To ensure consistency and standards, all students should begin the prototype in the following manner:
• Open Unity and create a New Project.
• Name the project as your student number followed by the name of your game
o (example: 30126565-ThunderRun).
• Choose a location to save your Project.
o Take note of the location as upon completion of your assignment you need to zip this entire project folder for submission.
• Set the template to 3D (unless you are creating an approved 2D game).
• Turn off Unity Analytics, then Create the Project.
In the Project Tab (depending on Unity preferences, your project tab will look like one of the screenshots to the right):
• Rename the SampleScene to an appropriate name for your first scene in your game.
• Create some child folders under Assets.
o Downloaded Assets – To store any external assets downloaded from the internet / Unity asset store.
o My Assets – To store art assets you create yourself for your game. Materials, Sprites, Interface art, 3D Models, Prefabs, Terrain, etc.
o Scripts – to store any C# scripts that your game uses.
o Scenes – This folder should exist by default and you should place your game scene(s) in here.
o You can create additional child folders to categorise and store particular assets.
o Packages – created by default. You can ignore it.
There are a number of requirements that you must adhere to when completing this assessment task:
• Assets – self-creation
o It is expected that you can develop your own 2D and 3D art assets that are appropriate for your game dimension (2D or 3D). Remember that creating a 3D game is highly recommended.
- 2D games must have at least four 2D assets (not just primitive shapes) created by yourself. Static sprites, world terrain and interface art are the most likely choices here.
- 3D games should have at least four assets (not just primitive shapes) created by yourself in 2D (materials and/or interface art), 3D (meshes), and/or even a world terrain (3D level mesh or Unity terrain).
- All art assets you create should be placed in your “My Assets” project folder in Unity.
- All art assets you create need to be listed in your report (see next page).
o GIMP can be used to develop 2D assets (see Lab 1 for GIMP instructions).
- You can use alternatives like Photoshop for your assignment but there will be no labs exploring this alternative.
o Blender can be used to develop 3D assets (see Labs 2 and 3 for Blender instructions).
- You can use alternatives like 3ds Max or Maya for your assignment but there will be no labs exploring these alternatives.
o Unity can be used to develop a Terrain (see Lab 6 for Unity 3D Terrain). Primitive objects can be placed in Unity, but will receive a low score, unless arranged into an elaborate scene.
• Assets – sourced online
o Unity has a huge library of over 5000 free premade assets you can import and use, and not limited to just art assets (see Labs 4 to 10 regarding Unity and Moodle Resources links to free assets).
o It is acceptable to source additional external assets if needed, but they should be completely free to use (under Creative Commons 0 licensing), and MUST be linked to in your brief report.
o External premade assets source online should be placed in your “Downloaded Assets” project folder in Unity. This includes Unity’s own “Standard Assets”.
o External premade assets source online should be used appropriately within your prototype.
• Game Prototype Development
o Single player requirement. Multi-player will make the scope much larger – too much for this introductory course (unless your multiplayer design has been approved by the lecturer).
o Unity is a requirement for developing your game prototype, do not use any other game engine software (see Labs 4 to 10 regarding developing simple games and triggered events in Unity as well as Moodle links to Unity tutorials to build small playable games for multiple genres).
o When you first start a new project in Unity for this assignment, name the project your student number followed by the name of your game (example: 30126565-ThunderRun)
o Your Unity Game Prototype will include:
- Scene(s) & Objects - Engaging use of Objects (your own four created assets, plus additional sourced free assets) including 3D objects (or 2D sprites and backgrounds) such as the player, props, cameras and light sources to create your scene. These objects will have components and scripts attached to create the mechanics of your game.
• Prefabs - Use of prefabs to create additional instances of Objects.
- Materials (3D only) - placed on game Objects to distinguish them apart from one another.
- Layers (2D only) - if you decide to build a 2D game, layers should be used appropriately to distinguish foreground, middle ground and background elements.
- Components - Components added to your game Objects where appropriate such as an Animator, Rigidbody, Collider, Particle System, Audio, etc. Transform is a required component and is not considered for marking purposes.
- Scripts - Written in C#. At a minimum scripts must be used to give user control over the player character/object, and create one event. Ideally, you will use Scripts to trigger multiple events, collision detection and control the interface elements below.
- UI (User Interface) Elements - At least one Unity UI element such as UI Text and Buttons, which should be scripted to control their functionality. Examples: scoring system, ammunition left, chat dialogue or another interface element.