[major=SE | course_id=GDC301 | syllabus_id=13779 | semester=7 | combo=SE_COM12 | title=Game Design Fundamentals - From Concept to Creation]
Course ID: GDC301
Title EN: Game Design Fundamentals - From Concept to Creation
Title VI: Thiết kế game cơ bản - Từ ý tưởng đến thực hiện
Credits: 3.0
Prerequisites: PRO192
Description: Embark on a journey into the world of game design with this comprehensive course. Before diving into coding, we'll explore the foundational elements that shape engaging video games. Discover the core concepts that drive player interaction, understand the mechanics and rules that define different game genres, and explore the art of storytelling in gaming.

This course encourages you to think creatively and take risks as you develop your own unique game concepts. You'll learn to craft compelling narratives, design immersive environments, and create memorable characters. We'll also guide you through hands-on tutorials, enabling you to experiment with gameplay mechanics without the need for extensive coding.

Key Learning Outcomes:
- Understand and apply core game design frameworks (MDA, Core Loops, Design Pillars) to analyze existing games and design new mechanics
- Design and document game systems including progression, economy, and balance using industry-standard GDD formats
- Design player-centric levels that effectively guide, challenge, and teach players through intentional spatial layout and pacing
- Design characters and combat systems with clear gameplay roles, readable animations, and balanced combat parameters
- Craft compelling game narratives including premises, themes, and story structures that enhance player experience
Integrate and direct game art assets to create cohesive visual experiences that support gameplay readability
Implement game feel and physics-based interactions including responsive controls, animation states, and satisfying feedback
- Execute complete game development cycle from concept through production to showcase using iterative design and playtesting methodologies

By the end of this course, you'll have a solid foundation in game design, equipped to embark on your own game development journey.
Student tasks: - Students must attend more than 80% of contact slots in order to be accepted to the final examination.
- Student is responsible to do all exercises, assignments and labs given by instructor in class or at home and submit on time
- Use laptop in class only for learning purpose
Tools: - Visual Studio 2019 or later (C# programming language)
- Unity Hub and Unity 5 (version 2021.3 LTS or later)
- ProBuilder (in Unity)
- Git + GitHub (Student Pack)
- Figma/Canva (web based)
- Draw.io (web based)
- Minimum hardware requirement: Windows 10, 64-bit versions, CPU: X64, RAM: 8GB
- Students use Unity with their personal email for educational purposes only
Course type: traditional
Decision: 1318/QĐ-ĐHFPT dated 11/27/2025
Approved date: 2025-11-27
CLO1: Understand and apply core game design frameworks (MDA, Core Loops, Design Pillars) to analyze existing games and design new mechanics
[1] category=Assignment 1 (Milestone 1 of Project); type=on-going; weight=10.0; duration=1-3 weeks; question_type=; grading_guide=Cover content 1,2; completion_criteria=; clos=>0
[2] category=Assignment 2 (Milestone 2 of Project); type=on-going; weight=10.0; duration=1-3 weeks; question_type=; grading_guide=Cover content 3, 4, 5; completion_criteria=; clos=>0
[3] category=Assignment 3 (Milestone 3 of Project); type=on-going; weight=10.0; duration=1-3 weeks; question_type=; grading_guide=Cover content 6, 7, 8, 9; completion_criteria=; clos=>0
[4] category=Progress test 1; type=on-going; weight=5.0; duration=30'; question_type=; grading_guide=Cover content 1,2,3,4, 5, 6; completion_criteria=; clos=>0
[5] category=Progress test 2; type=on-going; weight=5.0; duration=30'; question_type=; grading_guide=Cover content 7, 8, 9, 10, 11, 12; completion_criteria=; clos=>0
[6] category=Project; type=on-going; weight=30.0; duration=8-10 weeks; question_type=; grading_guide=All modules, chapters; completion_criteria=; clos=>0
[7] category=Final exam; type=Final exam; weight=30.0; duration=60'; question_type=; grading_guide=concepts, algorithms;
all studied chapters; completion_criteria=; clos=4
[1] desc=Level Up! The Guide to great video game design; author=Scott Rogers; publisher=Wiley; edition=3rd; isbn=978-1394298761; main=True; online=; note=
[2] desc=Unity 6.2 User Manual; author=Unity; publisher=Unity; edition=; isbn=; main=; online=True; note=https://docs.unity3d.com/Manual/index.html
[3] desc=Unity Learn Platform; author=Unity; publisher=Unity; edition=; isbn=; main=; online=True; note=https://learn.unity.com
[4] desc=Game Design Workshop: A Playcentric Approach to Creating Innovative Games; author=Tracy Fullerton; publisher=A K Peters/CRC Press; edition=5th; isbn=978-1032607016; main=; online=; note=
Session 1: Course Overview & Assessment
Module 1: Game Design Fundamentals
1.1 Aesthetics-Dynamics-Mechanics Framework
Topic: Offline; Teaching type: CLO1; LO: IT
ITU: Slides
Textbook
Materials: GDC301
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required readingfollow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project.

Session 2: 1.2 ADM Analysis Workshop
Topic: Offline; Teaching type: CLO1; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Produce a one-page MDA analysis of a reference game.

Session 3: 1.3 Core Loops & Design Pillars
Topic: Offline; Teaching type: CLO1; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Draft a 5–7 node core loop and define 2 KPIs (e.g., time-to-fun, completion%).

Session 4: 1.4 Project Scoping & Risk Analysis
Topic: Offline; Teaching type: CLO1,
CLO8; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project.
CLO2: Design and document game systems including progression, economy, and balance using industry-standard GDD formats
Session 1: 1.5 Ideation Techniques Workshop
ASSIGN PROJECT & ASSIGNMENT 1 INTRODUCTION
Topic: Offline; Teaching type: CLO1; LO: TU
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log.

Session 2: Module 2: Prototyping & Early Documentation
2.1 Paper Prototyping Fundamentals
Topic: Offline; Teaching type: CLO1,
CLO8; LO: T
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Build a paper prototype; run 2 cross-tests; log time-to-fun and issues.

Session 3: 2.2 Paper Prototyping Lab
Topic: Offline; Teaching type: CLO1,
CLO8; LO: TU
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Build a paper prototype; run 2 cross-tests; log time-to-fun and issues.

Session 4: 2.3 Unity Graybox with ProBuilder
Topic: Offline; Teaching type: CLO1,
CLO8; LO: TU
ITU: Slides
Textbook
Paper prototyping quick guide
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Create the first room with spawn/camera and traversal; push to repo. Implement HUD elements and basic audio mix; quick usability check.
CLO3: Design player-centric levels that effectively guide, challenge, and teach players through intentional spatial layout and pacing
Session 1: 2.4 GDD Structure Introduction
Topic: Offline; Teaching type: CLO2; LO: T
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Fill One-sheet/Ten-pager sections; align with the pitch deck.

Session 2: 2.5 Risk-First Prototyping
Topic: Offline; Teaching type: CLO1,
CLO8; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project.

Session 3: 2.6 GDD Draft Workshop
Topic: Offline; Teaching type: CLO1, CLO2; LO: TU
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Fill One-sheet/Ten-pager sections; align with the pitch deck.

Session 4: Module 3: Systems Foundation
3.1 Game Systems Overview
ASSIGNMENT 2 INTRODUCTION
SUBMIT ASSIGNMENT 1
Topic: Offline; Teaching type: CLO2; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Sketch the progression/economy loop and list incentives/sinks.
CLO4: Design characters and combat systems with clear gameplay roles, readable animations, and balanced combat parameters
Session 1: 3.2 Systems Design Workshop
Topic: Offline; Teaching type: CLO2; LO: TU
ITU: Slides
Textbook
Sample spreadsheets (DPS/TTK)
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Sketch the progression/economy loop and list incentives/sinks.

Session 2: Module 4: Concept Pitch Preparation
4.1 Pitch Structure & Storytelling
Topic: Offline; Teaching type: CLO1, CLO2; LO: T
ITU: Slides
Textbook
Sample spreadsheets (DPS/TTK)
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Fill One-sheet/Ten-pager sections; align with the pitch deck.

Session 3: 4.2 Pitch Development Workshop
4.3 Demo Rehearsal & Feedback
Topic: Offline; Teaching type: CLO1,
CLO8; LO: TU
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Fill One-sheet/Ten-pager sections; align with the pitch deck.

Session 4: CONCEPT PITCH PRESENTATIONS
Topic: Offline; Teaching type: CLO1, CLO2, CLO8; LO: U
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Present within time limit; answer Q&A; submit deck/build and an iteration plan based on feedback. Fill One-sheet/Ten-pager sections; align with the pitch deck.
CLO5: Craft compelling game narratives including premises, themes, and story structures that enhance player experience
Session 1: Module 5: GDD Complete & Narrative
5.1 Premise, Theme & Player Experience
5.2 Story Beat Sheet & Pacing
Topic: Offline; Teaching type: CLO2, CLO5; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project.

Session 2: 5.3 World Building Lab
Topic: Offline; Teaching type: CLO2, CLO5; LO: TU
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Implement HUD elements and basic audio mix; quick usability check.

Session 3: 5.4 GDD Vision, Pillars & Core Loop
Topic: Offline; Teaching type: CLO2; LO: T
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Draft a 5–7 node core loop and define 2 KPIs (e.g., time-to-fun, completion%). Fill One-sheet/Ten-pager sections; align with the pitch deck.

Session 4: 5.5 GDD Narrative & Technical Sections
Topic: Offline; Teaching type: CLO2, CLO5; LO: TU
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Fill One-sheet/Ten-pager sections; align with the pitch deck.
CLO6: Integrate and direct game art assets to create cohesive visual experiences that support gameplay readability
Session 1: 5.6 GDD v1 Peer Review
Topic: Offline; Teaching type: CLO2, CLO5; LO: U
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Fill One-sheet/Ten-pager sections; align with the pitch deck. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem.

Session 2: Module 6: Level Design
6.1 Player Guidance Principles
Topic: Offline; Teaching type: CLO3; LO: T
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Implement HUD elements and basic audio mix; quick usability check.

Session 3: 6.2 Gating & Challenge Pacing
Topic: Offline; Teaching type: CLO3; LO: T
ITU: Slides
Textbook
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Apply Three Cs; place landmarks and gates; record a 30–60s walkthrough.

Session 4: 6.3 Level Blockout Theory
Topic: Offline; Teaching type: CLO3; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Apply Three Cs; place landmarks and gates; record a 30–60s walkthrough.
CLO7: Implement game feel and physics-based interactions including responsive controls, animation states, and satisfying feedback
Session 1: 6.4 Level Blockout Lab - Part 1
6.5 Level Blockout Lab - Part 2
Topic: Offline; Teaching type: CLO3; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Apply Three Cs; place landmarks and gates; record a 30–60s walkthrough.

Session 2: 6.6 Goals, Checkpoints & Camera
Topic: Offline; Teaching type: CLO3; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Apply Three Cs; place landmarks and gates; record a 30–60s walkthrough.

Session 3: 6.7 Onboarding & Playtest Prep
Topic: Offline; Teaching type: CLO3; LO: TU
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Apply Three Cs; place landmarks and gates; record a 30–60s walkthrough. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 4: Progress Test 1
Topic: Offline; Teaching type: CLO1, CLO2, CLO3, CLO5, CLO8; LO: U
ITU: Progress Test 1
Download: Progress Test 1
CLO8: Execute complete game development cycle from concept through production to showcase using iterative design and playtesting methodologies
Session 1: Module 7: System Balancing
7.1 Balancing: Difficulty Curves
SUBMIT ASSIGNMENT 2
ASSIGNMENT 3 INTRODUCTION
Topic: Offline; Teaching type: CLO2, CLO8; LO: T
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Create/adjust a balancing spreadsheet; plan one A/B variable.

Session 2: 7.2 Spreadsheet Balancing
Topic: Offline; Teaching type: CLO2, CLO8; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Create/adjust a balancing spreadsheet; plan one A/B variable.

Session 3: 7.3 Parameterization & Tuning
Topic: Offline; Teaching type: CLO2, CLO8; LO: T
ITU: Slides
Textbook
Sample spreadsheets (DPS/TTK)
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Create/adjust a balancing spreadsheet; plan one A/B variable.

Session 4: 7.4 Balance Workshop
Topic: Offline; Teaching type: CLO2, CLO8; LO: U
ITU: Slides
Textbook
Sample spreadsheets (DPS/TTK)
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Create/adjust a balancing spreadsheet; plan one A/B variable.
Session 1: 7.5 Progression & Economy Design
Topic: Offline; Teaching type: CLO2, CLO8; LO: T
ITU: Slides
Textbook
Sample spreadsheets (DPS/TTK)
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Sketch the progression/economy loop and list incentives/sinks.

Session 2: Module 8: Vertical Slice Planning
8.1 Vertical Slice Scope & Criteria
Topic: Offline; Teaching type: CLO2, CLO8; LO: T
ITU: Slides
Textbook
Sample spreadsheets (DPS/TTK)
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Define acceptance criteria and a cut-list aligned to the sprint.

Session 3: 8.2 Vertical Slice Integration Sprint
Topic: Offline; Teaching type: CLO8; LO: TU
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Define acceptance criteria and a cut-list aligned to the sprint.

Session 4: Module 9: Character & Combat Design
9.1 Hero Design: Silhouette & Role
Topic: Offline; Teaching type: CLO4; LO: T
ITU: Slides
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Define roles and telegraphs; capture GIFs of readable attacks/counters.
Session 1: 9.2 Enemy Archetypes & Telegraphing
9.3 Combat Feel: Anticipation-Action-Recovery
Topic: Offline; Teaching type: CLO4, CLO7; LO: T
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Define roles and telegraphs; capture GIFs of readable attacks/counters.

Session 2: 9.4 Animator: Locomotion States
Topic: Offline; Teaching type: CLO4, CLO7; LO: TU
ITU: Slides
Textbook
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Build state machines; set transitions; verify exit times and blends.

Session 3: 9.5 Animator: Combat States
Topic: Offline; Teaching type: CLO4, CLO7; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Define roles and telegraphs; capture GIFs of readable attacks/counters. Build state machines; set transitions; verify exit times and blends.

Session 4: 9.6 Hitboxes, Feedback & Playtest
Submit assignment 3
Topic: Offline; Teaching type: CLO4, CLO7; LO: TU
ITU: Slides
Textbook
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Complete lab checkpoints, then run a short peer playtest; capture GIFs/logs and record issues. Implement hit/hurtboxes and i-frames; run a 5-player playtest and collect TTK metrics. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).
Session 1: Module 10: Art Integration
10.1 Art Direction for Designers
Topic: Offline; Teaching type: CLO6; LO: T
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Curate coherent assets; import & set materials/LODs; maintain readability.

Session 2: 10.2 Unity Import Pipeline
Topic: Offline; Teaching type: CLO6; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Curate coherent assets; import & set materials/LODs; maintain readability.

Session 3: 10.3 Art Integration Lab
Topic: Offline; Teaching type: CLO6; LO: U
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Curate coherent assets; import & set materials/LODs; maintain readability.

Session 4: MIDTERM DEMO: Vertical Slice Review
Topic: Offline; Teaching type: All; LO: U
ITU: Slides
Textbook
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Show the current build; receive targeted feedback; update the issue tracker with prioritized fixes. Define acceptance criteria and a cut-list aligned to the sprint. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).
Session 1: Module 11: Physics, Feel & UI
11.1 Movement Controllers & Physics
Topic: Offline; Teaching type: CLO7; LO: T
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Implement a controller; test collisions and slopes; document trade-offs.

Session 2: 11.2 Physics & Custom Gravity Lab
Topic: Offline; Teaching type: CLO7; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Implement a controller; test collisions and slopes; document trade-offs.

Session 3: 11.3 Input Buffering & Juice
Topic: Offline; Teaching type: CLO7; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Add buffering (50–150ms), screen shake, particles, and SFX timing; record before/after clips. Implement HUD elements and basic audio mix; quick usability check.

Session 4: 11.4 HUD & UI Design Lab
Topic: Offline; Teaching type: CLO3, CLO6; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Implement HUD elements and basic audio mix; quick usability check.
Session 1: 11.5 Audio Integration Lab
Topic: Offline; Teaching type: CLO3; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Follow the lecture (and/or demo); complete lab checkpoints; commit to Git with a short README and a GIF/video capture. Implement HUD elements and basic audio mix; quick usability check.

Session 2: 11.6 First Playable Build Workshop
Topic: Offline; Teaching type: CLO8; LO: TU
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Implement HUD elements and basic audio mix; quick usability check.

Session 3: Module 12: Playtesting Cycle
12.1 Onboarding & Accessibility
Topic: Offline; Teaching type: CLO3, CLO8; LO: T
ITU: Slides
Unity Manual
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Apply Three Cs; place landmarks and gates; record a 30–60s walkthrough. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 4: 12.2 Playtest Planning Workshop
Topic: Offline; Teaching type: CLO3, CLO8; LO: TU
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).
Session 1: 12.3 Cross-Team Playtest Session
Topic: Offline; Teaching type: CLO3, CLO8; LO: TU
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Collaborate in teams; run peer reviews or playtests; document decisions and next steps in the team log. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 2: 12.4 Data Analysis & Beta Readiness
Topic: Offline; Teaching type: CLO3, CLO8; LO: TU
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Skim required reading; follow the lecture; complete a 10–15 min micro-exercise mapping the concept to your project. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 3: Progress test 2
Topic: Offline; Teaching type: CLO2, CLO3, CLO4, CLO6, CLO7, CLO8; LO: U
ITU: Progress test 2
Download: Progress test 2

Session 4: Final Polish & Review
Topic: Offline; Teaching type: CLO8; LO: TU
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Show the current build; receive targeted feedback; update the issue tracker with prioritized fixes. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).
Session 1: FINAL SHOWCASE & POSTMORTEM
Topic: Offline; Teaching type: All; LO: U
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Present within time limit; answer Q&A; submit deck/build and an iteration plan based on feedback. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 2: FINAL SHOWCASE & POSTMORTEM
Topic: Offline; Teaching type: All; LO: U
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Present within time limit; answer Q&A; submit deck/build and an iteration plan based on feedback. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 3: FINAL SHOWCASE & POSTMORTEM
Topic: Offline; Teaching type: All; LO: U
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Present within time limit; answer Q&A; submit deck/build and an iteration plan based on feedback. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).

Session 4: FINAL SHOWCASE & POSTMORTEM
Topic: Offline; Teaching type: All; LO: U
ITU: Slides
Textbook
Unity Analytics
Download: https://flm.fpt.edu.vn/gui/role/student/Present within time limit; answer Q&A; submit deck/build and an iteration plan based on feedback. Prepare protocol/forms; run or participate in tests; analyze data; write postmortem (for S60).