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AVC 200 • Spring 2026

Week 9

Game Design Documents & MDA Framework & Student Presentations and Camera Systems
March 23 – 25, 2026

Week Overview

Monday covers this lecture introduces game design document creation using the MDA framework (Mechanics, Dynamics, Aesthetics) and explores Unity's Event Game Toolkit for implementing game systems including collection, puzzle, and combat mechanics. Wednesday focuses on students presented their spring break projects featuring particle systems, shaders, and cut scenes, followed by an in-depth exploration of Cinemachine camera controls and the event system documentation.

MDA Framework Game Design Unity Toolkit Project Planning Game Mechanics System Design Student Projects Cinemachine Camera Systems Shaders Documentation
Monday
March 23, 2026

Game Design Documents & MDA Framework

This lecture introduces game design document creation using the MDA framework (Mechanics, Dynamics, Aesthetics) and explores Unity's Event Game Toolkit for implementing game systems including collection, puzzle, and combat mechanics.

Watch Full Lecture →
1
Course Introduction
0:00 Introduction and Wi-Fi Announcements
4:27 Game Design Project Overview
2
MDA Framework
10:51 MDA Framework Introduction
17:39 Game Design Resources and References
3
Design Examples
22:22 Game Design Document Examples
31:39 Student Project Examples Review
1:05:01 Creative Process and Ideation
4
Unity Implementation
1:11:15 Event Game Toolkit Introduction
1:20:37 Collection System Mechanics
1:31:40 Puzzle System Implementation
1:44:45 Combat and Health Systems
2:07:07 Enemy AI and Patrol Behavior

Key Concepts

  • MDA Framework divides games into Mechanics, Dynamics, and Aesthetics for analysis
  • Game design documents should be specific and detailed for better project outcomes
  • 80/20 rule: 80% of project should be known techniques, 20% new challenges
  • Event-based communication between Unity objects enables complex game systems
  • Scope management is critical - smaller, polished projects are better than incomplete large ones
  • Input Action Events allow controller and keyboard input abstraction
  • Timer and spawner systems create dynamic difficulty progression
  • Trigger zones enable collision-based interactions between game objects
Wednesday
March 25, 2026

Student Presentations and Camera Systems

Students presented their spring break projects featuring particle systems, shaders, and cut scenes, followed by an in-depth exploration of Cinemachine camera controls and the event system documentation.

Watch Full Lecture →
1
Student Project Showcase
8 projects
0:00 Introduction and Technical Setup
2:02 Student Project Presentations Begin
4:54 Particle Systems and Lighting
13:04 Water Shaders and Terrain
16:14 Fireflies and Glowing Effects
19:18 Lens Flare and Camera
23:06 Cut Scenes and Waterfalls
25:19 Cinem Machine and Sprites
32:54 Post-Processing and Animation Issues
2
System Documentation
41:14 Checkpoint System Overview
47:31 Script Documentation Generator
52:21 Enemy Patrol System
3
Camera Implementation
56:04 Third Person Camera Setup
1:00:02 Camera Controls and Orbiting
1:06:33 Camera Shake and Noise
1:13:46 Camera Manager System
1:17:02 Movement Controls and Tank Mode
4
Course Planning
1:19:12 Next Assignment and Course Direction

Key Concepts

  • Particle systems can be triggered by door events and timed interactions
  • Post-processing effects like bloom dramatically improve visual quality
  • Cinemachine free look cameras enable third-person controls with orbital movement
  • Script documentation generator creates visual maps of all system functions
  • Camera shake and noise effects add intensity to gameplay moments
  • Movement space settings control whether characters move relative to camera or themselves
  • Checkpoint systems allow players to restart from saved positions rather than beginning