Academic Catalogs

IMVR A230: Immersive Game Development II

Course Outline of Record
Item Value
Eff Term Fall 2026
Curriculum Committee Approval Date 3/11/2026
Top Code 061410 - Multimedia (CTE)
Units 3 Total Units 
Hours 90 Total Hours (Lecture Hours 36; Lab Hours 54)
Total Outside of Class Hours 72
Total Student Learning Hours 162
Course Credit Status Credit: Degree Applicable (D)
Material Fee No
Basic Skills Not Basic Skills (N)
Repeatable No
Open Entry/Open Exit No
Grading Policy Standard Letter (S)

Course Description

i. This course builds upon foundational game design and development skills to explore advanced workflows for creating interactive three-dimensional (3D) and two-dimensional (2D) games using industry-standard software and game engines. Students will focus on intermediate-to-advanced concepts in gameplay systems, level design, environment creation, character animation, and interactivity scripting. Emphasis is placed on developing fully playable prototypes and understanding the full production pipeline from concept to polished game build. Students will also examine collaborative production methods, performance optimization, and version control to prepare for real-world studio environments. All software used in this course is free to non-commercial users, so students can continue developing and refining their projects outside of the course. This course can be applied toward the stackable certificate in Game Development, designed to provide pathways into careers in the video game and interactive media industries. PREREQUISITE: IMVR A130 or FILM A223. ADVISORY: FILM A220 and DMAD A281. Transfer Credit: CSU.

Course Level Student Learning Outcome(s)

  1. Prototype Development: Design and produce an original, playable game prototype using Unity or Unreal Engine that demonstrates core gameplay mechanics, functional interactions, and cohesive level design.
  2. Technical Implementation: Apply advanced game development techniques to create an optimized game experience.
  3. Artistic and Design Integration: Integrate original or sourced visual, audio, and narrative elements into a cohesive and immersive gameplay experience, demonstrating an understanding of aesthetics and player engagement.
  4. Project Management and Documentation: Plan, organize, and present an independent or small-team game project, including project milestones, documentation, and a final portfolio submission.

Course Objectives

  • Demonstrate intermediate-to-advanced proficiency in using Unity or Unreal Engine to create interactive game environments and functional gameplay systems.
  • Design and implement player mechanics, controls, and interaction systems that support the overall gameplay experience.
  • Develop visually and thematically cohesive levels using appropriate lighting, materials, particle systems, and post-processing effects.
  • AI Assisted Scripting to enable gameplay behaviors such as triggers, AI movement, scoring, health, and game flow control.
  • Integrate 3D or 2D assets, animations, sound effects, and user interface elements to produce a complete, playable experience.
  • Analyze and refine game balance, pacing, and player feedback through iterative testing and peer critique.
  • Plan and manage a game project using documentation, version control, and production milestones to mirror professional studio workflows.
  • Present and evaluate a final independent game project and supporting portfolio materials demonstrating technical competency, creativity, and readiness for further study or entry-level industry roles.

Lecture Content

I. Advanced Game Engine Concepts
A. Review of foundational principles and major updates in Unity and Unreal Engine
B. Comparison of industry-standard workflows for indie versus studio pipelines
C. Understanding real-time rendering, optimization, and performance profiling
D. Analysis of cross-platform publishing (PC, console, and mobile)

II. Game Production Pipeline
A. Pre-production planning and scope management for independent projects
B. Creating design documentation (GDD, technical specs, and asset lists)
C. Time management and milestone tracking for development cycles

III. Advanced Level and Environment Design
A. Environment composition, lighting theory, and atmosphere design
B. Building modular environments and reusable assets
C. Implementing terrain sculpting, decals, and detail meshes
D. Post-processing and visual polish techniques

IV. Gameplay Systems and Mechanics
A. Intermediate scripting and blueprint logic for gameplay events
B. Designing combat, interaction, and puzzle systems
C. Player feedback, HUD integration, and UI flow design
D. Testing and refining core gameplay loops

V. AI and Navigation
A. Advanced navigation meshes and dynamic pathfinding
B. Finite State Machines (FSMs) and behavior trees
C. Designing believable AI behaviors and enemy patterns

VI. Animation Systems and Integration
A. Character rigging, blend trees, and animation controllers
B. Event-based animation triggers
C. Integrating motion capture or Mixamo data for realism

VII. Sound and Music Implementation
A. Audio triggers, mixers, and reverb zones
B. Adaptive and spatial audio integration
C. Creating soundscapes that support gameplay tone

VIII. Optimization and Build Preparation
A. Reducing draw calls, texture compression, and LOD usage
B. Lighting and shader optimization for performance
C. Building and testing deployable builds for PC, console, or mobile

IX. Portfolio and Industry Preparation
A. Preparing project documentation and video demos
B. Understanding roles in indie and professional pipelines
C. Presenting completed games for portfolio review

Lab Content

I. Project Setup and Collaboration
A. Setting up new Unity or Unreal Engine projects for team or solo development
B. Organizing project structure, naming conventions, and repositories
C. Managing assets, prefabs, and source control commits

II. Prototype Creation
A. Building and testing gameplay prototypes for concept validation
B. Implementing iterative design: blockouts → greybox → polished build
C. Incorporating user input and player feedback

III. Environment and Level Production
A. Terrain and environment creation using modular kits
B. Lighting setup and real-time adjustments
C. Visual polish: particle systems, shaders, and post effects

IV. Gameplay and Mechanics Implementation
A. Coding or Blueprint scripting of core player mechanics
B. Implementing health, score, interaction, and inventory systems
C. Creating UI elements such as menus, HUDs, and pause systems

V. AI and Navigation Systems
A. Creating AI controllers with navigation and perception
B. Testing AI behavior trees and patrol systems

VI. Animation and Physics Integration
A. Applying animation states and transitions
B. Using colliders, rigidbodies, and physics materials for realism
C. Implementing root motion and dynamic camera systems

VII. Audio Implementation
A. Adding ambient sound, music, and interactive audio cues
B. Implementing 3D positional and environmental audio

VIII. Optimization and Final Build
A. Profiling game performance (FPS, draw calls, memory usage)
B. Reducing file size and preparing for final deployment
C. Building executable or packaged game builds

IX. Portfolio Presentation
A. Preparing final playable builds with splash screens and menus
B. Recording gameplay trailers and documentation
C. Peer review and instructor critique of final projects

Method(s) of Instruction

  • Lecture (02)
  • DE Live Online Lecture (02S)
  • DE Online Lecture (02X)
  • Lab (04)
  • DE Live Online Lab (04S)
  • DE Online Lab (04X)

Instructional Techniques

1. Lecture 2. Demonstration 3. Video examples 4. One-on-one instruction 5. Individual assignments 6. Group assignments 7.Assignment critique 8. Examinations

Reading Assignments

Students will Read 1-2 hours per week from assigned handouts, equipment and software manuals, and online sources.

Writing Assignments

Students will spend 1–2 hours per week developing written materials that support their independent or collaborative game projects. Assignments may include game design documents, narrative treatments, interactive scripts, level design plans, and storyboards for both 3D and 2D experiences. Writing exercises will focus on concept development, character and world-building, gameplay flow, and technical documentation required for production. Proficiency will be demonstrated through the completion of written design materials that clearly communicate the creative vision and functionality of the student’s game. Students will demonstrate critical thinking and problem-solving by refining ideas through feedback, iteration, and alignment with the practical limitations of game engines such as Unity or Unreal.

Out-of-class Assignments

Students will complete independent assignments outside of class to extend and refine their game projects. These may include developing and revising design documents, scripts, and storyboards; conducting research on gameplay systems, visual styles, or narrative techniques; and implementing feedback received during critiques. Students will also be expected to practice game engine workflows, asset integration, and problem-solving to prepare for in-class production sessions. Additional out-of-class activities may include version control updates, polishing playable builds, recording gameplay videos, and preparing written reflections or portfolio documentation that demonstrate creative growth and technical proficiency in Unity or Unreal Engine.

Study Non-Contact Hours Recommended

72

Methods of Student Evaluation

  • Short Quizzes
  • Projects (Individual/Group)
  • Skills Demonstration

Demonstration of Critical Thinking

Students will demonstrate critical thinking through the analysis, design, and implementation of original game concepts using Unity or Unreal Engine. This includes evaluating gameplay mechanics, visual design, and user experience to solve creative and technical challenges. Students will identify and troubleshoot production issues, optimize performance, and refine player interaction through iterative testing and feedback. Written reflections, design documentation, and prototype revisions will showcase their ability to synthesize narrative, artistic, and technical elements into cohesive interactive experiences. Through this process, students will demonstrate the capacity to make informed design decisions, justify creative choices, and adapt to the evolving demands of independent game development.

Required Writing, Problem Solving, Skills Demonstration

Writing: Students will complete written assignments such as game design documents, narrative treatments, interactive scripts, and production plans that support their independent or team-based projects. Writing will emphasize concept development, story structure, level flow, and documentation of technical and artistic pipelines. Students will also prepare reflective analyses and post-mortem reports evaluating their design decisions and project outcomes. Problem Solving: Students will apply critical thinking to identify, analyze, and resolve creative and technical challenges encountered during game development. Problem-solving activities include debugging code or blueprint logic, optimizing performance, balancing gameplay systems, and adapting design elements based on user testing and feedback. Students will demonstrate the ability to iterate and refine their projects in response to these challenges. Skills Demonstration: Students will demonstrate mastery of advanced game engine techniques by producing a functional, polished, and playable project using Unity or Unreal Engine. This includes creating and integrating assets, implementing animation and physics systems, designing user interfaces, and deploying a final build. In-class presentations, critiques, and portfolio submissions will serve as demonstrations of both technical proficiency and creative artistry.

Resources Subscreen

  • Open Education Resource: N/A. N/A. (N/A).

Eligible Discipline(s)

  • Broadcasting technology (film making/video, media production, radio/TV): Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.
  • Commercial art (sign making, lettering, packaging, rendering): Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.
  • Media production (broadcasting technology): Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.
  • Multimedia: Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.