Unity CurricularFramework 052820 FINAL
Unity CurricularFramework 052820 FINAL
Curricular
Framework
A resource for educators and administrators
to bring interactive application and game
design into the classroom
|2
System Dynamics and Scripting Fundamentals....................................................................................... 38
05.A Unit Description................................................................................................................................................38
05 05.B Unit Outline...........................................................................................................................................................39
05.C Learning Objectives and Assessments.....................................................................................................41
05.D Standards Alignment Guide..........................................................................................................................42
Introduction to the
Unity Curricular Framework
00.A Why the Curricular Framework 6
00.B How to Use This Document 6
00.C Overview of the Curricular Framework 7
00.D Assessment 8
Some subjects that the Curricular Framework can be used to support include:
Game Design and Development Computer Science Graphic and User Interface Design
00.A Why the Curricular Framework 00.B How to Use This Document
The global media and entertainment industry is complex, The Curricular Framework is meant to be a jumping-off point
expansive and rapidly growing. Within it, two exciting, highly for the development of a full semester or year-long course in
GVIEXMZIERHMRGVIEWMRKP]PYGVEXMZIƤIPHWLEZIIQIVKIH game development. Each unit offers an outline of material,
that are capturing the hearts and minds of millions: digital interactive including suggestions for lessons and topics to be covered
development and video game creation. within those lessons, along with some suggested activities or
assignments that will help to deliver the intended content in
those units. The Activities and Resources Document
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is an adjunct to the Curricular Framework, and offers
creating and delivering courses that allows educators to more easily
educators detailed assignments, resources and tutorials
teach the tools and methodologies of interactive application creation
that can be used to bring the Curricular Framework to life
in a classroom setting, using Unity as a primary development tool. in the classroom. Despite all of the resources provided,
Through the use of this framework, students can gain the technical we strongly encourage educators to tune the content to
skills of developing applications in Unity, as well as a broader the interests of their students, either by revising
understanding of the design principles that go into the development assignments and activities from the Activities and
Resources Document or by developing their own.
of video games and interactive applications, including:
• User Experience/User Interface Each unit includes standards alignment for a variety of
• Player Motivation and Incentivization different educational standards, including:
• Game Balance and Game Design Theory • Professional Standards for Interactive Application
• Visual Design and Video Game Creation
• Asset Development • Common Core State Standards (CCSS)
• Environment Design • STEM Career Clusters (SCC)
• Collaboration, Communication, and Teamwork • 21st-Century Skills (T21C)
• ISTE Standards
These skills are transferable to a variety of contexts outside
SJXLIƤIPHSJKEQIHIWMKRERHTVITEVIPIEVRIVW[MXLEWIX of These will help both educators and administrators
technical and soft skills that, if used correctly, can be invaluable to align the various units to the needs of their educational
their future studies and career prospects. institution.
01 06 11
Introduction to Game Design Game Development Tools, Basic Interfaces and
This unit introduces the basic Formats, and Asset Management the Build Process
concepts of game design and begins This unit introduces concepts around This unit introduces concepts
the process of familiarizing learners ƤPIJSVQEXWERHYWEKISJMRXIPPIGXYEP around building UI elements such
with the Unity engine. property and discusses how to manage assets as buttons and menus and takes
learners through the build process
02 in the Unity Editor.
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Critical Thinking in Game Design 07
This unit introduces game analysis as Physics and Animation 12
an important tool for understanding This unit deepens learners’ Intermediate Animation and UI
how games function and guides understanding of Unity’s physics This unit deepens learners’
PIEVRIVWXLVSYKLWIXXMRKYTXLIMVƤVWX system and introduces them to some understanding of UI and
simple Unity projects. simple animation tools. introduces more complex
animation, including rigging
03 08 of humanoid avatars.
Game Design Theory Environments and Level Design
This unit introduces some of the This unit introduces concepts related
13
functional tools that designers use to level design, including gameplay Principles of Quality and
and asks learners to begin adding ƥS[ERHH]REQMGWERHHIITIRW Functionality Assurance in
to and modifying the projects they’re learners’ understanding of the ways Game Development
building. that rich environments can be This unit introduces the concept of
developed in Unity. a QA process and asks learners to
04 build and execute test plans for
Story and Game Creation 09 their capstone games.
This unit introduces learners to the Principles of Cameras and
unique possibilities that games hold Lighting in Game Environments 14
for telling stories and asks them to This unit introduces concepts around Principles of Versioning
begin thinking about how to build 3D Unity’s camera system, including and Game Release
environments in Unity. placement and management of This unit guides learners through
cameras, and focuses on how to
05 XLIƤREPWXITWSJGVIEXMRKXLIMV
light scenes effectively. release candidates.
System Dynamics and
Scripting Fundamentals 10
This unit introduces the fundamentals Principles of Sound Each unit contains a complete
of writing C# scripts in Unity as well and Audio for Games lesson outline with lesson titles,
as the Game Design Document, an This unit introduces basic sound topics within those lessons, and
industry-standard tool that game design in Unity as well as issues of some suggested activities or
designers and engineers can use. intellectual property and copyright. resources for that content.
00.D Assessment
00.D.1: Learning Objectives & Bloom’s Taxonomy Each unit in document are designed so that learners can
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To evaluate this work, the Curricular Framework
Bloom’s Taxonomy, designed to cover the full range of assessment,
offers two broad rubrics that can be applied
from lower-level cognitive skills to higher-order thinking.
throughout the entire curriculum to assess student
progress: the Technical Rubric and the Grit Rubric.
Technical Rubric
Design Sense Project demonstrates Project takes users into Project does not
a clear design sensibility account demonstrate an
awareness of the user
Project displays Project displays
information in thoughtful or information accurately Project is not user friendly
especially concise way and clearly or has elements that
cannot be accessed
Project is easy to use Project can be used
or understood without
without student input
student guidance
Project communicates
information incoherently
or not at all
Academic
Focus Student is on-task and engaged
Effort
Student plans to achieve high-quality work
Perseverance
Student applies new strategies when faced
01
Suggested
Lesson Title Lesson Topics
Activities/Resources
Suggested
Lesson Title Lesson Topics
Activities/Resources
4. Project management for What is project management? Have students take a scene
game development Tools and skills that help projects thrive from a game they’re familiar
Why is project management important? with and list every asset present
Communication, clarity, collaboration in the scene – objects, lighting,
The Four Phases of animations, sound, etc. Ask
Project Management (model)
students to estimate how long it
might take to make each object.
5. Unity Editor for Setting up a new project Use the Exploring the Unity
game creation Create a project Editor Activity in the Activities
Import assets and Resources document to get
Navigating within the Unity Editor students set up and familiar with
Move, rotate, pan, select the basics of the Unity Editor.
Game, hierarchy, inspector, asset panels
Game mode, edit mode Make sure students are familiar
with the basic layout of the
editor and know how to move
around and highlight objects in
the editor.
Identify basic game design principles, From memory, learners can list or label 1. Remember
reciting common (visual, audial, basic game design principles.
01.1
interactive, narrative, etc.) choices,
styles, and/or aesthetics.
Demonstrate the ability to review Learners can research online game 2. Understand
and summarize contemporary video reviews, citing the vocabulary related to
01.2
games, examining intent, form, and game play and design elements.
functionality.
Implement the fundamental concepts Learners can consistently and correctly 3. Apply
of project management within the apply project management fundamentals
01.3
context of the interactive application as an essential function of game
and video game development process. development.
Use the Unity Editor to open and Learners can demonstrate how to 1. Remember
organize a simple project or scene. open a predeveloped scene, view its
01.4 GSQTSRIRXWERHGSRƤKYVIXLIYWIV
interface within the game editor.
Devise systems to organize and Learners can design a game rating 4. Analyze
illustrate the interactivity and system to rank interactivity and player
01.7
player immersion that exist within immersion.
contemporary video games.
Reconstruct the rules of contemporary Based on the review created by the 5. Evaluate
games, in order to improve the learner, the learner will formulate a
gameplay experience. +EQI1SHMƤGEXMSR8EWO7LIIX and a
01.8 +EQI1SHMƤGEXMSR4PER, identifying key
differentiators of the game, possible
issues, and/or areas for improvement.
Critique contemporary video games, Upon selecting a game of their liking, 5. Evaluate
providing adequate arguments and learners can write a critique using
01.9 NYWXMƤGEXMSR appropriate standards and terminology.
Interpret the role of game narrative Within small group interactions, 5. Evaluate
and gameplay, evaluating its impact learners can argue or defend the value
on the interactive storytelling of game narrative and game play,
01.10 environment. evaluating its impact on the game
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within the group.
02
Critical Thinking
in Game Design
02.A Unit Description 17
02.B Unit Outline 18
02.C Learning Objectives and Assessments 20
02.D Standards Alignment Guide 22
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Introduction to creative and What does it mean to think critically? Quick Critical Thinking Exercise:
Think creatively? Alien Tour Guide
critical thinking practices
Critical thinking terms Have students describe a
• Ambiguity familiar environment (classroom,
• Assumptions school, etc.,) as if they were
• Values talking to an alien with no
• Emotions knowledge of human culture.
• Argument Which parts are easy to
• Fallacy describe? Which parts are hard?
• Thinking barriers What implicit assumptions aboǎt
• Language the space do we hold?
Tools for critical thinking
(e.g., SWOT analysis) Go back to the +EQI1SHMƼGEXMSR
• Strengths Assignment from the previous unit.
• Weaknesses Have students perform a SWOT
• Opportunities EREP]WMWSRXLIMVQSHMƤGEXMSRW
• Threats
Critical thinking and the evaluation process Hold a class discussion analyzing
the phrase in the Critical Thinking
Assignment in the Activities and
Resources document.
4. Setting Up a Project Navigating in the Unity Editor Have students complete the
Implement a Microgame
in the Unity Editor
Importing Assets Assignment in the Activities
and Resources document. This
The Game View and the Scene View will give them all the resources
they need to put together a
small playable game and begin
tweaking it.
02.1
Learners can explain contemporary Learners can explain the Six-step 1. Remember
problem solving methods, providing Problem-solving Process and can
examples. associate the steps with real-world
02.2 examples.
Differentiate between a game review Learners can distinguish a game review 2. Understand
and a critical analysis of a game. versus a critical analysis of a game.
02.5
Break down a problem into its Given a series of scenarios, learners 5. Evaluate
component parts, set priorities, and can recognize and prioritize likely failure
explore methods of resolution. TSMRXWWXYH]MRKGSQQSRQSHMƤGEXMSRW
02.6 used to avoid such failure points.
Gather, generate, and evaluate relevant When supplied with an unfamiliar topic, 3. Analyze
information through effective research. learners can demonstrate an ability to
research the topic, correlating multiple
02.7 sources of relevant information.
02.8
Use logic and reasoning to identify Supplied with a particular problem 6. Create
the strengths and weaknesses of scenario, learners can generate a range
alternative solutions, conclusions, or of solutions and courses of action with
02.9 approaches to problems. FIRIƤXWGSWXWERHVMWOWEWWSGMEXIH[MXL
each.
Consider the relative costs and After being presented with an application 3. Analyze
FIRIƤXWSJTSXIRXMEPEGXMSRWXSGLSSWI design problem that includes multiple
the most appropriate one. possible solutions, the learner will analyze
02.10 the strengths and weaknesses of each
solution, deciding on the best option.
Use oral and written communication Learners can play a game reviewed in an 5. Evaluate
skills to clearly communicate and online gaming magazine, write their own
defend their positions or conclusions review, and compare it with the online
02.11 [MXLVIKEVHXSEWXSV]WTIGMƤGMWWYISV reviewers, defending their opinions and
evaluation. conclusions.
Predict when problems arise or are Given a series of scenarios, learners can 5. Evaluate
likely to arise within a given scenario. predict failure points and recommend
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02.12
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CCSS.ELA-Literacy.W.11-12.2 Write informative/explanatory texts to examine and convey complex ideas, concepts, and
information clearly and accurately through the effective selection, organization, and analysis of content.
03
Suggested
Lesson Title Lesson Topics
Activities/Resources
Suggested
Lesson Title Lesson Topics
Activities/Resources
5. Modifying content in the Use premade assets to change how a Have students complete the
microgame works in Unity. Implementing a New Microgame
Unity Editor
Activity in the Activities and
Develop new assets, import them into Resources document to
Unity, and use them in a microgame. reinforce the learning they’ve
done around downloading and
modifying assets.
Identify common game genres. Supplied with a list of video game 1. Remember
descriptions, the learner will be able to
identify the correct genre(s).
03.1
Summarize important considerations Upon request, the learner will be able 3. Apply
in game design. to verbally summarize the important
considerations in
03.3
Describe rule creation and elements of Following the Rules on Three Levels 4. Analyze
player challenge Assignment, the learner, in writing, will be
able to identify, summarize, and interpret
03.4 the implicit, operational, and constitutive
rules of several contemporary video
games.
Explain the theories behind player The learner will be able to explain, in 4. Analyze
motivation. writing, the 11 basic psychological needs
that people can meet by playing video
03.5 games.
Generate models and materials for Using the Unity Editor, the learner will be 6. Create
project(s) created within the Unity able to create models and materials (per
Editor. technical guidelines set by the instructor)
03.6 [MXLMRXLIGSRƤRIWSJXLI9RMX])HMXSV
training assignments.
Apply fundamental concepts of project Supplied with a Project Charter Form 3. Apply
management. (PCF), learners will be able to integrate
the principles of project management
03.7 toward the completion of a basic project
charter for their capstone project.
Create a game proposal for a one- The learner will be able to write a game 6. Create
button game. proposal for a one-button game.
03.8
Examine the critical elements of puzzle The learner will be able to compose 5. Evaluate
design. a written analysis of puzzle design;
categorizing and contrasting popular,
03.10 contemporary puzzle examples and
debating the quality and effectiveness
(i.e., good vs bad) of puzzle design
products in the market.
04
Suggested
Lesson Title Lesson Topics
Activities/Resources
Suggested
Lesson Title Lesson Topics
Activities/Resources
Deconstruct and review the general Given a brief storyline, the learner 4. Analysis
principles of storytelling. [MPPGVIEXIGLEVEGXIVTVSƤPIWSJXLI
04.1 protagonist and antagonist.
Explain the use of storyboarding in Given a storyboard, the learner will be 3. Application
game design. able to identify the important narrative
04.4 and gameplay beats in the storyboard.
Explain how storyboard techniques can Given a story, the learner will be able 5. Synthesis
be used to further a storyline. to construct a storyboard showing the
04.6 important transitions and beats.
Create and control terrain within the The learner is able to build recognizable 3. Application
Unity Editor. terrain in the Unity Editor.
04.7
Differentiate between the Concept The learner is able to identify the uses of 1. Knowledge
Document, the Story Treatment, and the GDD, the Concept Document, and the
04.8 the Game Design Document (GDD). Story Treatment.
CCSS.ELA-Literacy.W.11-12.6 Use technology, including the Internet, to produce, publish, and update individual
or shared writing products in response to ongoing feedback, including new arguments or information.
CCSS.ELA-Literacy.W.11-12.10 ;VMXIVSYXMRIP]SZIVI\XIRHIHXMQIJVEQIW
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revision) and shorter time frames (a single sitting or a day or two) for a range of tasks, purposes, and audiences.
05
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Components of a System thinking and system awareness Have students complete the
Game Design Document What are the inputs (e.g., player Project Proposal for Capstone
controls) and outputs (e.g., movement) Activity in the Activities and
(GDD)
of the system? Resources document. This helps
How does changing inputs change them focus their design skills
outputs? on the game they’re planning on
Design for game development making for their capstone project.
What makes a game fun? Consider following this assignment
What makes a game challenging? with the Systems Thinking and
What makes a game boring? Game Development Assignment
Establishing the game purpose in the Activities and Resources
What do you want this game to feel like? document.
How might you make that happen?
Identifying the audience and understanding
the player
Who do you think would like to play your
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2. Systems thinking and design Using the script and storyboard Have students complete the
Narrative fundamentals Systems Thinking and Game
Storyboarding Player Progress Development Planning Assignment
Sequences and triggers in the Activities and Resources
Player actions vs system actions document. Ask them to think about
Player triggers their capstone project as they
System triggers work on this assignment. Consider
Flowcharting the player process following this assignment with the
Inputs J Outputs Creating a Game Development
Creating a complete Plan Assignment in the Activities
Game Design Document (GDD) and Resources document.
Project: Build a GDD for a simple game.
Every element of the game that the
player encounters should be represented
in the GDD.
Use a simple project as an example.
Suggested
Lesson Title Lesson Topics
Activities/Resources
Describe the system model as related The learner will be able to summarize, 1. Remember
to game development. in writing, the components of the design
05.1 and problem-solving process.
Create a system model to describe The learner will be able to diagram a 3. Apply
the connections between inputs and “system model” that clearly depicts
05.2 outputs in a game. the game development process and
interdependence of game components.
Create a basic script and attach it to Within the Unity Editor, learners are able 1. Remember
one or more game objects. to create simple script(s) to perform
05.3 WTIGMƤGEGXMSRWMREKEQI
Populate properties with values or Within the Unity Editor, learners are able 3. Apply
other game objects. to populate properties with values or
05.4 other game objects.
Sequence events by writing simple Learners will create scripts that affect 3. Apply
functions within a script. game functions and connect them to
05.5 game objects in order to see those
functions in action.
Analyze the sequencing of game When provided with several examples, 4. Analyze
actions. learners are able to effectively analyze the
05.6 sequencing of game actions.
Critique Game Design Documents When provided samples, learners will 5. Evaluate
(GDD). be able to critique the completeness of
05.7 a Game Design Document (GDD) for a
simple interactive application or video
game.
CCSS.ELA-Literacy.RST.11-12.3 Follow precisely a complex multi-step procedure when carrying out experiments,
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06
Suggested
Lesson Title Lesson Topics
Activities/Resources
Explain the function and purpose of Learners will be able to hypothesize 4. Analyze
physics engines. several ways in which a physics engine
06.1 might be used within a game
Understand basic Asset management. The learner will understand how and 3. Apply
why to group assets into folders, and the
06.4 nature of parent-child relationships in
objects.
Explain the purpose of dynamic The learner will be able to compare 1. Remember
libraries. purposes of static and dynamic libraries
06.5 and justify recommendations for the use
of each in particular situations.
Explain the function and purpose of Learners will be familiar with at least one 1. Remember
sound editing tools. free sound editor.
06.6
Build simple scripts that take player Learners will be able to write scripts that 3. Apply
input and translate it into game use Start and GetKeyDown keywords, and
06.7 actions. [LMGLVYRƤ\IH9THEXIW[MXLMREKMZIR
project development.
Understand the relationships between Learners will be familiar with the suite 5. Evaluate
different types of assets. of tools they’ll need to use to build their
06.8 capstone projects.
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gathering vocabulary knowledge when considering a word or phrase important to comprehension or expression.
07
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Developing the game Components of the game environment Have students write a simple
environment The game environment comprises branching narrative using if-then
both the level that the player can see, language to describe how the
and the scripts and elements that are story would change based on
invisible to the player. the actions of the player.
If-then statements
One of the most basic and powerful
tools in code is the ability to use
if-then statements.
These statements check a condition
and activate if that condition is true.
Scale and position
Unity offers a simple and powerful
way to change the scale of an object.
2. Physics in Unity Collisions and Rigidbody components Have students complete the
• Rigidbody is a component that Character Controllers Activity
tells Unity to apply physics to an in the Activities and Resources
object. Without one, objects are Document to set up some simple
like holograms. physics interactions between
• Rigidbody components also note objects in their environments
“collisions,” when two objects and their players.
intersect.
• Learners can use Rigidbody
components to check if two
things have collided and if-then
statements to say what happens
if this is the case.
Differentiate a graphical user interface The learner will be able to differentiate 4. Analyze
(GUI) and a human machine interface a graphical user interface from a human
07.1 (HMI). machine interface.
Use game interfaces across platforms Learners will be able to explain why GUI 2. Understand
and game genres. needs might be different across different
07.3 game genres, and develop a plan for the
GUI for their own games.
Structure the game environment to The learner will accurately choose 3. Apply
enhance the player experience. appropriate game assets and effectively
07.4 assemble them into the game
environment.
Explain the importance of hierarchical Learners will be able to apply proper 3. Apply
structures for managing game objects asset management techniques, employ
and transformations within the Unity effective hierarchical strategies, and
07.5 Editor. perform adequate asset transformations
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projects.
Create, manipulate, and transform The learner will be able to integrate 1. Remember
animation controllers. animator controllers, animator
07.6 components, and blend trees that meet
the requirements of a given project.
Create blended animations using blend Learners will be able to apply and 6. Create
trees. manage humanoid avatars within the
07.7 requirements of a given project.
Create animator components. The learner will be able to use animation 6. Create
curves, adjust animation properties
07.8 and events (as necessary) to meet the
requirements of a given project.
Use scripts to manage animators. Learners will be able to write and execute 3. Apply
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07.9 project guidelines.
Integrate navigation and character The learner will be able to evaluate 5. Evaluate
controllers within the game effective from ineffective uses of
07.10 environment. interface controls.
Manage object properties and object Learners will be able to write scripts that 6. Create
transformations in the Unity Editor. activate game objects and adjust scope
07.11 ERHEGGIWWQSHMƤIVW[MXLMREKMZIR
project.
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7C: Students contribute constructively to project teams, assuming various roles and responsibilities to work
effectively toward a common goal.
08
Suggested
Lesson Title Lesson Topics
Activities/Resources
Suggested
Lesson Title Lesson Topics
Activities/Resources
2. Level design: The big idea Have students do the “Block Out” A
Soup to nuts • What’s the overall concept of the Level Activity in the Activities and
level? Resources document. This will help
• Where does it take place? students think about level design
• What happens over the course of before building digital assets,
the level? and start to understand how to
From research to reference choreograph a level.
It’s important to research real-world
counterparts for the levels the players
are making.
'VIEXMRKXLIƽSSVTPERW
Objects
• 3FNIGXWƤPPWTEGIXIPPWXSVMIWERH
provide cover.
• Other effects (lighting, sound, etc.)
4. Level editors: Scene Editor (Unity 3D game engine) Have students do the Capstone
Project Activity in the Activities
Tools and tricks
and Resources document to
of the trade begin building the environments
they’re going to need to have in
their capstone projects.
Plan and draw maps on paper, collect Using a pencil and paper, the learner will 4. Analyze
references, and create top down be able to design a complete level map.
08.1 sketches for gameplay.
Explain the principles of level design. Learners will be able to create a thorough 5. Evaluate
and detailed written level walkthrough,
08.2 including map sketches, for at least two
levels of their capstone project.
Compare and contrast various game Learners will be able to understand the 2. Understand
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08.3 how to design to encourage it.
Explain the concept of a balanced Learners will be able to design a game 5. Evaluate
layout. level incorporating (at least 6 of the 8
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ƥS[ERHMRHMGEXILS[XLI
08.5 layout and challenges of the level achieve
each element.
Describe how game levels are used to Learners will be able to create level 6. Create
support game story. HIWMKRWXLEXVIƥIGXERHI\TPEMRXLIKEQI
08.6 narrative.
Communicate level design ideas, Learners will be able to critique level 5. Evaluate
concepts, and models in a variety of design, offering alternate maps or layouts
08.7 ways. to improve gameplay.
distinct perspective, such that listeners can follow the line of reasoning, alternative or opposing perspectives are
addressed, and the organization, development, substance, and style are appropriate to purpose, audience, and a
range of formal and informal tasks.
CCSS.ELA-Literacy.SL.11-12.5 Make strategic use of digital media (e.g., textual, graphical, audio, visual, and
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09
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Fundamentals of lighting Understand how real-world, practical Have students give examples of
lighting works how lighting might change an
• Basic color theory environment. How does lighting
• Types: change how a room feels? How
• Point can we use lighting to make a
• Area space inviting? Scary? How do
• Directional we draw attention to something
• Ambient using lighting?
• Spot
Lighting models
• Ambient
• Diffuse
• Emissive
• Specular
Properties of light
• Color
• Shape/size
• Direction
• Intensity
Three-point lighting
• Key light (or Main)
• Fill light
• Rim light (or Backlight)
Suggested
Lesson Title Lesson Topics
Activities/Resources
Apply the Rule of Thirds Learners will be able to create visual 3. Apply
images in Unity that follow the Rule of
Thirds and demonstrate good balance
09.1
Demonstrate the importance of The learner will be able to compare and 4. Analyze
scene balancing contrast various ways to simulate light
in a computer graphics environment.
This includes light mapping to light
09.2 placement, explaining the advantages
and disadvantages of each method, and
hypothesizing on when each type of light
is best employed.
Create atmosphere and enhance The learner will be able to light a basic 3. Apply
emotion through the principles of room, evoking three different emotions
lighting. (i.e., sadness, fear, and comfort).
09.4
Position lighting and cameras in order Learners will create a focal point lighting 6. Create
to focus attention within a game. scheme, focusing the viewer’s attention
XSEWTIGMƤGIPIQIRXSJERMQEKI
09.5
2.5.5: Effectively use framing and camera views to create visual cues for users.
2.5.6 : 9WIGEQIVEWERHPMKLXMRKXSGVIEXIWTIGMƤGIQSXMSREPI\TIVMIRGIWWYGLEWXIRWMSRJIEVI\GMXIQIRX
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CCSS.Math.Content.HSG.CO.A.1 /RS[TVIGMWIHIƤRMXMSRWSJERKPIGMVGPITIVTIRHMGYPEVPMRITEVEPPIPPMRIERHPMRI
WIKQIRXFEWIHSRXLIYRHIƤRIHRSXMSRWSJTSMRXPMRIHMWXERGIEPSRKEPMRIERHHMWXERGIEVSYRHEGMVGYPEVEVG
10
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Enhancing game Sounds for game realism Have students choose a favorite
experience with sound • Motors, lasers, other sounds scene from a movie. Discuss
• What kinds of sounds exist in your how sound (or silence) plays an
and audio scene? important role in the scene.
• What do they tell the player about
the world of your game? Have students complete the Sound
Adding dialogue to the game and Audio Sources for Game
Narrator Development assignment in the
• A narrator is someone who Activities and Resources document,
describes the action but generally is which will give them some more
not part of the story. practice setting up a new project,
Character and some ideas about how to use
• Characters can use dialogue to sound to add depth and interest to a
talk to each other, or directly to the simple scene.
player.
Selecting appropriate music for game
experience
• What kind of music will help your
game come alive?
• How can music help your player feel
safe, excited, happy, sad, or scared?
3. 2D and 3D sound Overview of mono and stereo format and Have students listen to a
2D/3D sound stereophonic piece (google
• 3D sound settings and “Esquivel See It In Sound” for
applications some good early examples) and
• 2D sound settings and then the same piece in mono
applications sound. Discuss the differences.
When might one be more useful
than the other?
Suggested
Lesson Title Lesson Topics
Activities/Resources
Apply audio and audio effects to create Through individual research activities, 5. Evaluate
realistic game environments. learners will identify genres of music and
10.3 will record judgments as to which genre
is most appropriate for a given type of
video game.
Manage priority settings of multiple Learners will implement “audio listeners” 5. Evaluate
sound sources. in a Unity Scene in order to create
10.4 believable audio.
Explain the Doppler effect and describe Through the creation of a game snippet, 3. Apply
how to apply it within the game the learner will integrate the Doppler
10.5 environment. effect in the game environment.
Manipulate sound to create realistic The learner will demonstrate a basic 3. Apply
effects like rolloff in a game. ability to use Unity’s audio mixers to
10.7 affect how a sound is perceived by a
player.
Manage external sound and music The learner, in writing, will summarize and 4. Analyze
assets that contain intellectual paraphrase the various rules and laws
10.8 property protection agreements. pertaining to the proper use of external
intellectual property within a game
11
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Managing the build process Work in progress (WIP) Review the Naming Conventions
• It’s important to differentiate Assignment in the Activities
between a working project and a and Resources document with
release candidate. students, and work with them
• Get students into the habit of to determine where in the build
naming their projects in a way that process they are. Have them
indicates which part of the lifecycle name their subsequent releases
of the work they’re in. “Alpha accordingly.
candidate 1.0, Beta 0.4, Release
candidate 0.1,” etc.
Quality assurance
QA is a crucial step in game development,
where projects are checked for bugs.
Development milestones
Most studios use the following project
milestones: prototype, Alpha, Beta, Gold
• Prototype is the rough draft.
• Alpha is a working project
XLEXMWQMWWMRKWMKRMƤGERX
features.
• Beta is feature complete but
has bugs.
• Gold (or “Release” is ready
for publishing.
Select the appropriate assets for The learner will create a Resource List 3. Apply
projects of adequate format, size and that indicates how to acquire digital
11.1 use in a game. assets and all resources related to digital
assets.
Sequence game activities from start The learner will analyze a variety of game 4. Analyze
XSƤRMWLMRVIKEVHXSFSXLKEQITPE] development plans before designing a
11.2 sequence and build process. plan of their own.
Write scripts that enable and disable Within the assigned game project, the 3. Apply
components, script Game Objects, learner will create and write scripts
11.3 move players and camera, pick up that enable/disable components and
SFNIGXWERHTIVJSVQSXLIVWTIGMƤG manipulate and transform game assets.
tasks.
Import and manage game assets, The learner will write code that moves 6. Create
including player game objects, players in the game space and correctly
cameras, lights, and backgrounds. applies and integrates cameras, lighting,
11.4 and background into the assigned game
Set up and load a game and a project.
development project.
A Use scripts to control player actions. The learner will create and manage game 2. Understand
controllers within the assigned game
11.6 project.
Integrate audio, counting points, The learner will integrate audio and 2. Understand
scores, and game controllers into a spawning waves into the assigned game
11.7 simple game. project.
Project manage the build process from The learner will design and write code 3. Apply
WXEVXXSƤRMWLJSVEKEQI required to integrate counting points and
11.8 score displays into the assigned game
project.
3.2.4: Deploy, use and demonstrate a revision control system for a new or existing project.
12
Suggested
Lesson Title Lesson Topics
Activities/Resources
1. Creating intermediate-level Using externally created skins in Unity Have students complete the
Scriptable Objects for UI tutorial
game interfaces
Custom GUI styles in Unity in the Activities and Resources
document, which will show them
how to create UI objects that
respond to script commands.
2. Creating intermediate-level
Intermediate animations Have students complete the
animations in Unity Intermediate Concepts in
Preparing models for animation Animation tutorial in the Activities
and Resources document.
Humanoid avatars This will introduce them to
important tools for animation,
States and blend trees including Cinemachine (controls
the camera for more complex
Avatars cutscenes, etc.,) and Anima2D,
a tool that makes animating
humanoid avatars relatively easy.
Create unique interface skins that are Learners will be able to create unique 6. Create
applicable to multiple devices. skins or graphic user interfaces (GUIs) to
12.2 an interactive application or video game.
Create animations that use blend trees. The learner will be able to create and 6. Create
manage blend trees and states of
12.4 animated models.
Assemble animator assets that are The learner will be able to download an 3. Apply
part of a project. implement animation assets from the
12.5 Unity Asset Store.
Manage animators with scripts. The learner will be able to play and stop 3. Apply
animations on command through scripts.
12.6
Manipulate humanoid avatars and Within their capstone project, the learner 6. Create
animation properties. will demonstrate their ability to rig and
12.7 animate a humanoid avatar in a game
environment.
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CCSS.ELA-Literacy.RST.9-10.4 (IXIVQMRIXLIQIERMRKSJW]QFSPWOI]XIVQWERHSXLIVHSQEMRWTIGMƤG[SVHWERH
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13
ERHJYRGXMSREPMX]EWWYVERGI8LMWYRMX[MPPJSGYWWTIGMƤGEPP]SRXLIXIWXMRK
Suggested
Lesson Title Lesson Topics
Activities/Resources
2. Relationship between QA is the team that tests. Have students write test plans
5YEPMX]GSRXVSPMWXLITVSGIWWSJƤRHMRK for their games and then hand
testing, quality
bugs and, crucially, sending them back to those plans off to other students
assurance, and XLIHIWMKRIVWERHXLIIRKMRIIVWXSƤ\ to test.
quality control Levels of software testing
• Functional
• Acceptance testing: alpha, beta
• Non-functional
• Performance:
load and stress testing
• Usability
• Security
• Portability
3. Testing documentation: Writing a test plan for a game means that Have students write test plans
XLIHIWMKRIVMHIRXMƤIWTSXIRXMEPTVSFPIQ for their games and then hand
Test plan, test cases/
buggy areas and offers suggestions on those plans off to other students
scenarios LS[XSƤRHXLSWIFYKW to test.
Explain the importance of QA and The learner will be able to describe the 2. Understand
testing. function and process of QA testing.
13.1
Explain the importance of The learner will create test documents 3. Apply
documentation during testing stages. and keep track of bugs, both open and
closed, as their game approaches Gold
Status.
13.2
13.3
Perform successful debugging and Given a program with a bug, the learner 4. Apply
troubleshooting activities within a will identify the defects/inconsistencies
game environment. and enter them appropriately into the bug-
tracking database.
13.4
Locate bugs within a game Given a section of code with at least 5. Evaluate
environment using debugging software 15 bugs, the learner will resolve the
tools. problems, updating their progress in the
bug-tracking database.
13.5
14
Principles of Versioning
and Game Release
Suggested
Lesson Title Lesson Topics
Activities/Resources
Explain the concepts and rationale The learner will be able to compare and 2. Understand
14.1 behind versioning schemes and contrast the various types of versioning.
procedures.
Describe how versions are used by The learner will summarize major 1. Remember
14.2 different groups in the development concepts related to game versioning in
process. writing.
Create a versioning system for a game The learner will summarize, in writing, the 2. Understand
development project. WMKRMƤGERGIERHMQTSVXERGISJZIVWMSRMRK
14.3
to members of a design team, a technical
support team, and a product marketing team.
Use numbering systems to version The learner will number their release 3. Apply
complex development projects candidates using a clear methodology
14.4
that helps them keep track of which
version of their project they’re working on.
Describe the factors that constitute a The learner will understand the steps they 2. Understand
release candidate. RIIHXSGSQTPIXIXSHIPMZIVEƤREPVIPIEWI
14.5
candidate.
Demonstrate understanding of the The learner will be able to explain how 2. Understand
utility of versioning. versions are used by different processes
14.6
in the lifecycle of a game.
3.2.4: Deploy, use and demonstrate a revision control system for a new or existing project.
CCSS.ELA-Literacy.RST.9-10.2 Determine the central ideas or conclusions of a text; trace the text’s explanation
or depiction of a complex process, phenomenon, or concept; provide an accurate summary of the text.