Course focus.
Students learn programming and game design by building, testing, and polishing games in Roblox Studio. The year emphasizes Luau scripting, systems and level design, user experience, and digital business ethics. Monetization is taught in simulation (no real purchases) so learners understand virtual economies, fair pricing, and player-first design while keeping projects classroom-safe.
Programming (Luau): variables, conditionals, loops, functions, events, ModuleScripts, client/server basics
Roblox Systems: parts & physics, Humanoid tools, checkpoints, leaderboards, RemoteEvents/RemoteFunctions
Game Design: mechanics, difficulty curves, progression, feedback loops, playtesting
UX & Polish: UI (ScreenGui), input handling, audio/SFX, particles, lighting, performance basics
Production: game design docs (GDD), sprint planning, bug tracking, patch notes, presentation skills
Virtual Economies (simulated): value mapping, sources & sinks, store UX, transparent pricing, player well-being
Ethics & Safety: privacy, respectful communities, age-appropriate features, clear disclosures
Semester 1 — Foundations in Roblox Studio
Big ideas: think like a developer; build readable code and fair mechanics.
Topics & skills
Studio setup, Explorer/Properties, playtest modes; parts, constraints, physics
Scripting 101: events (Touched, ClickDetector), functions, tables, ModuleScripts
Player systems: spawns, checkpoints, simple NPCs/obstacles; non-persistent stats (leaderstats)
Economy Basics (simulation): identify sources (quests/time/achievements) and sinks (cosmetics/upgrades); write clear store copy (no pressure loops)
Milestone (Q1–Q2): Obby+ Skill Build
Create a short obstacle game with 3 distinct mechanics and a timed leaderboard, plus a one-page Economy Map showing how rewards, cosmetics, and progression would work (simulation only).
Deliverables: GDD, annotated scripts, demo clip (30–60s), economy map.
Semester 2 — Systems, Monetization UX (Simulated) & Publishing
Big ideas: iterate with feedback; design transparent, player-friendly systems.
Topics & skills
Client vs. server; RemoteEvents for multiplayer interactions; basic anti-exploit practices
UI & feedback: menus, health/inventory, sound design, particles; performance & lighting polish
Monetization UX (simulation): prototype a store (Game Pass/Developer Product placeholders) in Studio test mode, price comparisons, confirmation flows, and clear disclosures
Team workflows: Team Create, version snapshots, issue tracker, playtest surveys; preparing a closed-alpha build (Private/Friends-only)
Capstone (Q3–Q4): Feature-Complete Game
Ship a closed-alpha of a small game (e.g., co-op adventure, tycoon-lite, or survival mini). All monetization remains disabled or simulated in alpha.
Deliverables: playable link (Private/Friends-only), trailer (60–90s), README + patch notes, Monetization & Ethics Brief (1–2 pages describing value, fairness, and safeguards), and a live demo + code walkthrough.
Monthly Build Checks (2nd Tuesday): short coding task, mechanic review, or store-UX simulation check
Quarterly Reviews (last Fri of Nov/Feb/Apr/Jun): portfolio conference + rubric scores
Finals (3rd full week of June): capstone demo, code review, and postmortem
Weekly Dev Log: 3–5 bullets (what I tried, bugs found, next steps)
Block Scheduling (ASD-friendly): one core area per day; firm due dates; early submissions welcome for deeper exploration
Choice Boards: pick your mechanic set (movement, physics, collection, narrative), UI style, or theme
Honors Extension (optional): state machines, basic pathfinding, lightweight analytics, or modular UI kits
Computer (Windows/Mac) with Roblox Studio and a Roblox account (use Private/Friends-only for playtests); optional headset for audio tests; simple tracker (sheet/Trello/Notion); screen recorder for trailers.
Safety & Ethics (built-in)
Classroom projects use simulation only for purchases; no real-money transactions.
Clear store disclosures (“cosmetic only,” “optional,” “no competitive advantage”).
Respect privacy; keep playtests Private/Friends-only; follow age-appropriate features.
No dark patterns: avoid pressure timers, loot-box mechanics, or gambling-like loops.
Rubric Snapshot (used at reviews)
Code Quality: readable, modular, commented; passes tests
Systems Design: coherent mechanics and progression; balanced difficulty
UX & Polish: clear UI, feedback, stability, performance
Production Discipline: GDD quality, sprint/issue tracking, patch notes
Ethics & Economy: transparent store UX (simulated), fair pricing rationale, player well-being
Communication: demo clarity, trailer/readme quality, reflective postmortem