Course Title: Design digital simulations

Part B: Course Detail

Teaching Period: Term2 2020

Course Code: COSC6211C

Course Title: Design digital simulations

School: 375T Vocational Design and Social Context

Campus: City Campus

Program: C6151 - Advanced Diploma of Screen and Media

Course Contact: Program Administration

Course Contact Phone: +61 3 9925 4815

Course Contact Email: mcvet@rmit.edu.au


Name and Contact Details of All Other Relevant Staff

Suzanne Thomson 
suzanne.thomson@rmit.edu.au 
9925 4815

Nominal Hours: 50

Regardless of the mode of delivery, represent a guide to the relative teaching time and student effort required to successfully achieve a particular competency/module. This may include not only scheduled classes or workplace visits but also the amount of effort required to undertake, evaluate and complete all assessment requirements, including any non-classroom activities.

Pre-requisites and Co-requisites

None

Course Description

This unit describes the skills and knowledge required to design digital simulations of real world environments and processes.

It applies to individuals who work closely with subject experts to develop virtual environments for fields including architecture, science and engineering, medicine, conservation and manufacturing. They may also collaborate with programmers and software authors so the simulation is technically achievable.


National Codes, Titles, Elements and Performance Criteria

National Element Code & Title:

CUADIG507 Design digital simulations

Element:

1. Identify project requirements

Performance Criteria:

1.1 Confirm objectives and outcomes of project briefs in consultation with relevant personnel

1.2 Confirm target audience and determine format and delivery platform of simulations in discussion with relevant personnel

Element:

2. Research and plan approach

Performance Criteria:

2.1 Investigate the real world environment to be simulated, to inform algorithms, rules, laws, physical and mathematical formulas that may be required

2.2 Evaluate designs, plans and other information relevant to the project brief that may assist in modelling the real world environment

2.3 Determine performance objectives, task complexity and user skill levels

2.4 Determine the required depth of physical and functional fidelity, taking into account production requirements

2.5 Research and suggest appropriate simulation authoring tools

2.6 Collaborate with relevant personnel and discuss ideas and creative solutions

Element:

3. Draft simulation design documents

Performance Criteria:

3.1 Identify processes that determine the functional behaviour of the simulation and specify how this behaviour is to be represented by control objects

3.2 Define the underlying functionality in a model that specifies essential settings, states, conditions and parameters

3.3 Specify user interface controls that enable users to interact with simulations

3.4 Identify critical impacts, alerts or costs for incorrect user operation

3.5 Specify positive and negative feedback to user responses when interacting with simulations

3.6 Specify sequencing of difficulty levels, if required

3.7 Confirm proposed simulation is technically achievable, in consultation with relevant personnel

3.8 Present clear and detailed draft simulation design specifications in a format that can be used for discussion with and feedback from other team members

Element:

4. Finalise simulation design documents

Performance Criteria:

4.1 Review designs against required project outcomes and performance objectives

4.2 Review designs against creative, technical and intellectual property requirements

4.3 Adjust design specifications as necessary after discussions with relevant personnel

4.4 Archive user interface controls for other projects


Learning Outcomes


On successful completion of this unit, you will have developed skills and knowledge required to establish project parameters, plan and structure advanced interactive products whilst drafting and finalising digital simulations.


Details of Learning Activities

This course consists of 2 Units of Competency that are clustered together for delivery and assessment. The other unit of competency in this clustered course is: CUADIG504 Design games

 

class learning activities may include, but are not limited to:

• lectures and/or lab work
• teacher directed group activities and projects
• concept development of group and individual projects
• group discussions and class presentations
• peer and teacher feedback
• WIP (work in progress) reviews
• self directed online, library and industry research
• self directed project production work and reflection

Out of class activities may include, but are not limited to:

• maintaining secure daily backups of all assessment and project data to your RMIT OneDrive account
• accessing online tutorial resources
• self directed online, library and industry research
• self directed project production work and reflection
• class excursions to events and locations outside of RMIT


Teaching Schedule

Please note: While your teacher will cover all the material in this schedule, the weekly order is subject to change depending on class needs and availability of speakers and resources.

Semester #2  2020WeekDateTopicAssessment / Learning activities
Week 1  6/7 Introduction to Game theory, Genres and Unity refresher.
Learn about both traditional and digital game theory. Refresh your Unity skills.  Working on AT1 Q1 and Q2. 
Game Coding: You will learn the basics of moving character around by keyboard input. 

EOP Learning Activity
 -  Game objectives quiz
-   Game genre quiz

Week 2 13/7 Game play and mechanics
Explore traditional and digital games through game play.  Working on AT1 Q3 and Q4, AT2 art A Section 1
 

 

Week 3 20/7  Game Flow, Game Documentation & Unity
Explore design process, including game flow charts and its effect on your role as a game designer. Learn more about the technological developments and how they have shaped the gaming industry. Finally touch on the main coding concepts for gaming development. 
Game Coding: You will learn the basics of game project set up, methods and player control scripting. 
 
Week 4 27/7 Testing strategies and finalising assessment task 1. 
Explore the multiple styles of gaming testing strategies. There will also be a Q and A on AT1 part A. 
Game Coding: You will learn the basics of positions and player bounds. 

AT1

Week 5 3/8 Introduction Assessment task 2 &
Developing your Game Canvas
Working on your concept and research for AT2, but learning how to complete a game design canvas. 

 
Week 6 10/8 Concept development Pitch and feedback
Learn about what goes into a pitch document and pitch your concept to your peers for feedback. 
Game Coding: You will learn the basics creating enemies/obstacles.
 
Week 7 17/8 Game Proposals
Learn about the format and content for a formal game proposal document. Use your research, game pitch and game canvas to create your game proposal. 
Game Coding: You will learn the basics of how to detect collisions.
 
Week 8 24/8 Game Proposal Document - Finalisation
Bringing it all together into formal documentation to propose your game concept. 
Game Coding: You will learn the basics scoring, UI menus and sound management. 
AT2 Due
Week 9 7/9 Introduction Assessment 3 and IP
Taking that next step, from concept to game development. You will also learn about IP and game design industry. 
Game Coding: You will learn the basics adding the final SFX to games. 

 

Week 10 14/9 Game testing strategies & conditional statements (the math stuff)
Take a close look at the different types of game testing strategies. Also take time to think about assumed formulas that apply to games for example gravity.  
 
Week 11 21/9 Simulation Knowledge
In this week we will learn about digital design process in relation to stages of game design, technical standards including platform functions, web standards, documentation types related to design of digital applications and the intellectual property right and how they are managed with the digital design industry.
 
Week 12 28/9 Game development workshop
Time in this week is dedicated to the development of your game.  
 
Week 13 5/10 Game development workshop
Time in this week is dedicated to the development of your game.
AT4  Due
Week 14 12/10 Game development workshop
Time in this week is dedicated to the development of your game.
 
Week 15 19/10 Game development workshop
Time in this week is dedicated to the development of your game.. 
 
Week 16 26/10 Game development workshop
Time in this week is dedicated to the development of your game.
AT3 Due
Week 17 2/11 Time dedicated to catch up.   


Learning Resources

Prescribed Texts


References


Other Resources

The University Library has extensive resources and provides subject specialist expertise, research advice, help with referencing and support through:
The learning Lab
www.rmit.edu.au/students/study-support/learning-lab
The Study Support Hub
https://www.rmit.edu.au/students/study-support/study-support-hub
English for uni workshops
https://www.rmit.edu.au/students/study-support/workshops/english-uni-workshops


Overview of Assessment

Assessment for this course is ongoing throughout the semester. Your knowledge of course content is assessed through participation in class exercises, practical project work and through the application of learned skills.


Assessment Tasks

Students enrolled in Vocational Education and Training qualifications are assessed for Competency.  To be assessed competent means you have consistently demonstrated the required knowledge and skills at a standard expected in the workplace. To be assessed as Competent in this course, you will need to complete each assessment task to a satisfactory standard. You will receive feedback from the teacher at the conclusion of each assessment task.

 

Assessment 1 Game Design Theory

For this assessment you will asked to answer all the question which relate to game design theory. Please answer all question using your own words and in full sentences, some questions require you to fill in the table provided.

Due week 4

 

Assessment 2 Game Design

You are part of an Indie Game Design studio dedicated to creating fun, colourful non-violent games. As an up and coming game designer it is your role to pitch game concepts in order to obtain investment and funding for the company.

This Indie Game Design studio develops a wide variety of game genres of a non-violent nature. You have been asked to pitch a concept to your team and develop a game proposal document to help obtain funding for the game development.

Due week 8

 

Assessment 3 Game Simulation

Using your Game Design Proposal final concept from AT2, you will now develop a draft simulation of the game for review against the project outcomes and objectives. This means you will develop a draft simulation of the game, test the game on at least 3 users, adjust any specifications required and then finalise the game design documentation.

Due week 16

 

Assessment 4 Knowledge Evidence

For this assessment you will asked to answer all questions which relate to digital design industry.  Please answer all question using your own words and in full sentences (no dot points).

Due week 13

 

Graded assessment in this course uses the following grades:

CA - Competency Achieved
NYC - Not Yet Competent
DNS - Did Not Submit


Assessment Matrix

The assessment matrix for this course demonstrates alignment of assessment tasks with the unit of competency. These matrices are available through Program Administration.

Other Information

Please refer to the RMIT student page for extensive information about study support, assessment, extensions, appeals and a range of other matters.

Attendance:
Your learning experience will involve class-based teaching, discussion, demonstration and practical exercises. You are strongly advised to attend all timetabled sessions. This will allow you to engage in the required learning activities, ensuring you the maximum opportunity to complete this course successfully.

Information about your studies:
You can access My Studies through the RMIT website for information about timetables, important dates, assessment dates, results and progress, Canvas etc. https://www.rmit.edu.au/students

Assessment:
Information on assessment including Special consideration, Adjustments to assessment, (eg. applying for an extension of time): https://www.rmit.edu.au/students/student-essentials/assessment-and-exams/assessment

Academic Integrity and Plagiarism:
RMIT University has a strict policy on plagiarism and academic integrity. Please refer to the website for more information on this policy.

Credit Transfer and Recognition of Prior Learning:
Credit transfer is the recognition of previously completed formal learning (an officially accredited qualification).
Recognition of Prior Learning (RPL) is an assessment process that allows you to demonstrate competence using the skills you have gained through experience in the workplace, voluntary work, informal or formal training or other life experiences.
Recognition of Current Competency (RCC) RCC applies only if you have previously successfully demonstrated competence in a unit of competency, and now require to be reassessed to ensure that the competence is being maintained.

Please speak to your teacher if you wish to discuss applying for Credit Transfer, RPL, or RCC for the unit(s) of competency addressed in this course.

Course Overview: Access Course Overview