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Project: πŸš€ Action Adventure

  • Studio Department: Development
  • Project Type: Internal Prototype
  • Project Duration: 4 Weeks

πŸ”Ž Project Overview

This project challenges you to design and develop a small but polished Action-Adventure prototype that builds on your previous game development experience.

The prototype should demonstrate your understanding of Unity programming principles, object-oriented design, feature interaction, and team collaboration.

Your game should include exploration, interaction, and simple combat or challenge mechanics, allowing multiple features to work together seamlessly. It should be playable, creative, and technically sound, reflecting professional coding and documentation standards.

⚠️ Warning

All assignments must adhere to the course Assignment Guidelines, including formatting, deliverables, submission process, and deadlines. Assignments that do not follow these guidelines may lose credit.

πŸ“£ Creative Direction

CategoryDescription
Genre / Style Action-Adventure
Platform Web (Unity WebGL build)
Target Audience Ages 10–16; middle/early high school range, who enjoy casual action and adventure games
Player Motivation Motivated by exploration, mastery, and excitement
Player Experience Goals Players will explore varied environments, tackle challenges that test their skills, and experience fast-paced,
surprising moments that keep the gameplay exciting.

Creative Challenge:

Design a playable prototype that integrates movement, spawning, NPC interactions, and game state management. Keep scope realistic: small levels, simple mechanics, focus on team-based feature integration.

βš™οΈ Technical Requirements

Your project must demonstrate core gameplay systems implemented using clean, modular, and documented code.

SystemRequirements
Player Controller Scripted control using Unity’s New Input System.
NPC / Enemy / Interactive Objects At least one type of NPC or interactive element with behavior.
Object Spawning Instantiate objects dynamically using scripts.
Object Pooling Implement pooling for repeated objects (projectiles, pickups, etc.).
Game Manager / Singleton Manages game states: Playing, Paused, GameOver.
Scene Management Transition between levels and menus using SceneManager.
Menus & UI Implement UI Toolkit for main menu, pause menu, and HUD.
Action / Event Systems Use the Observer pattern to manage interactions and state changes between objects.
Levels At least two playable levels or zones demonstrating different challenges.
Optimization & Performance Efficient physics, pooling, and update calls.
Collaboration ❗Every team member contributes to coding a distinct feature.

πŸͺ„ Design Constraints

Your game must fit within the following boundaries:

  • Must be team-built, with every member contributing code.
  • Must expand on previous puzzle skills but include action-adventure elements.
  • Should remain small in scope — focus on systems integration rather than content volume.
  • Must be original — no direct copies of existing titles.
  • Should be readable and accessible for the target age group.

πŸ› οΈ Coding & Documentation Standards

To simulate a professional studio workflow, you will maintain consistent coding, naming, and documentation

AreaExpectations
Code Standards Adhere to the following C# coding standards
Code Structure Each script and method should follow the Single Responsibility Principle — one purpose per class.
Script Template Use the CSG script template for all new scripts.
Comments - Every class must include documentation comments
- Every method must include a summary comment explaining its usage.
Inline Comments Add comments to clarify non-obvious logic.
Naming Conventions Follow our C# naming conventions and asset naming guidelines.
Version Control - Use Github
- Create separate branches per feature (e.g., feature/player-controllerfeature/spawner)
- Use meaningful commit messages.
- Merge completed feature branches into the main branch after testing and review.

πŸ—‚οΈ Deliverables

DeliverableDescription
Game Concept Document Create a Game Concept Document
Project Management Board Manage Project Board
Rapid Prototype Functional core loop with player control, physics, and one level.
Draft Prototype Two levels, puzzle logic, menus, and UI.
Asset List Document Create a Asset List Document
Technical Brief Develop a Technical Brief
Final Prototype - Polished prototype with full documentation.
- Updated Wiki to reflect the final prototype.
- Updated and pushed to Main branch in GitHub repo.
- Exported as Web build.
Submitted to Itch.io

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