;ID=twx09y07zi1c 

Course Description

COSC2350 Interactive Digital Media Project Part A and COSC2351 Interactive Digital Media Project Part B are final year project courses for students in the Bachelor of Information Technology (Games and Graphics Programming) degree. They provide an opportunity to pursue in-depth creation of an interactive digital media work, potentially working in cross-disciplinary groups, drawing on material learnt in the first two years and applying it in an integrated manner. A range of projects are possible - naturally including games but also including broader topics such as virtual worlds, tech demos, library, engine and middleware development, and interactive digital media works. The project is expected to be undertaken in groups. Projects may be year-long, spanning both Part A and Part B, or semester long. Upon completion of both courses (Part A and Part B), you will have built at least one flagship work in which you should have improved project management skills, programming and development skills and generic problem solving skills.

Objectives/Learning Outcomes/Capability Development

Program Learning Outcomes

This course contributes to the following Program Learning Outcomes (PLOs) for BP215 Bachelor of Information Technology (Games and Graphics Programming):

  • PLO1: Enabling Knowledge: 

You will gain skills as you apply knowledge effectively in diverse contexts.

  • PLO2: Critical Analysis: 

You will learn to accurately and objectively examine and consider computer science and information technology (IT) topics, evidence, or situations, in particular to analyse and model requirements and constraints for the purpose of designing and implementing software artefacts and IT systems

  • PLO3: Problem Solving: 

Your capability to analyse problems and synthesise suitable solutions will be extended as you learn to: design and implement software solutions that accommodate specified requirements and constraints, based on analysis or modelling or requirements specification.

  • PLO4: Communication: 

You will learn to communicate effectively with a variety of audiences through a range of modes and media, in particular to: present a clear, coherent and independent exposition of software applications, alternative IT solutions, and decision recommendations to both IT and non-IT personnel via technical reports of professional standard and technical presentations.

  • PLO5: Team Work: 

You will learn to work as an effective and productive team member in a range of professional and social situations, in particular to: work effectively in different roles, to form, manage, and successfully produce outcomes from teams, whose members may have diverse cultural backgrounds and life circumstances, and differing levels of technical expertise.

  • PLO6: Responsibility: 

You will be required to accept responsibility for your own learning and make informed decisions about judging and adopting appropriate behaviour in professional and social situations. This includes accepting the responsibility for independent life-long learning. Specifically, you will learn to: effectively apply relevant standards, ethical considerations, and an understanding of legal and privacy issues to designing software applications and IT systems.



Course Learning Outcomes

Upon successful completion of this course you should be able to:

  1. analyse the requirements and constraints of an interactive application, or a game proposal
  2. apply the key principles of project management, project methodologies and lifecycles, industry standard project document deliverables, industry standard software development deliverables, best practices processes, and key success factors
  3. create or build a major interactive digital media application, for example, a game
  4. evaluate alternative approaches, identify and evaluate appropriate development and project tools, and identity key success factors for the project’s completion
  5. analyse required resources and locate and assess project specific resources
  6. work in a professional manner in teams and groups, reporting regularly and formally to your client/supervisor via oral and written reports and giving presentations, demonstrations and play test sessions to the class.

Overview of Learning Activities

The learning activities included in this course are:

The primary learning activity is creating or building an interactive digital media work (often in the form of a game), normally in cross-disciplinary teams with game designers, and reviewing others who are doing likewise. The project will primarily be self-directed (i.e. self- and team-directed), with guidance by advisors through weekly meetings, and will involve processes of critical analysis, problem-solving and teamwork at a pre- or near professional level. Projects are to be showcased and presented to the advisor team, external guests, and other students who provide input, feedback and criticism. You are expected to use project management techniques, including time estimation, milestones, revision control systems, digital asset management and work-in-progress reviews.

Responsible negotiation will be required within your team, and with your project advisor, to determine specific project deliverables across the course. You will need to negotiate key project start-up decisions, such as continuing on with a project from first semester, or a new project.


A total of 120 hours of study is expected during this course, comprising:

Teacher-directed activities (12 hours): weekly meetings with advisors and group along with presentations

Student-directed activities (108 hours): You are expected to be self-directed, studying independently outside class.


Overview of Learning Resources

The course is supported by the Canvas learning management system which provides specific learning resources. See the RMIT Library Guide at 

Overview of Assessment

Note: This course has no hurdle requirements.

The assessment for this course is wholly based on project work with one overall project of working software in the form of a game or other interactive digital media work is required. The project can be a new concept or may be a continuation of a year-long project begun in first semester in COSC2350 Interactive Digital Media Project A. The project is to be assessed, split into three parts: alpha, beta and final versions.

The assessment for this course comprises:


Assessment tasks


Assessment Task 1: Alpha prototype version of Project 20%

Presentation, concept, goals and demonstration

This assessment task supports CLOs 1-6

Assessment Task 2: Beta prototype version of Project (30%)

Presentation, demonstration and play test, review

This assessment task supports CLOs 1-6

Assessment Task 3: Final (release) working version of Project (50%)

Presentation, demonstration and play test, review

This assessment task supports CLOs 1-6