MMS2102 Game Implementation and Techniques , Unit Information Guide (Semester 1, 2006)

Chief Examiner Derrick Martin
Berwick : Derrick Martin

This unit examines the fundamental issues of games development. The history of games and the games industry is studied. A variety of games genre are explained and contrasted. Topics include the different contributions from members of the games development team, the types of hardware used across various platforms for game implementation, the role of games engines, the importance of physics in ensuring realism and the manner in which system analysis can be applied to games development.

Objectives Knowledge and Understanding


  • be able to describe the history and current status of the games industry
  • be able to discuss a range of common games genres and characteristics/examples of each (eg. RPG, first person shooters, educational, adventure)
  • be able to describe the roles of different components of the games development team - audio, design, production, programming, visual arts and business/sales
  • be able to describe the characteristics of computer hardware and software which are used in the development of games, including a comparison of platforms
  • be able to apply systems analysis and design principles to the development of games
  • be able to describe several common games engines which are currently in use in the market place and how games are developed based on these
  • be able to explain the role of game physics in areas such as movement, friction, gravity and collision in enhancing realism


Attitudes, Values and Beliefs


  • be aware of the ethical issues involved with games development
  • develop a positive approach to teamwork, seeing game development as a team task


Practical Skills


  • given a game scenario describe 'typical' suitable computer hardware which would be required to implement such a game on various platforms
  • be able to create a game 'level' (an interactive environment) using a set game engine
  • using a supplied game engine be able to write scripting code to manipulate actions
  • prepare a critical analysis of selected game
  • prepare a design document for a game in the three main areas of user interaction, the internal structure of the game and the program structures which will be required


Relationships, Communication and TeamWork


  • further develop group working skills as a member of a project team



Before attempting this unit you must have satisfactorily completed MMS1403, MMS1802 or equivalent.

Unit relationships MMS2102 is a core unit in the Game Development major of the Bachelor of Multimedia Systems. Before attempting this unit you must have satisfactorily completed:



or their equivalent.
Texts and software

Required text(s)

Rollings, Andrew and Ernest Adams, 'On Game Design', New Riders, 2003, ISBN: 1592730019

Text books are available from the Monash University Book Shops. Availability from other suppliers cannot be assured. The Bookshop orders texts in specifically for this unit. You are advised to purchase your text book early.

Software requirements:

Unreal Engine Runtime Demo, v. 22262002, Epic Games, 2005

Software may be:

  • downloaded from

Hardware requirements:

Students studying off-campus are required to have the minimum system configuration specified by the faculty as a condition of accepting admission, and regular Internet access. On-campus students, and those studying at supported study locations may use the facilities available in the computing labs. Information about computer use for students is available from the ITS Student Resource Guide in the Monash University Handbook. You will need to allocate up to 8 hours per week for use of a computer, including time for newsgroups/discussion groups.

Recommended reading

Bartle, Richard A., ‘Designing Virtual Worlds’, New Riders, 2003, ISBN: 0131018167
Kushner, David, ‘Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture’, Random House, 2003, ISBN: 0375505245
DeMaria, Rusel and Johnny Lee Wilson, ‘High Score! The Illustrated History of Electronic Games’, McGraw-Hill Osborne Media, 2002, ISBN: 0072224282

Library access You may need to access the Monash library either personally to be able to satisfactorily complete the subject.  Be sure to obtain a copy of the Library Guide, and if necessary, the instructions for remote access from the library website.
Study resources

Study resources for MMS2102 are:

The MMS2102 web site on MUSO, where lecture slides, weekly tutorials, assignment specifications, links and supplementary material will be posted.

Structure and organisation



Study Guide


Key Dates

1 Introduction to Games and Unreal Chapters 1,2
2 Storytelling and Characters Game Treatment Documents
3 Game Genres Game Treatment Documents Chapters 9-15
4 Gameplay and the Economy of Games Game Analysis and Level Design Chapters 7,8 Group Assignment Documentation Due
5 Ethics of Gaming Unreal: BSP modelling Chapters 3
6 Physics in Gameplay Unreal: Skydomes, terrain and water Individual Assignment Due
7 Online Games Unreal: static meshes, movers, scripting Chapter 17
8 Game Development Unreal: texturing and effects
9 AI, Alife and Flexible Game Development Unreal: matinee Chapter 16
10 Mod Development Unreal: Particle effects and sound
11 The Future of Games Unreal: optimisation of levels Chapter 18
12 Exam Revision Group Assignment Game Due
13 Practice Exam

The timetable for on-campus classes for this unit can be viewed in Allocate+


Assessment for the unit consists of 2 assignments with a weighting of 60% and an examination with a weighting of 40%. Read this section VERY carefully.

Assessment Policy

To pass this unit you must:

receive at least a pass in both assignments and the exam.

Your score for the unit will be calculated by:

1. If your assignment component is equal to 0%, then


Final grade = E / 2.5




2. If your examination component is equal to 0%, then


Final grade = A / 2.5




3. If both your examination and assignment components are greater than 0%, then




Final grade = (R*A*E) / (((R-1)*A)+E)


Assessment Requirements


Due Date


Individual Assignment: Document and Analyse an existing game 3rd April 2006 30 %
Group Assignment 1: Document a proposed game 20th March 2006 10 %
Group Assignment 2: Create a game level in Unreal 15th May 2006 20 %
Examination 2 hour(s), closed book Exam period starts 5th June. 40 %

Assignment specifications will be made available on the MMS2102 MUSO web site. Information about assignments will be published on the Unit's Notices Newsgroup.

Assignment Submission Methods

Assignments will be submitted by paper submission to the assignment dropbox at the entrance to the staff offices. Assignments must have the appropriate cover sheet correctly filled out and attached. The due date is the date by which the submission must be received.

Extensions and late submissions

Late submission of assignments

Assignments received after the due date will be subject to a penalty of 10% per day.  For example, a student submitting an assignment 1 day late who receives 62% will have their results reduced to 52%.

This policy is strict because comments or guidance will be given on assignments as they are returned, and sample solutions may also be published and distributed, after assignment marking or with the returned assignment. 


It is your responsibility to structure your study program around assignment deadlines, family, work and other commitments. Factors such as normal work pressures, vacations, etc. are seldom regarded as appropriate reasons for granting extensions. 

Requests for extensions must be made by email or in person to the lectuer at least two days before the due date. You will be asked to forward original medical certificates in cases of illness, and may be asked to provide other forms of documentation where necessary. A copy of the email or other written communication of an extension must be attached to the assignment submission.

Grading of assessment

Assignments, and the unit, will be marked and allocated a grade according to the following scale:

HD High Distinction - very high levels of achievement, demonstrated knowledge and understanding, skills in application and high standards of work encompassing all aspects of the tasks.
In the 80+% range of marks for the assignment.
D Distinction - high levels of achievement, but not of the same standards. May have a weakness in one particular aspect, or overall standards may not be quite as high.
In the 70-79% range.
C Credit - sound pass displaying good knowledge or application skills, but some weaknesses in the quality, range or demonstration of understanding.
In the 60-69% range.
P Pass - acceptable standard, showing an adequate basic knowledge, understanding or skills, but with definite limitations on the extent of such understanding or application. Some parts may be incomplete.
In the 50-59% range.
N Not satisfactory -  failure to meet the basic requirements of the assessment.
Below 50%.

We will aim to have assignment results made available to you within two weeks after assignment receipt.

Feedback Feedback to you

You will receive feedback on your work and progress in this unit. This feedback may be provided through your participation in tutorials and class discussions, as well as through your assignment submissions. It may come in the form of individual advice, marks and comments, or it may be provided as comment or reflection targeted at the group. It may be provided through personal interactions, such as interviews and on-line forums, or through other mechanisms such as on-line self-tests and publication of grade distributions.

Feedback from you

You will be asked to provide feedback to the Faculty through a Unit Evaluation survey at the end of the semester. You may also be asked to complete surveys to help teaching staff improve the unit and unit delivery. Your input to such surveys is very important to the faculty and the teaching staff in maintaining relevant and high quality learning experiences for our students.

And if you are having problems

It is essential that you take action immediately if you realise that you have a problem with your study. The semester is short, so we can help you best if you let us know as soon as problems arise. Regardless of whether the problem is related directly to your progress in the unit, if it is likely to interfere with your progress you should discuss it with your lecturer or a Community Service counsellor as soon as possible.

Plagiarism and cheating

Plagiarism and cheating are regarded as very serious offences. In cases where cheating  has been confirmed, students have been severely penalised, from losing all marks for an assignment, to facing disciplinary action at the Faculty level. While we would wish that all our students adhere to sound ethical conduct and honesty, I will ask you to acquaint yourself with Student Rights and Responsibilities and the Faculty regulations that apply to students detected cheating as these will be applied in all detected cases.

In this University, cheating means seeking to obtain an unfair advantage in any examination or any other written or practical work to be submitted or completed by a student for assessment. It includes the use, or attempted use, of any means to gain an unfair advantage for any assessable work in the unit, where the means is contrary to the instructions for such work. 

When you submit an individual assessment item, such as a program, a report, an essay, assignment or other piece of work, under your name you are understood to be stating that this is your own work. If a submission is identical with, or similar to, someone else's work, an assumption of cheating may arise. If you are planning on working with another student, it is acceptable to undertake research together, and discuss problems, but it is not acceptable to jointly develop or share solutions unless this is specified by your lecturer. 

Intentionally providing students with your solutions to assignments is classified as "assisting to cheat" and students who do this may be subject to disciplinary action. You should take reasonable care that your solution is not accidentally or deliberately obtained by other students. For example, do not leave copies of your work in progress on the hard drives of shared computers, and do not show your work to other students. If you believe this may have happened, please be sure to contact your lecturer as soon as possible.

Cheating also includes taking into an examination any material contrary to the regulations, including any bilingual dictionary, whether or not with the intention of using it to obtain an advantage.

Plagiarism involves the false representation of another person's ideas, or findings, as your own by either copying material or paraphrasing without citing sources. It is both professional and ethical to reference clearly the ideas and information that you have used from another writer. If the source is not identified, then you have plagiarised work of the other author. Plagiarism is a form of dishonesty that is insulting to the reader and grossly unfair to your student colleagues.


Students may communicate with the lecturer either after the lecture, in the tutorial, via email or by arranging consultations times.


Notices related to the unit during the semester will be placed on the General Newsgroup in the Unit Website. Check this regularly.

Failure to read the Notices newsgroup is not regarded as grounds for special consideration.

Consultation Times

Consultations should be arranged at least the day before the consultation times.

Students may consult with Derrick in room 1130 on Tuesdays between 10am and 3pm.

If direct communication with your unit adviser/lecturer or tutor outside of consultation periods is needed you may contact the lecturer and/or tutors at:

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All email communication to you from your lecturer will occur through your Monash student email address. Please ensure that you read it regularly, or forward your email to your main address. Also check that your contact information registered with the University is up to date in My.Monash.

Last updated: Feb 27, 2006