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:
- 10 weekly design-skill exercises — one core game design competency per week, delivered as a short in-class exercise with a submitted artifact.
- 6 milestone weeks interleaved between exercise weeks, each dedicated to a graded project deliverable reviewed live in class.
- 2 online homework assignments (One Sheet, Game Design Doc) submitted in Canvas, not class time.
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:
- Ex 2 + Ex 3 → Core Game Mechanic (Wk 5)
- Ex 5 → Level Map (Wk 8)
- Ex 7 → Screen Layout (Wk 11)
- Ex 10 → Game Build (Wk 15)
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
course-schedule.md,grade-sheet.md,project-tracks.md— the spineassignment-one-sheet.md,assignment-game-design-doc.md— needed by Wk 4- Milestones 1–6 (both engines)
- Exercises 1–10 (both engines)
- Week pages 1–16 (both engines) — assembled last, linking everything above
- Lecture outlines (phase 2)
- Updated syllabus PDF + grade sheet PDF