GAME 1303 — Introduction to Game Design & Development

Collin College | Media Arts | Animation & Game Art
Fall 2026 · Tuesdays 9:00 AM – 1:50 PM
Section 001 — Unity 6.x · Section 002 — Unreal Engine 5.8

Instructor: [name] · Email: [collin.edu address] · Office: [room / hours]
Canvas: all assignments, files, and grades live in the course Canvas shell.


1. Course description

An introduction to the design and production of video games. Students learn the vocabulary and practice of game design while building a complete, playable game of their own over the course of the semester. All work is produced in a professional game engine — Unity 6.x or Unreal Engine 5.8 — using art the student creates.

No prior programming experience is required. This is a design and development course, not a scripting course: a library of documented helper scripts is provided, and students learn to read, wire, configure, and modify them rather than write systems from scratch.

2. Student learning outcomes

On completion, a student will be able to:

  1. Analyze a game in terms of its formal elements, core mechanic, and player experience.
  2. Pitch and scope an original game concept to a realistic one-semester size.
  3. Implement a core game mechanic using an engine's input, physics, and component systems.
  4. Design and build a playable level with deliberate pacing, gating, and difficulty.
  5. Construct a complete screen flow — title, HUD, pause, win, and lose states.
  6. Add feedback, audio, and camera work that produce readable, satisfying game feel.
  7. Run a structured playtest and iterate on the results.
  8. Package and publish a playable build, and evaluate the finished work in a post mortem.

3. Required materials

Item Notes
Unity 6.x (Section 001) Free Personal license; Input System and UI Toolkit packages
Unreal Engine 5.8 (Section 002) Free via Epic Games Launcher
Adobe Photoshop Available in lab; for 2D asset creation
Autodesk Maya Available in lab; for 3D tracks
External drive or cloud storage Back up your project every single week
Version control account GitHub or Perforce; setup covered in Week 2

VR tracks use department Meta Quest 2 or HTC Cosmos Elite headsets, checked out through the lab.


4. How the course works

Every class period runs the same three-part shape:

Block Time What happens
Lecture 9:00 – 10:15 One design topic paired with the engine features that implement it
Exercise 10:30 – 11:45 A short, hands-on build in the engine — graded, submitted same day
Lab 12:00 – 1:50 Work on your semester game project; instructor available one-on-one

The semester alternates between exercise weeks and milestone weeks:

Exercises are deliberately sequenced to land the week before the milestone they feed:

Exercises feed Milestone
Ex 2 The Verb + Ex 3 Rules & States → Core Game Mechanic (Wk 5)
Ex 5 Space & Pace → Level Map (Wk 8)
Ex 7 Screen Flow → Screen Layout (Wk 11)
Ex 10 Test & Iterate → Game Build (Wk 15)

Game Pitches happen live in Week 2, so the class knows what everyone is making and the semester's engine topics can be weighted toward the genres actually in the room.

Two written deliverables — the One Sheet and the Game Design Doc — are homework, submitted online in Canvas. They do not consume class time.


5. Semester schedule

Wk Date Milestone / Exercise Design topic Unity 6.x Unreal 5.8
1 Aug 25 Ex 1 — First Playable Play analysis & formal elements Hub, editor, 2D project setup, sprite import, Input System install Launcher, editor, project setup, asset import, Enhanced Input
2 Sep 1 Game Pitches (live) Concepting, hook & scope Project organization, version control, folder conventions Content Browser organization, version control, naming conventions
3 Sep 8 Ex 2 — The Verb Player verbs & core mechanics GameObjects, components, prefabs, PlayerMove2D Actors, components, Blueprints, BP_PlayerMove
4 Sep 15 Ex 3 — Rules & States · One Sheet due Rules, goals, win/lose & game state Colliders & triggers, GameStateManager, scene reload Collision & overlaps, BP_GameState, level restart
5 Sep 22 Core Game Mechanic — Debugging your mechanic; Inspector tuning, ScriptableObjects Debugging your mechanic; Details panel, Data Assets
6 Sep 29 Ex 4 — Juice It Game feel, feedback & audio Sprite animation, VFX Graph, SoundPlayer, screen shake Paper2D/Niagara, audio cues, camera shake
7 Oct 6 Ex 5 — Space & Pace Level design, gating & pacing Tilemap, Rule Tiles, modular prefabs, checkpoints Level blockout, modeling tools, modular assets, checkpoints
8 Oct 13 Level Map — Scene management, Physics2D/Physics, materials Level streaming, physics, physical materials
9 Oct 20 Ex 6 — Story in the World Narrative, theme & environmental storytelling DialogueTrigger, trigger volumes, Timeline Data Tables, trigger volumes, Sequencer
10 Oct 27 Ex 7 — Screen Flow UI/UX, HUD & screen flow UI Toolkit — UXML, USS, UIManager UMG widgets, anchors, bindings
11 Nov 3 Screen Layout — Menus, pause, scene flow, save/load Menus, pause, level flow, SaveGame
12 Nov 10 Ex 8 — Point of View Camera, composition & perspective Cinemachine 2D/3D, confiner, XR rig (Quest 2 / Cosmos) Cine Camera, camera rigs, VR template
13 Nov 17 Ex 9 — Curves & Locks · GDD due Difficulty, balance & puzzle design Health, Score, Spawner, object pooling Health/score components, spawners, pooling
14 Nov 24 Ex 10 — Test & Iterate Playtesting & iteration PlaytestLogger, Profiler, bug triage, build prep Session logging, Insights, bug triage, packaging prep
15 Dec 1 Game Build — Build settings, platforms, publishing, .unitypackage Packaging, platforms, publishing, plugin export
16 Dec 8 Post Mortem Evaluation & reflection Wrap, portfolio, next courses Wrap, portfolio, next courses

6. The ten exercises

Every exercise is a build, not an essay. You start from a provided starter scene, wire up one or two helper scripts, make a design decision, and submit a short screen recording plus your scene or project files. Each is designed to finish inside the 75-minute exercise block.

# Wk Title What you build Design skill practiced
1 1 First Playable A sprite on screen that moves with keyboard and gamepad via the Input System Reading a game as inputs → response; project hygiene
2 3 The Verb One core mechanic — jump, dash, grab, shoot, or swap — tuned to feel right Identifying and isolating the core verb
3 4 Rules & States A goal trigger, a hazard, and a win / lose / restart loop Rules, objectives and game state
4 6 Juice It The same action from Ex 2, rebuilt with animation, particles, SFX, and shake Game feel and player feedback
5 7 Space & Pace A short level with a locked gate, a key, and a checkpoint Spatial design, gating, and pacing
6 9 Story in the World A room that tells a story through props and three triggered text beats Theme and environmental storytelling
7 10 Screen Flow Title → game → pause → win/lose screens in UI Toolkit UI/UX hierarchy and screen flow
8 12 Point of View One scene framed three ways with a virtual camera; VR comfort variant Camera, composition, and perspective
9 13 Curves & Locks Health, score, a difficulty ramp, and one lock-and-key puzzle Balance, difficulty curves, puzzle construction
10 14 Test & Iterate A test build, three playtests, and one fix implemented live Playtest protocol and iteration

Each exercise exists in a Unity version and an Unreal version with identical design content and engine-specific steps.

Exercise grading — 2 points, two criteria

Criterion 1 point
Implementation It builds and runs. The required feature works as specified, without errors in the console.
Design decision You made and can justify a deliberate choice — tuning values, framing, layout, or feedback — beyond the default.

Partial credit is not given within a criterion; each is met or not met. Exercises are due at the end of the class period. See Late work below.

Helper script library

Provided, documented, and free to modify. You are expected to read them and change values; you are not expected to write them.

Script Purpose
PlayerMove2D / PlayerMove3D Input System–driven movement, jump, dash; exposed tuning values
SoundPlayer One-shot SFX and looping music with pitch variance
Health Damage, healing, death event, invulnerability window
Score Score, combo, and high-score tracking with events
GameStateManager Playing / paused / won / lost states, restart, scene transitions
UIManager UI Toolkit screen switching, HUD binding, pause menu
TriggerZone Generic enter/exit event emitter for gates, goals, and hazards
DialogueTrigger Displays a sequence of text beats on trigger enter
Spawner / ObjectPool Timed or wave spawning with pooled instances
PlaytestLogger Writes timestamped session events to a local log file

Unity scripts use the New Input System and UI Toolkit throughout. Unreal equivalents are Blueprint templates using Enhanced Input and UMG.


7. Milestones and homework

Milestone Wk Format Pts
Game Pitch 2 Live: 3 minutes + 2 minutes Q&A, with one reference image 5
Core Game Mechanic 5 Playable build demonstrating your primary verb 5
Level Map 8 Level map plus a walkable blockout of it 5
Screen Layout 11 Title, HUD, pause, win and lose screens implemented 5
Game Build 15 Published playable build with build notes 25
Post Mortem 16 Live presentation plus written retrospective 5
Canvas homework Due Format Pts
One Sheet Wk 4 One page: title, hook, genre, platform, audience, core loop, art direction 5
Game Design Doc Wk 13 Living document submitted as PDF; expands the One Sheet into mechanics, levels, UI, asset list, and scope 10

8. Grading

Item Possible
Attendance 15
Weekly exercises (10 × 2) 20
Game Pitch 5
One Sheet 5
Core Game Mechanic 5
Level Map 5
Screen Layout 5
Game Design Doc 10
Published Game / Build 25
Post Mortem 5
Total 100
Extra credit 5
Grand total 105

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

Attendance — 1 point per class meeting, 16 meetings, one absence dropped, capped at 15 points. Attendance is taken at the start of the lecture block.

Extra credit — up to 5 points for attendance at industry events, meetups, game jams, or conferences. Submit proof of attendance and a short paragraph on what you took away. 1 point each, 5 maximum.

Late work — exercises are due at the end of the class period in which they are assigned; late exercises earn the Implementation point only. Milestones and Canvas homework lose 20% per week late. Nothing is accepted after the last class meeting.


9. Project tracks

You choose a track when you pitch in Week 2. Milestones are identical across tracks; the exercise deliverables and lab support adapt.

Track Scope Notes
2D (default) Platformer, top-down, arcade Student-created sprite art; Unity Tilemap or Unreal Paper2D
Puzzle Grid, physics, or logic puzzle Encouraged — lowest art burden, highest design return
Narrative Dialogue-driven, walking sim, visual novel Ex 6 becomes your primary design artifact
3D Small-scope 3D, one complete level Requires modular asset discipline; scope is reviewed at pitch
VR Meta Quest 2 or HTC Cosmos Elite Ex 8 comfort work is mandatory; build target locked by Week 12

Scope warning. A finished small game outscores an unfinished ambitious one. The Published Game milestone is worth 25 points and requires something playable start to finish.


10. Policies

Original work. All art, audio, and design must be your own or properly licensed. Cite every third-party asset in your Game Design Doc and build notes. Using an uncredited asset is an academic integrity violation.

AI tools. Generative AI may be used for ideation, debugging help, and placeholder assets, but must be disclosed in your Game Design Doc. Final shipped art and design decisions must be your own.

Backups. Commit or back up your project every week. "My drive failed" is not an extension.

Accommodations. Students with disabilities may request accommodations through Collin College ACCESS. Notify the instructor as early in the semester as possible.

[Insert Collin College standard syllabus statements: academic integrity, withdrawal deadline, religious holy days, campus concealed carry, Title IX, and student resources.]