GAME 1303 — Introduction to Game Design & Development

Course Plan — Fall 2026 (revised structure)

Collin College | Media Arts | Animation & Game Art Tuesdays, 9:00 AM – 1:50 PM · 16 weeks Sections: 001 Unity 6.x · 002 Unreal 5.8


1. Design of the course

The mini-game tutorial and the four numbered projects are retired. In their place:

Every class period runs the same three-part shape:

Block Approx. time Content
Lecture 9:00 – 10:15 Design topic + engine topic
Exercise 10:30 – 11:45 The week's design skill, hands-on (milestone weeks: critique / review)
Lab 12:00 – 1:50 Semester project work, instructor circulating

Each exercise is placed the week before the milestone it feeds:

Game Pitches sit in Week 2, live in class, so student interests are known before the syllabus of engine topics commits to depth in 2D, 3D, narrative, puzzle, or VR.


2. Semester schedule

Wk Date Milestone / Exercise Design skill (lecture + exercise) Unity 6.x topics Unreal 5.8 topics
1 Aug 25 Ex 1 Play analysis, formal elements & rapid ideation Course + tools; Hub, editor tour, project templates Course + tools; Launcher, editor tour, project templates
2 Sep 1 Game Pitches (live, 5 pts) — Project organization, version control, asset import Content Browser organization, version control, asset import
3 Sep 8 Ex 2 Player verbs & core mechanics GameObjects, components, Transform, prefabs Actors, components, Blueprints, transforms
4 Sep 15 Ex 3 · One Sheet due (Canvas) Rules, goals, win/lose conditions & game states Input System, movement, Collider2D/3D & triggers Enhanced Input, character movement, collision & overlaps
5 Sep 22 Core Game Mechanic (5 pts) — C# scripting, Update loop, state machines Blueprint scripting, Tick, state logic / Gameplay Tags
6 Sep 29 Ex 4 Game feel, juice & player feedback Sprites & animation, particles (VFX Graph), audio Paper2D/Niagara, Sequencer basics, audio cues
7 Oct 6 Ex 5 Level design, spatial layout & pacing Tilemap, blockout, modular prefabs Level blockout, modeling tools, modular assets
8 Oct 13 Level Map (5 pts) — Scenes & scene management, Physics/Physics2D, materials Levels & streaming, physics, physical materials
9 Oct 20 Ex 6 Narrative, theme & environmental storytelling Dialogue/text systems, trigger volumes, Timeline Dialogue/data tables, trigger volumes, Sequencer
10 Oct 27 Ex 7 UI/UX, HUD & screen flow Canvas, RectTransform, buttons & events UMG widgets, anchors, bindings & events
11 Nov 3 Screen Layout (5 pts) — Menus, pause, scene flow, PlayerPrefs Menus, pause, level flow, SaveGame
12 Nov 10 Ex 8 Camera, composition & perspective (2D / 3D / VR) Cinemachine 2D & 3D, XR rig for Quest 2 / Cosmos Elite Cine Camera, camera rigs, VR template & XR setup
13 Nov 17 Ex 9 · Game Design Doc due (Canvas) Challenge, difficulty curves & puzzle design Score & health, instantiation, object pools, C# classes Score & health, spawning, pooling, Blueprint classes
14 Nov 24 Ex 10 Playtesting & iteration Debugging, profiler, bug triage, build prep Debugging, Insights, bug triage, packaging prep
15 Dec 1 Game Build (25 pts) — Build settings, platforms, publishing, .unitypackage Packaging, platforms, publishing, plugin export
16 Dec 8 Post Mortem (5 pts) — Wrap, portfolio, next courses Wrap, portfolio, next courses

3. The 10 design-skill exercises

# Wk Title Skill Deliverable
1 1 Deconstruct & Ideate Formal elements (players, objectives, rules, resources, conflict, boundaries, outcome); MDA 1-page teardown of a played game + 3 rapid concepts
2 3 The Verb Core mechanic identification; the single repeated action Verb statement + paper/greybox prototype of one mechanic
3 4 Rules & States Goals, win/lose conditions, failure, game state Game state diagram + written rule set
4 6 Juice It Game feel: input response, feedback, anticipation, impact, audio Before/after clip of one action with feedback layers added
5 7 Space & Pace Level design vocabulary, gating, pacing, beat charts Beat chart + annotated hand-drawn level map
6 9 Story in the World Theme, premise, character, environmental storytelling Premise statement + 5 environmental storytelling beats
7 10 Screen Flow UI/UX, HUD hierarchy, diegetic vs. non-diegetic, readability Screen flow diagram + HUD wireframe
8 12 Point of View Camera framing, perspective, composition, comfort in VR Camera study: same scene framed 3 ways, with rationale
9 13 Curves & Locks Difficulty curve, balance, puzzle construction, lock-and-key Difficulty curve chart + one puzzle designed and solved
10 14 Test & Iterate Playtest protocol, observation vs. opinion, iteration logs Playtest session notes from 3 testers + prioritized fix list

Every exercise is written in two parallel versions — one for the Unity section, one for the Unreal section — with identical design content and engine-specific implementation steps and screenshots.


4. Milestones

# Wk Milestone Format Pts
1 2 Game Pitch Live, 3 min + 2 min Q&A, in class 5
2 5 Core Game Mechanic Playable build demonstrating the primary verb 5
3 8 Level Map Level map/blockout + walkable greybox 5
4 11 Screen Layout Title, HUD, pause, win/lose screens implemented 5
5 15 Game Build Published playable build + build notes 25
6 16 Post Mortem Live presentation + written retro 5

Canvas homework

Assignment Due Format Pts
One Sheet Wk 4 1 page PDF: title, hook, genre, platform, audience, core loop, art direction 5
Game Design Doc Wk 13 Living document, submitted as PDF; expands the One Sheet with mechanics, levels, UI, assets, scope 10

5. Grade sheet

Item Possible
Attendance (15 of 16 classes, 1 dropped) 15
Weekly exercises (10 × 2) 20
Game Pitch 5
One Sheet (Canvas) 5
Core Game Mechanic 5
Level Map 5
Screen Layout 5
Game Design Doc (Canvas) 10
Published Game / Build 25
Post Mortem 5
Total 100
Extra credit (industry events & meetups) 5
Grand total 105

Grade scale: A ≥ 90 · B ≥ 80 · C ≥ 70 · D ≥ 60 · F < 60


6. Project tracks

Students choose one track at pitch. The milestones are identical across tracks; only the exercise deliverables and lab support differ.

Track Typical scope Notes
2D (default) Platformer, top-down, arcade Student-created sprite art; Unity Tilemap / Unreal Paper2D
Puzzle Grid, physics, or logic puzzle Encouraged; smallest art burden, heaviest design payoff
Narrative Dialogue-driven, walking sim, visual novel Ex 6 becomes the primary design artifact
3D Small-scope 3D, single level Requires modular asset discipline; scope warning at pitch
VR Meta Quest 2 or HTC Cosmos Elite Ex 8 (comfort, framing) is mandatory; build target locked at Wk 12

7. Canvas file manifest

Two module sets, one per section. Filenames use -u for Unity, -e for Unreal.

/course
  syllabus.md
  course-schedule.md
  grade-sheet.md
  project-tracks.md

/weeks                      (16 × 2 = 32)
  week-01-u.md  week-01-e.md
  ...
  week-16-u.md  week-16-e.md

/exercises                  (10 × 2 = 20)
  exercise-01-deconstruct-and-ideate-u.md   ...-e.md
  exercise-02-the-verb-u.md                 ...-e.md
  exercise-03-rules-and-states-u.md         ...-e.md
  exercise-04-juice-it-u.md                 ...-e.md
  exercise-05-space-and-pace-u.md           ...-e.md
  exercise-06-story-in-the-world-u.md       ...-e.md
  exercise-07-screen-flow-u.md              ...-e.md
  exercise-08-point-of-view-u.md            ...-e.md
  exercise-09-curves-and-locks-u.md         ...-e.md
  exercise-10-test-and-iterate-u.md         ...-e.md

/milestones                 (6 × 2 = 12)
  milestone-1-game-pitch-u.md               ...-e.md
  milestone-2-core-game-mechanic-u.md       ...-e.md
  milestone-3-level-map-u.md                ...-e.md
  milestone-4-screen-layout-u.md            ...-e.md
  milestone-5-game-build-u.md               ...-e.md
  milestone-6-post-mortem-u.md              ...-e.md

/assignments                (2, engine-neutral)
  assignment-one-sheet.md
  assignment-game-design-doc.md

/lectures                   (16 × 2 = 32, phase 2)
  lecture-01-u.md  lecture-01-e.md  ...

Weekly page template: objectives → lecture outline → exercise brief + rubric → lab goals → what's due → next week prep. Exercise template: skill → why it matters → in-class steps → deliverable → 2-point rubric → examples → further reading. Milestone template: deliverable → requirements by track → submission format → rubric → common failure modes.


8. Build order

  1. course-schedule.md, grade-sheet.md, project-tracks.md — the spine
  2. assignment-one-sheet.md, assignment-game-design-doc.md — needed by Wk 4
  3. Milestones 1–6 (both engines)
  4. Exercises 1–10 (both engines)
  5. Week pages 1–16 (both engines) — assembled last, linking everything above
  6. Lecture outlines (phase 2)
  7. Updated syllabus PDF + grade sheet PDF