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It can be hard to know where to begin when trying to develop an entry in the Australian STEM Video Game Challenge (STEM VGC). So, we have created a series of modules to help guide you through the fundamentals of game design and development at your own pace. We’ve done the hard work of analysing different platforms and finding the most useful tools so that you can just get on with creating an awesome entry. Completing all the modules will help you to create a fully developed video game prototype and Game Design Document (GDD) that can be submitted as an entry in the STEM VGC.

When working through these modules we encourage you to work in a team of at least three – creating an entry is a lot of work! Many of the resources in the modules can be used either on devices or printed as hard copies but you will need access to at least one device.

Essential documents

  • GDD template
  • Scoring rubrics

Module structure

We have grouped the modules together into three different phases: Planning, Design and Reflection. The order of the modules within each phase is structured for optimal time efficiency, but there is flexibility to work in the order that works best for you and your team. For example, we believe it is more time-efficient to start working on a prototype before working on creating visual and audio assets. This allows you to implement and test core game mechanics early before spending time creating the game's visual and audio assets. However, if preferred, you can design visual and audio assets first to have a clearer vision of the game's look and feel, before beginning programming your prototype.

The time it will take to complete each module will vary depending on the platform you choose, the type of game you are creating and how much experience you have with the content of the module. As a guide, you will likely need at least 3–5 hours per week for a term or 10-week period to complete all the modules. This timeframe indicates the minimum amount of time needed to achieve the goal of creating a simple working video game and GDD. If you have more time, we recommend allocating it to the modules in the Design phase.

Certain modules need to be completed before others, such as Game Planning before Gameplay and Mechanics. Look at the Module Organisation Chart to see the recommended order.

Introduction  Planning

This module will help to introduce you to the Australian STEM Video Game Challenge (STEM VGC).

Game Planning  Planning

This module will help you develop a basic idea for a game based on this year’s STEM VGC theme.

Game Overview  Planning

This module will help you to develop your game narrative, characters and game environments.

Gameplay and Mechanics  Designing

This module will introduce you to algorithms and programs. You will also consider the coding requirements of your game and choose a suitable game development platform to use.

Prototyping  Designing

This module focuses on prototyping in game development – making the first build of your game.

Remember, you can do Modules 5 to 7 in any order. We recommend reading each so that you can see how they interrelate.

Visual Design  Designing

This module will help you design visual elements for your video game.

Remember, you can do Modules 5 to 7 in any order. We recommend reading through all three before undertaking any activities, so that you can see how they interrelate.

Audio Design  Designing

This module will help you design audio elements for your video game.

Remember, you can do Modules 5 to 7 in any order. We recommend reading through all three before undertaking any activities, so that you can see how they interrelate.

Alpha Testing  Reflection

This module will help you formally test your game using criteria developed from the scoring rubric.

Beta Testing and Feedback  Reflection

This module will help you beta test your game by seeking and incorporating feedback from people outside your team.

Finalising and Reflecting  Reflection

This module focuses on finalising your game and reflecting on your game development experience.