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AVC 200 • Spring 2026

Week 10

Project Planning and Event Flow Systems & Student Game Design Presentations
March 30 – 1, 2026

Week Overview

Monday covers this lecture covers comprehensive project planning for the final game development phase, including timeline management, event flow mapping, and visual style considerations. Students learn to create detailed schedules and understand Unity's event system architecture. Wednesday focuses on students presented their MDA analyses of existing games and shared their original game design documents, covering diverse genres from puzzle games to horror experiences. The instructor provided technical feedback and implementation guidance for each project.

Project Planning Event Flow Unity Events Asset Management Visual Styles Timeline Management Game Design MDA Analysis Student Projects Unity Development Game Mechanics Visual Design
Monday
March 30, 2026

Project Planning and Event Flow Systems

This lecture covers comprehensive project planning for the final game development phase, including timeline management, event flow mapping, and visual style considerations. Students learn to create detailed schedules and understand Unity's event system architecture.

Watch Full Lecture →
1
Project Planning
0:00 Introduction and Live Stream Setup
4:14 Game Design Document Progress
5:47 Project Schedule and Timeline Planning
2
Development Workflow
8:50 Character Development Workflow
12:19 Gray Boxing and World Building
16:58 Sound Design Three-Channel System
20:21 Interactivity and Event Flow Planning
29:33 Environment and VFX Implementation
3
Event System Implementation
33:08 Event Flow Map Introduction
35:10 Unity Events and Data Types
44:41 Collection Mechanics Flow Example
59:41 Puzzle System Flow Example
1:23:30 URP Asset Store Guidelines
4
Asset Management and Visual Design
1:33:09 Asset Packaging and Transfer
1:41:02 Visual Styles and Unlit Shaders

Key Concepts

  • Five-week project timeline with parallel development tracks
  • Event flow maps visualize game logic before implementation
  • Unity events connect outputs to inputs using functions
  • Gray boxing establishes spatial layout before detailed assets
  • Three-channel sound design: music, ambience, and effects
  • URP compatibility required for all external assets
  • Visual identity balance between custom and existing assets
  • Incremental development prevents late-stage problems
Wednesday
April 01, 2026

Student Game Design Presentations

Students presented their MDA analyses of existing games and shared their original game design documents, covering diverse genres from puzzle games to horror experiences. The instructor provided technical feedback and implementation guidance for each project.

Watch Full Lecture →
1
Action Adventure Games
1:36 Pikmin Game Analysis
4:42 Scrap Stars Game Design
14:30 Instructor Feedback on Scrap Stars
2
Simulation and Exploration
20:15 Stardew Valley Inspired Game
29:45 Dream Simulator Game Concept
1:36:46 Phobia-Based Horror Game
3
Horror and Atmospheric
44:36 Five Nights at Freddy's Analysis
1:10:41 Peak Climbing Game Analysis
1:48:37 Cult of the Lamb Analysis
4
RPG and Story-Driven
53:25 Persona 5 Game Analysis
1:18:52 Garage Bad Dream Adventure
5
Survival and Collection
2:18:54 Subnautica Survival Game
2:29:54 Temple Run Analysis
2:37:18 Wrap-up and Next Steps
6
Course Planning
0:00 Introduction and Setup

Key Concepts

  • MDA framework helps analyze game mechanics, dynamics, and aesthetics
  • Game design documents should balance ambition with technical feasibility
  • Visual style and atmosphere are crucial for player experience
  • Simple mechanics can create engaging gameplay when well-executed
  • Technical implementation requires understanding Unity's existing systems
  • Incremental development approach prevents overwhelming complexity
  • Student projects span diverse genres from cozy to horror experiences
  • Effective game design considers both player goals and emotional responses