📋 SYLLABUS

GAME DESIGN: ANIMATION & SIMULATION GEORGIA CYBER ACADEMY SY 2025–2026 GRADES 9–12 0.5 CREDIT
🖨️ PRINT / SAVE AS PDF

📋COURSE OVERVIEW

Welcome to Game Design: Animation & Simulation! This course introduces students to the exciting world of game development using industry-standard tools. You'll learn how to design, build, and publish your own games using Unity (the world's most popular game engine) and create 3D assets using Blender, all while developing real programming skills in C#.

This is a project-based course. That means you'll spend most of your time making things — not just reading or watching. Every unit builds toward a playable game project, and by the end of the semester you'll have a portfolio of work to show off.

No prior experience with game design or programming is required — just curiosity and a willingness to experiment, break things, and figure out why they broke.


▶ COURSE UNITS
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UNIT 1 — GAME DESIGN PRINCIPLES

Core loops, MDA framework, game analysis, and writing your first Game Design Document.

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UNIT 2 — C# PROGRAMMING BASICS

Variables, conditionals, loops, methods, and writing scripts that interact with Unity.

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UNIT 3 — UNITY FUNDAMENTALS

Editor navigation, GameObjects, Components, physics, collisions, and the Roll-a-Ball project.

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UNIT 4 — 3D MODELING WITH BLENDER

Mesh modeling, UV unwrapping, materials, and exporting assets into Unity.

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UNIT 5 — CAPSTONE GAME PROJECT

Plan, build, and present an original playable game using everything from the semester.

🏆GRADING BREAKDOWN

▶ HOW YOUR GRADE IS CALCULATED
CATEGORY WEIGHT DESCRIPTION

▶ GRADING SCALE
GRADERANGEGRADERANGE
A90–100%C70–79%
B80–89%FBelow 70%

📜COURSE POLICIES

LATE WORK

Late work is handled on a case by case basis — life happens, and I get that. If something comes up that's going to affect your ability to submit on time, email me before the deadline, not after. I'm much more able to help when I know what's going on ahead of time. Do not wait until the last minute or after a zero appears in the gradebook to reach out.

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REVISIONS & RESUBMISSIONS

Major projects may be revised and resubmitted for a higher grade within one week of receiving feedback. You must include a short note explaining what you changed and why. Practice work and quizzes are not eligible for revision.

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ABSENCES & MAKE-UP WORK

Since this is a fully virtual asynchronous course, all materials are available online — there are no traditional absences. If you're dealing with something serious that prevents you from keeping up, please reach out early. I cannot help after the fact if I don't know what's going on.

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CLASS PARTICIPATION

While there's no daily attendance grade, participation matters. Engage on the Community boards, respond to discussions, and show up to office hours when you're struggling. Students who ask for help early almost always succeed — students who disappear and resurface at the end of the semester usually don't.

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TECHNOLOGY & COMPUTER ACCESS

A school computer with Unity and Blender installed is available to all enrolled students. If you experience technical issues with your school device, contact GCA IT support immediately — technology problems are not an excuse for late work if you wait too long to report them.

🤝ACADEMIC INTEGRITY

Game development is a collaborative industry — looking things up, using references, and learning from other people's code is completely normal and encouraged. However, there's a difference between learning from a source and submitting someone else's work as your own.

You are expected to write your own code and create your own assets for every assignment. If you reference a tutorial, documentation page, or video to help you, that's great — just note it in a comment or your submission. If I can't tell the difference between your work and a tutorial you copied, that's a problem.

🤖 A NOTE ON AI TOOLS

Tools like ChatGPT and GitHub Copilot exist, and you will use them professionally someday. In this class, AI tools may be used to help you understand concepts or debug problems — but not to generate your project submissions for you. If I ask you to explain how your code works and you can't, that's academic dishonesty regardless of how it was produced. When in doubt, ask me before using an AI tool on an assignment.


Violations of academic integrity will result in a zero on the assignment and may be escalated to school administration per Georgia Cyber Academy policy.

🛠️TOOLS & MATERIALS

All software used in this course is free. School computers have everything pre-installed. If using a personal computer, see the Setup Guide for download instructions.


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Unity Hub + Unity 2022 LTS
Pre-installed on school computers · Free personal license
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Blender 4.x
Pre-installed on school computers · Free & open source
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Visual Studio Community
Installed with Unity · C# code editor
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Canvas LMS
All assignments, grades, and announcements
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CodeHS
Programming exercises and C# practice
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Google Drive
Recommended for backing up your project files

💬COMMUNICATION & OFFICE HOURS

INSTRUCTOR Your Name Here
OFFICE HOURS Thursdays 3:00–4:00 PM EST
OFFICE HOURS LINK Zoom Link (Canvas)
CANVAS INBOX Message via Canvas
RESPONSE TIME Within 24–48 hours on school days
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BEST WAY TO REACH ME

Email or Canvas Inbox are the fastest ways to reach me. Please include your name, class period, and a clear description of your question. "It's not working" is hard to help with — screenshots and error messages are your best friends.

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OFFICE HOURS

Office hours are the best place to get live, real-time help on Unity, Blender, or C#. No appointment needed — just show up with your question or your broken project. The Zoom link is always on Canvas.

📅COURSE SCHEDULE

Approximate pacing — specific topics may shift based on class progress. Check the homepage each week for what's current.


WEEK TOPIC UNIT
1–2What is Game Design? Core loops & player psychologyDESIGN
3–4MDA Framework, game analysis, Game Design DocumentDESIGN
5–6C# basics: variables, conditionals, loopsCODE
7–8Methods, classes, and writing Unity scriptsCODE
9–10Unity Editor: GameObjects, Components, TransformUNITY
11–12Physics, Rigidbody, forces & collision eventsUNITY
13–14Roll-a-Ball project: movement, collectibles, UI, win stateUNITY
15–16Blender interface, mesh modeling, object mode vs edit modeBLENDER
17–18UV unwrapping, materials, textures, FBX export to UnityBLENDER
19–20Animation: Animator Controller, transitions, triggersUNITY
21–22UI systems: Canvas, HUD, menus, scene managementUNITY
23Review & catch-up weekALL
24 NOW Advanced physics, capstone project kickoff CAPSTONE
25–28Capstone game project — design, build, iterateCAPSTONE
29–30Playtesting, polish, and final presentationsCAPSTONE