Reaserch Paper On Unity
Reaserch Paper On Unity
Abstract
Computer game development is a popular and engaging topic that can motivate students to learn various
aspects of software engineering, such as design, programming, testing, and teamwork. However, there is
a lack of research on how to effectively teach this topic in the context of secondary education. In this
paper, we present our experience of designing and delivering a course on computer game development
for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State
Pedagogical University. We describe the objectives, content, software tools, and teaching methods of the
course, as well as the challenges and outcomes of its implementation. We also evaluate the course using
a framework proposed by Ritzhaupt [1] based on student feedback and learning outcomes. Our results
show that the course was successful in achieving its goals and enhancing students’ knowledge and skills
in game development. We also identify some areas for improvement and provide recommendations
for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching
game development in secondary education, as it offers a low barrier to entry, a rich set of features, a
cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based
approach is beneficial for fostering collaboration and creativity among students.
Keywords
computer game development, software engineering education, Unity Engine, secondary education
The software industry is a dynamic and market-oriented industry that requires constant
innovation and adaptation to changing customer needs and technological trends [2]. One of
the most prominent and lucrative segments of this industry is the video game industry, which
produces interactive entertainment products that appeal to a wide range of audiences and
platforms [3, 4].
According to a report by Gamesindustry.biz and Newzoo, the global games market value
reached $189.3 billion in 2022, surpassing the film and music industries combined (figure 1).
3L-Person 2022: VII International Workshop on Professional Retraining and Life-Long Learning using ICT: Person-oriented
Approach, October 25, 2022, Kryvyi Rih (Virtual), Ukraine
Envelope-Open [email protected] (N. V. Moiseienko); [email protected] (M. V. Moiseienko);
[email protected] (A. E. Kiv)
GLOBE https://kdpu.edu.ua/personal/nvmoiseienko.html (N. V. Moiseienko);
https://kdpu.edu.ua/personal/mvmoiseienko.html (M. V. Moiseienko);
https://ieeexplore.ieee.org/author/38339185000 (A. E. Kiv)
Orcid 0000-0003-0789-0272 (N. V. Moiseienko); 0000-0003-4401-0297 (M. V. Moiseienko); 0000-0002-0991-2343
(A. E. Kiv)
© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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237
Figure 1: Global Games Market Value 2022 [5].
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The report also projected that the games market will grow to $217.9 billion by 2025, driven by
the increasing popularity of mobile, cloud, and streaming gaming [5].
Given the significance and potential of the video game industry, many educational institutions
that train software engineers have incorporated game development as a part of their curriculum.
The main motivations for teaching game development include enhancing the attractiveness
and effectiveness of the curriculum [6, 7, 8, 9, 10], preparing graduates for the competitive and
demanding game industry [11, 12], fostering teamwork and collaboration skills [13, 14], and
developing project management and problem-solving abilities [6, 7].
However, teaching game development is not without challenges and difficulties. Some of the
common barriers that hinder the integration of game development courses in higher education
are the lack of interdisciplinary skills, time constraints, insufficient interest and expertise among
teachers, and the perception that game development is not a serious academic topic [15, 16].
As teachers of Computer Science at the Kryvyi Rih State Pedagogical University, we believe
that offering an elective course on computer game development for master’s students in the
specialty 014.09 Secondary Education (Informatics) is a valuable and rewarding opportunity to
increase their motivation, engagement, and professional satisfaction.
The purpose of this paper is to share our experience and insights on designing and delivering
a course on computer game development using the Unity Game Engine [17], which is one of
the most widely used and powerful platforms for creating games across various genres and
devices. The aim of this course is to introduce students to the principles and practices of game
development using industry-standard software tools. We emphasize problem-solving, project
planning, SDK work, and teamwork as essential skills for successful game development. We
also view this course as a way to entertain and inspire students to pursue their passion and
creativity.
The rest of this paper is organized as follows: Section 2 reviews the related work on teaching
game development in higher education. Sections 3 and 4 describes the design and implemen-
tation of our course, including its objectives, content, software tools, and teaching methods.
Section 5 discusses the challenges and lessons learned from our experience. Section 6 concludes
the paper with some recommendations and future directions.
1. Background
The first task of the game development course was to select an approach. Defining the content,
goals and objectives of game development is an important step, especially in the light of limited
material and time resources.
A review of publications on the subject shows that the implementation of training programmes
on game development is quite diverse. It varies from individual courses (Jones [18], Parberry et al.
[19], Sweedyk and Keller [20]) and the inclusion of relevant sections in the traditional computer
science program (Coleman et al. [21]) before the course sequence (Clark et al. [22], Fachada
and Códices [23], Parberry et al. [24], Rocco and Yoder [25], Prokhorov et al. [26]). Content of
individual courses from the use of engines developed for training (Gamemaker [7], RPG Maker
[6], Alice [27]), development of own game engines (Labyrinth [28, 29], CAGE [30]), technical
design [24], Flash [31] to a complete game development training course covering all aspects of
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the game [18, 16].
The idea of developing a proprietary engine seems tempting at first, but, in experience, does
not pay for itself by the time it takes, and eventually students will never see it again after the
course [32]. The real game engine should simplify and speed up the development process and
allow students to create interesting games in a short period of time. The problem of finding the
most suitable game engine for this course is not very simple, and there are different opinions
on this issue from the XNA Game Studio library to Unity and Unreal [32, 33, 34, 35, 36, 19, 37].
Dickson [32] offers to use the Unity game engine [17] to teach game development. Given its
widespread use in the industry (de Macedo and Rodrigues [38], Toftedahl and Engström [39])
and even for teaching game development in the middle school [40], this seems logical.
There are also several important CS sections directly used in the development of computer
games: the basics of physics, multimedia, network basics, computer graphics, and the basics of
game artificial intelligence (Ahlquist and Novak [41], Millington [42], Yannakakis and Togelius
[43]).
Game design usually refers to the design of the game and focuses on story, mechanics,
character modelling, environment, process content generation, etc., which is enough material to
take a whole semester without going into too much detail. There are many textbooks covering
these broad topics, such as Adams [44], Ahlquist and Novak [41], Saulter [45], Bond [46]. These
areas are compulsory for the course.
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CPU: X64 architecture with SSE2 instruction set support, Windows 7 (SP1+) and Windows 10,
64-bit versions only.
Platforms: Android, iOS, Windows Phone 8, BlackBerry, PS3, Xbox360, Wii U and web-
browsers.
Overview: Unity is a cross-platform game engine. The engine can be used to create 2D/3D,
virtual reality, and augmented reality games, as well as simulations and other experiences (Axon
[49], Takahashi [50]). The engine has been adopted by industries outside video gaming, such as
film, automotive, architecture, engineering and construction.
Features: Creating and Destroying GameObjects, Access the Components, Events for GameOb-
ject, Dealing with Vector Variables and Timing Variables, Physics Oriented Events, Coroutine
and Return Types.
Unreal Engin [34]
Cost and Licensing: Free (5% royalty on gross revenue more than $1,000,000),
System Requirements (minimum): CPU: Quad-core Intel or AMD processor, 2.5 GHz or faster,
Graphics Card: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher, RAM:
8 GB Windows 7 64-bit or Mac OS X 10.9.2 or later.
Platforms: iOS, Android, Windows Phone 8, Xbox360, PS 3, PlayStation Vita, Wii U.
Overview and Features: Unreal Engine is a complete suite of development tools for anyone
working with real-time technology. From design visualizations and cinematic experiences to
high-quality games across PC, console, mobile, VR, and AR, Unreal Engine gives you everything
you need to start, ship, grow, and stand out from the crowd.
XNA Game Studio [35, 36, 51]
Cost and Licensing: Free download from Microsoft site.
System Requirements (minimum): Graphics Card Shader Model 1.1 support, DirectX 9.0
support, Operating System: Windows Vista SP2, Windows 7 (All editions except Starter).
Platforms: Windows, Xbox 360, Zune.
Overview and Features: XNA Game Studio 2.0 – application framework, integrated develop-
ment environment. Features: Game component models, New framework library designed to
support Microsoft Windows, XBOX 360, and Zune game development, Integration with XNA
Framework Content Pipeline.
From an analysis of the capabilities of the video game development tools described, it can
be concluded that they are all quite powerful. The choice of a specific tool is determined by
the characteristics of the project being developed. Their use for educational purposes is almost
equal, although the choice may be influenced by the size of the proposed course.
The second parameter to choose the instrument was its cost. All the tools described are free
of charge for educational purposes and thus meet our needs.
The third, perhaps most essential, requirement is compliance with the minimum system
requirements of the equipment and associated software. State educational institutions are at
a disadvantage in this respect. Therefore, for the first version of the course “Computer game
development” in our university was chosen Microsoft XNA Game Studio, which has a narrower
range of possibilities.
We assumed that the experience of our students in C/C++ and C# programming would
allow them to easily learn XNA. However, we were wrong. By the end of the course, many of
them were halfway to the games. The greatest success was achieved by the group of students
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who developed the Tower Defence class game, but it was completed as part of the bachelor’s
qualification work.
The problem with this approach is that in order for students to feel the process of developing
games, they need an environment that they can easily use to create games. The focus of the
course was to make the game good, not just work at all. We wanted our students to have
experience working with a real engine, real skills if they decided to develop games.
The situation improved after the computers at our university were upgraded. We were able
to work with a serious game engine. We decided to use the Unity Engine because it has a less
steep learning curve than Unreal. It can be used to develop games for any platform, including
the Web, for real games, not just training games for learning. Unity scripting can be done in C#
or JavaScript, with which our students have already had experience.
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Table 1
Course part 1. Basics of work in Unity.
Topics Dura- Course Materials Deliverables
tion,
hours
1. Introduction 3 Unity features. Examples of games created on Unity. Laboratory
to Unity Unity installation. The difference between 2d and 3d work 1
design. Overview of the main elements of the scene:
Camera, GameObject, Direction Light. Moving the
scene. Camera object. Location of objects on a 3d
scene.
2. Textures, 3 Adding new textures to the project. Creation and use Laboratory
materials and of materials. Shaders and their use. Work with ag- work 2
elements of the gregated characters and their components. Creating
scene a Terrain. Terrain Landscape Editor. Trees, grass and
surroundings. Placement of a player on Terrain.
3. Scripts and 3 Install Visual Studio Plug-in for Unity3d. Creating Laboratory
object move- scripts. Apply a script to an object on the stage. The work 3
ment structure of the automatically generated script. Creat-
ing a character movement using a script.
4. Player man- 3 Using the Asset store. Download unitypackage. Use Laboratory
agement ready-made unitypackage. Creating unitypackage. work 4
The structure of projects created by other developers.
Use of ready-made asset. Character Controller and
its application. Move the object with the keyboard.
Dynamic object creation.
5. User interface 3 User interface and its application. Examples of basic Laboratory
controls. Bindings and orientation of controls relative work 5
to the working area of the screen. Creating elementary
events. Customize Canvas to different screen resolu-
tion properties
6. Animation 3 Using ready-made character animations. Create your Laboratory
own animation. Editing curves. Structure and main work 6
properties of the Animation component. Animator
component
4. Results
It’s hard to measure success when students are building different games. By calling the game
playable, we mean that the students have created a mechanic for the game (possibly with minor
errors), combined the art assets with the mechanics and made some introduction (history, list of
game items) that enters into the game. In order to evaluate the results of our course “Computer
game development” we used some parameters offered by Ritzhaupt [1] to evaluate its such
course.
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Table 2
Course part 2. Game development based on Unity.
Topics Dura- Course Materials Deliverables
tion,
hours
1. Game Devel- 1 Game development life-cycle. Game terminology. Game Con-
opment Basics Overview of game industry cept plan
2. Creating a 3 Uploading models to the project. Features of creat- Characters
character ing game characters. Customize avatars for models modelling
that use humanoid animations. Working with the and anima-
Animator component. Animator controller settings. tion
Retargeting of humanoid animated clips.
3. Finding a way 3 Creating a game scene. Navigation grid settings. Add Group
and adjust obstacles. Implementation of the move- projects
ment of the character on the navigation grid. element
4. Inverse kine- 5 Animation settings. Attaching skeletal parts to objects. Group
matics Creating a script to work with inverse kinematics. Fix- projects
ation of skeleton points. LineRender component. element
5. Characters 6 Creating a slider and stylizing it. Move the coordinates Group
not controlled of the slider to the position above the target. Creating projects
by the player goal health scripts. Using Raycast. element
6. Construction 12 Creating a game level. Overlay post effects on the Final Game
of game levels main camera. Set up bots to search for enemies. Game
level layout. Creating multiple teams. Configuration
and error correction. Possibility of application of scat-
tering of bullets at shooting.
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Table 3
Useful course element percentages, mean, and standard deviation.
Useful Elements 1 2 3 4 5 M SD
The way in which the material was approached 0 5 40 32,5 22,5 3,73 0,88
The pace at which we worked 2,5 10 45 30 12,5 3,4 0,93
Working with peers inside and outside of class 0 7,5 22,5 42,5 27,5 3,9 0,9
Viber discussion group 2,5 7,5 32,5 40 17,5 3,63 0,95
Teamwork in labs 0 2,5 15 57,5 25 4,05 0,71
The presentation of the final group project 0 10 20 45 25 3,85 0,92
The hands-on labs activities 0 5 25 32,5 37,5 4,03 0,92
Table 4
Student learning gains percentages, and mean.
Student Gains from Course 1 2 3 4 5 M SD
Understanding the main concepts in game
0 5 25 42,5 27,5 3,93 0,86
development
Understanding the game development process 2,5 2,5 10 60 25 4,03 0,83
Understanding Unity Engine using in game
0 5 15 37,5 42,5 4,18 0,87
development
Ability to think through a problems in game
0 1 10 20 9 3,93 0,76
development
Confidence in your ability to work in game
0 5 25 47,5 22,5 3,88 0,82
development
Feeling comfortable with complex game
0 2,5 35 45 17,5 3,78 0,77
development
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Figure 2: RPG game.
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Figure 4: Logical game.
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5. Conclusions
In this paper, we have presented our experience and evaluation of teaching a course on computer
game development using the Unity Game Engine for master’s students in the specialty 014.09
Secondary Education (Informatics) at the Kryvyi Rih State Pedagogical University. We have
described the design and implementation of the course, as well as the challenges and outcomes
of its delivery. We have also assessed the course using a framework proposed by Ritzhaupt [1]
based on student feedback and learning outcomes.
We have found that our course was successful in achieving its objectives and enhancing
students’ knowledge and skills in game development. We have also observed that students
were highly motivated, engaged, and satisfied with the course. We have identified some areas
for improvement, such as providing more guidance and feedback, balancing the workload and
difficulty, and diversifying the assessment methods.
We have concluded that the Unity Game Engine is a suitable platform for teaching game
development in secondary education, as it offers a low barrier to entry, a rich set of features, a
cross-platform compatibility, and a wide adoption in the game industry. We have also argued that
a team-based approach is beneficial for fostering collaboration and creativity among students.
We have also reflected on the pedagogical implications of teaching game development in
secondary education. We have suggested that teaching game development requires a shift from
a teacher-centred to a learner-centred environment, where students have more autonomy and
control over their learning process and teachers act as facilitators and mentors.
We hope that our paper will inspire and inform other teachers who are interested in teaching
game development in secondary education. We also hope that our paper will contribute to the
growing body of research on game development education and its impact on student learning
and motivation.
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