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COIT20271 · Mobile Game Development

Practical Assignment 1
Your Complete Guide

Design Prototype for a 3D Unity Android Game

Weight: 20% of final grade Due: Week 6 — Friday, 11:45 pm AEST Total: 20 marks

These slides will walk you through every section of the marking guide, what makes a strong submission, and exactly how to structure your work.

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2. What You Submit

Your submission has two components. Both must be present for full marks.

Word Document

Your design report covering the Game Concept Document and Game Design Document. This is where you earn 12 of your 20 marks through written planning and interface design.

Unity Project Folder

The entire Unity project — including Assets, Scripts, Packages, and ProjectSettings. This is where you earn 6 marks by demonstrating hands-on Unity skills.

Important: Compress your Unity project as a .zip before submitting. Include the Word document inside the project folder or alongside it.
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Game Concept
Document
6
Game Design
Document
6
Unity
Project
2
Creativity &
Originality
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Part 1 · 6 Marks

Game Concept
Document

Define your game's purpose, rules, audience, and why it works on mobile. This is your pitch — make the marker want to play your game.

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4. Game Concept — What to Include

  • Type of game — e.g., runner, puzzle, platformer, shooter
  • Single or multiplayer
  • Game objectives — what is the player trying to achieve?
  • Winning & losing conditions — what ends the game?
  • Player capabilities — what can/cannot they do?
  • Difficulty levels — easy, medium, hard?
  • Challenges — what obstacles oppose the player?
  • Game environment & context — where/when is it set?
  • Why it is a good mobile game — 1 paragraph
  • Intended audience — age group, interests
Good Mobile Game Qualities
  • Short play sessions (5–15 min)
  • Intuitive touch controls
  • Clear, immediate feedback
  • Simple to learn, hard to master
  • Saves progress easily
  • Runs on varied hardware

Research these qualities and write your "why it's a good mobile game" paragraph around them.

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5. Game Concept — Tips for Full Marks

Be specific, not vague. "The player can move and shoot" scores lower than "The player taps to jump over obstacles; a double-tap performs a roll; contact with an enemy reduces health by 10 HP."

Structuring Your Rules Section

Think of it like explaining the game to a friend who has never played it:

  1. State the objective in one sentence.
  2. List what the player can do (actions/controls).
  3. List what the player cannot do or must avoid.
  4. Describe what triggers a win.
  5. Describe what triggers a loss.
  6. Describe how difficulty escalates over time or levels.
Common Mistake: Writing only a game idea paragraph without covering all the rule elements above. The marking guide checks each item — cover all of them.
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Part 2 · 6 Marks

Game Design
Document

Translate your concept into a technical blueprint. This section tests your ability to think like a software engineer designing a product.

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7. Functional & Non-Functional Requirements

Functional Requirements What it does

List every feature the game will have. These are actions or behaviours the system performs.

Examples
  • The player character moves left/right via on-screen joystick
  • Colliding with a coin adds 10 points to the score
  • The game saves the high score to device storage
  • A pause menu appears when the phone receives a call

Non-Functional Requirements How it performs

List quality and constraint requirements — not features, but properties the game must have.

Examples
  • Runs at ≥ 30 FPS on Android 10+ devices
  • Minimum hardware: 3GB RAM, Snapdragon 660
  • APK size under 150 MB
  • Unity 2022 LTS, Android SDK 33+
  • Portrait orientation only
Aim for at least 5–7 functional requirements and 3–5 non-functional requirements. More detail = more marks.
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8. User Interface Design

You need two things here: a conceptual design description and screenshots from Unity.

Conceptual Design Description

  • Draw or describe each screen in your game (Main Menu, Game Screen, Pause Menu, Game Over screen)
  • Label every UI element and explain its function
  • You may use a hand-drawn sketch, wireframe tool (Figma, Balsamiq), or a clearly labelled description
Write a paragraph explaining why your interface has a good design. Research mobile UI principles (thumb zones, contrast, tap target size ≥ 44px) and reference them.

Use Cases

Describe how the player navigates between screens. A simple flow diagram is ideal.

Main Menu Gameplay Game Over Pause Menu Play Lose/Win Pause Retry
Sample navigation flow diagram
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Part 3 · 6 Marks

Unity Project

Build a working prototype that demonstrates your skills across game objects, scripting, assets, and mobile interaction.

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10. Unity — Skills to Demonstrate

The marking guide looks for evidence of all of the following categories:

Core Unity Tools

  • Game objects — parent/child hierarchy, transforms
  • Materials & textures — apply to 3D objects
  • Lighting — directional light, ambient, shadows
  • Shaders — use URP/HDRP materials or custom shader
  • Camera — follow camera, field of view, culling
  • Physics — Rigidbody, Collider, gravity, triggers

Scripting & Mobile

  • C# scripts — MonoBehaviour, Update, Start
  • Touch inputInput.touchCount, GetTouch()
  • Mobile sensors — accelerometer, gyroscope
  • External assets — 3D models or textures from the Unity Asset Store or third-party sources
Tip

Even a small working demo scores well if it clearly showcases multiple skill areas. A polished mini-level beats a large broken project.

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11. Unity — Key Scripting Patterns

Your scripts should apply what we have covered in lectures. Here are the patterns you must demonstrate:

// Example: Touch-based movement (connects to Week 4 scripting concepts)
using UnityEngine;

public class PlayerMover : MonoBehaviour
{
    public float speed = 5f;
    private Rigidbody rb;

    void Start()
    {
        rb = GetComponent<Rigidbody>();  // GetComponent caching — Week 4
    }

    void Update()
    {
        // Mobile touch input
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);
            Vector3 dir = new Vector3(touch.deltaPosition.x, 0, touch.deltaPosition.y);
            rb.AddForce(dir.normalized * speed);
        }
    }
}
Your scripts must be clearly commented. Markers should understand what each section does just from reading the comments.
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12. Using External Assets

You are required to demonstrate the use of external assets (3D models, textures, audio) from third-party sources. The Unity Asset Store is the recommended workflow.

Recommended Workflow

  1. Open Unity → Window → Asset Store (or visit assetstore.unity.com)
  2. Search for free assets relevant to your game theme
  3. Click "Add to My Assets" then "Open in Unity"
  4. Use the Package Manager to import
  5. Drag prefabs or textures into your Scene
Asset Store Warning: Free assets vary in quality. Always test an asset in a clean scene before relying on it. Some packs import with unexpected scripts or shader dependencies that can break your project. Import into a test scene first.
Good Free Asset Packs

Search for: "Starter Assets", "Kenney", "Low Poly Environment", "Snaps Prototype" — these are reliable, well-documented, and commonly used in student projects.

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Part 4 · 2 Marks

Creativity &
Original Thinking

Two marks that reward you for bringing something genuinely new to your submission.

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14. Creativity — What the Markers Are Looking For

Original Thinking 1 mark

Your game idea must be your own. No two students should submit the same game concept.

  • Avoid generic clones: "another Flappy Bird" or "Space Invaders remake" scores 0 here
  • Combine existing mechanics in a new setting or context
  • Give your game a distinctive theme or story

Creativity 1 mark

Novel mechanics or game rules — something that distinguishes your gameplay from existing games.

  • A twist on standard controls (e.g., tilt to aim, swipe pattern for spells)
  • A unique scoring system or win condition
  • An unusual combination of game types (e.g., puzzle + runner)
AI Use Policy: You may use AI for planning, idea development, and research. Your final submission must show how you developed and refined these ideas — not just copy-paste AI output. Document your AI use process in your report.
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Submission

How to Submit

Structure your files correctly before uploading — a disorganised submission can cost marks and cause technical issues during marking.

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16. Submission Structure

Compress everything into a single .zip file named StudentID_PA1.zip.

📁 StudentID_PA1.zip
  📁 YourGameName_Unity/  ← Your Unity project root
    📁 Assets/
      📁 Scripts/
      📁 Scenes/
      📁 Materials/
      📁 Textures/
      📁 Prefabs/
    📁 Packages/
    📁 ProjectSettings/
  📄 StudentID_DesignReport.docx  ← Your Word design report
Do NOT include: The Library/ and Temp/ folders — they are auto-generated and will make your file size enormous. Add them to .gitignore or delete before zipping.
Test your zip: Extract it on a different machine or a different folder and open the Unity project fresh. If it opens without errors, your submission is good.
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17. Final Submission Checklist

Go through this before you submit:

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18. Recommended Week-by-Week Timeline

Week 3 — Ideation

Brainstorm your game concept. Write a rough draft of the Game Concept Document. Identify which external assets you will need.

Week 4 — Design Document

Write functional/non-functional requirements. Sketch your UI screens. Create your Unity project, set up scenes, import assets.

Week 5 — Build the Prototype

Implement game objects, scripts, touch input, and game mechanics. Take screenshots of your interfaces for the report.

Week 6 (Mon–Thu) — Polish & Submit

Finalise the Word report. Test your Unity project fresh. Run through the checklist. Submit before Friday 11:45 pm.

19.Q

19. Knowledge Check

Q1. Which folder should you exclude when zipping your Unity project for submission?
Library/ and Temp/ are auto-generated by Unity and can be hundreds of MB. Exclude them — markers will regenerate them on import.
Q2. The "why it is a good mobile game" paragraph belongs in which section?
The marking guide places "why it is a good mobile game (1 paragraph)" inside the Game Concept Document requirements.
Q3. What differentiates Functional from Non-Functional Requirements?
Functional requirements describe behaviour and features (e.g., "player can jump"). Non-functional requirements describe quality attributes (e.g., "the game runs at 30 FPS on Android 10").
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20. Summary & Final Advice

The Four-Part Formula

PartMarksKey Focus
Game Concept Doc6Cover all 10 items; be specific
Game Design Doc6Requirements + UI + screenshots
Unity Project6Show range of skills; working code
Creativity2Unique idea + novel mechanic

Three Things That Separate A from B

  1. Specificity in writing. Every vague claim replaced with a concrete detail earns more marks.
  2. Working Unity code. A demo that runs is worth far more than polished documentation with a broken project.
  3. Evidence of research. The "why mobile" and "why good UI" paragraphs should cite real mobile design principles — not just opinions.
See the sample submission provided alongside these slides for a full worked example of what a high-scoring report looks like.