Software Design IV - Capstone Computer Game Design Project
Sfwr Eng 4GP6, Term 3 2019/20
Term 3: Monday 14:30-17:20 in KTH/B107.
Dr. J. Carette, ITB-168 , ext 26869, email: carette at mcmaster dot ca.
Sasha Soraine (sorainsm)
The calendar description says:
Student teams prepare the requirements, design, documentation and
implementation of a computer game taking economic, health, safety, cultural,
legal and marketing factors into account. Students must demonstrate a working
system and convincing test results. Software project management.
The project will be broken into pieces (requirements, design,
prototype and final implementation), each of which will be graded
separately, and may also themselves be sub-divided.
- Students should know and understand:
- basic game concepts
- character design, narrative, challenges, level design
- user interfaces, core mechanics, balancing
- architecture of game engines
- basic software architecture
- fundamental vocabulary for describing aspects of games
- Students should be able to
- Use a framework to design a playable game
- Present a focused aspect of ``game design''
- write software requirements
- write tests and test plans
- pick up a new programming language (of a known family)
- use revision control, issue tracker, wiki
- create and use 2d and 3d models for in-game objects
- use textures
- create and use animations
- create and use sound effects
- debug soft real-time software
- Students should know and understand
- Students should be able to
- Carry out a development project from initial product
conception through to testing, live demonstration and
- Write a high-level concept document describing their game.
- Write a requirements document which describes the user
experience, the game world, the important game mechanics, art
requirements for their game.
- Write a design document which describes all the decisions
made for each aspect of the requirements.
- Design and implement (possibly through heavy re-use) a complete set
of art assets (textures, 3D models, sounds, music, etc).
- Use a game engine and/or framework to build a
- Plan, perform and document validation and verification of their
implementation with respect to their requirements.
- Produce a set of precise, complete, consistent, traceable and usable
documents for this game.
Note that not all objectives will be measured for marks.
Some of the graduate attributes below will be measured (probably
most), in some fashion. These are measurements for the purposes
of understanding your overall state in terms of the attributes which
the CEAB deems important for engineers. Some will be measured
through assignments, presentations and deliverables (and worth marks),
while others will be done via other measurement means not directly tied
to course marks.
2 Problem Analysis
- 1 A knowledge base for engineering
- 1.4 Competence in Specialized Engineering knowledge
- 2.1 Demonstrates an ability to identify reasonable assumptions including identification of uncertainties and imprecise information that could or should be made before a solution path is proposed
- 3.1 Recognizes and discusses applicable theory knowledge base
- 3.3 Estimates outcomes, uncertainties and determines appropriate data to collect
5 Use of engineering tools
- 4.1 Recognizes and follows an engineering design process.
- 4.3 Proposes solutions to open-ended problems
- 4.4 Employs appropriate techniques for generation of creative ideas such as brainstorming and structured inventive thinking
- 4.6 Determines and employs applicable standards and codes of practice
6 Individual and team work
- 5.1 Evaluates and selects appropriate modern tools
- 5.2 Demonstrates an ability to use modern/state of the art tools
- 5.3 Creates, adapts, modifies and extends tools and techniques as appropriate to solve problems
7 Communication skills
- 6.1 Manages time and processes effectively, prioritizing competing demands to achieve personal and team goals and objectives
- 6.2 Develops and implements processes and methodologies to manage the effectiveness of a team both in terms of the quality of the work produced by the team as well as the inter-personal relationships within the team
- 6.3 Works in a group, taking a leadership role as appropriate and relinquishing the leadership role as appropriate
11 Economics and project management
- 7.2 Presents instructions and information clearly and concisely as appropriate to the audience
- 7.3 Constructs effective oral or written arguments as appropriate to the circumstances
12 Life-long learning
- 11.2 Plans and effectively manages time, resources, and scope
- 11.4 Identifies, characterizes, assesses, and manages risks to project success
- 12.1 Critically evaluates and applies knowledge, methods and skills procured through self directed and self identified sources, including those that lie outside the nominal course curriculum
Section to be completed.
The latest version of this outline and the most "up-to date"
information as well as hand-outs can be found on the course web page.
(Or go to my home page and then to the course page).
Every group will be assigned a
repository (shared with the TAs and the professor) for all of their work.
Optionally, you may use a public
repo for the same purpose.
The issue tracker will be used for some communication. Other means
(like Slack) will be used as well.
As is to be expected, the main project for this course consists in
making a full-fledged game. This year, we will be using the
for game development.
There is no required textbook for this, but the 3GB3 textbook
will often be quite handy.
The deliverable schedule:
|Deliverable ||% of grade ||Date Due|
|Form teams||0 %||September 11|
|High-concept document||5 % ||September 23|
|Sales pitch demo ||2.5 %||October 2|
|Game requirements ||7.5% ||October 7|
|First demo ||2.5 %||?|
|(TBD) ||-- ||Oct. and Nov.|
|Implementation Rev 0 ||2.5 %||?|
|V & V on Rev 0 ||5 % ||?|
|Final version (Rev 1)|
| - Concept and all Requirements ||10 %||?|
| - Implementation ||10 %||?|
| - V & V ||10 %||?|
| - DEMO ||20 %||April ??|
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