Creating Games
& Simulations

A 10-lesson visual novel unit — Unity 6, C#, Blender, and the NSW Design & Production Framework

Unity 6 (URP) C# Blender TextMesh Pro Synty Assets GenAI Workflow
10 Lessons
4 Phases
10hrs Teaching Time
8 Outcomes
Phase 1 Identifying & Defining
L1–2
Phase 2 Researching & Planning
L3–4
Phase 3 Producing & Implementing
L5–9
Phase 4 Testing & Evaluating
L10

Lesson Sequence

Lesson 1 Phase 1
Identifying & Defining

Games, Simulations & Society

Explore how society's changing needs have shaped games and simulations. Investigate diverse representation, ethical responsibilities, and Australian legal obligations. Begin your project notebook.

Social impact Diversity ATSI perspectives Ethics & law
Lesson 2 Phase 1
Identifying & Defining

OOP, System Analysis & Requirements

Read and annotate real C# Unity scripts. Map game systems using the IPO framework. Write functional and non-functional requirements, use cases and test cases for your own game concept.

C# OOP IPO framework Requirements Use cases
Lesson 3 Phase 2
Researching & Planning

Algorithms, AI & Game Design Evaluation

Explore predefined algorithms and Unity's NavMesh AI. Distinguish AR, MR and VR. Evaluate the demo scene using the MDA framework. Represent NPC patrol algorithms as flowcharts and pseudocode.

NavMesh / A* AR / VR / MR MDA framework Flowcharts
Lesson 4 Phase 2
Researching & Planning

Design, Data Planning & Privacy

Generate and evaluate alternative designs using a decision matrix. Build a data dictionary with C# data types. Validate algorithms via desk checking. Investigate data privacy under Australian law.

Design matrix Data dictionary Desk checking Privacy Act
Lesson 5 Phase 3
Producing & Implementing

Blender Asset Creation: Building Houses

Model a 3D house in Blender using extrude, scale and Boolean operations. Export as FBX and import into Unity 6 with correct settings. Configure colliders, apply materials and dress a terrain environment.

Blender modelling FBX export Unity import Terrain tool
Lesson 6 Phase 3
Producing & Implementing

Unity Playable Demo: Reading & Modifying Code

Play the provided demo — driveable car, walkable world. Interpret and annotate existing C# scripts. Modify serialized variables and document results. Identify and fix all three error types.

Script analysis Update / FixedUpdate Variable modification Error types
Lesson 7 Phase 3
Producing & Implementing

Scripting Simulations: Movement & NPCs

Write CloudMover and NPC patrol scripts from scratch. Master Time.deltaTime for frame-rate-independent movement. Use the GenAI workflow responsibly — pseudocode first, then prompt, then critically review.

Time.deltaTime Transform.Translate NPC patrol GenAI workflow
Lesson 8 Phase 3
Producing & Implementing

Scene Management, Level Switching & UI

Connect scenes using trigger colliders and SceneManager.LoadScene(). Build a TextMesh Pro HUD displaying live game data. Manage persistent score and level state via a static GameManager class.

SceneManager OnTriggerEnter TMP Pro UI Game state
Lesson 9 Phase 3
Producing & Implementing

Modular Code, Arrays & Debugging

Refactor monolithic Update() methods into clean private modules. Replace repeated variables with arrays and List<T>. Fix all three error types in buggy scripts. Document with XML summary comments.

Refactoring Arrays / List<T> Debugging XML comments
Lesson 10 Phase 4
Testing & Evaluating

Testing, Peer Evaluation & Careers

Run formal tests against requirements. Evaluate a peer's project using MDA criteria and provide evidence-based feedback. Consider social, ethical and cybersecurity responsibilities. Explore game industry careers and set three SMART project targets.

Test results table Peer evaluation Ethics / cyber Careers

Unit Overview

Syllabus Outcomes

CT5-OPL-01 CT5-DPM-01 CT5-THI-01 CT5-DES-01 CT5-DAT-01 CT5-EVL-01 CT5-COM-01 CT5-SAF-01

Assessment Components

  • Project notebook / design folio — ongoing across all phases
  • Submitted Unity game or simulation build
  • Written evaluation report (400–600 words)
  • Peer + self evaluation with SMART targets

Tools & Technologies

  • Unity 6 (URP) with TextMesh Pro
  • C# scripting in Visual Studio Code
  • Blender for 3D asset creation
  • Synty Starter Pack, race track & vehicle assets
  • GenAI (school-approved) — pseudocode-first workflow

Pedagogical Approach

  • I Do / We Do / You Do explicit instruction model
  • Analysis-first — read existing code before writing
  • Tiered tasks: Basic / Intermediate / Advanced
  • Sprint-based sprints with notebook checkpoints
  • Iterative design documented through all four phases