This is my 7th class in OMSCS (CN, IHI, GIOS, CP, AI, KBAI). I write C# for my day job.
This class is a near-guaranteed A with most semesters at a proportion of >85% A grades. You don't need any C# or Unity experience to succeed in this class. That said, I'll repeat the words of previous reviews: you get out what you put in. This is especially true in a class that doesn't provide the external motivation of challenging assignments & exams. If you want to learn the basics of game development, this is a great opportunity to pursue that hobby while still making progress in OMSCS.
I was pleasantly surprised to find that the class is great for learning practical Object-Oriented Programming principles & patterns. I believe these are essential industry skills for building maintainable applications, so this is a rare opportunity in OMSCS.
If you intend to double-up with a hard class, please be considerate of your teammates. Nobody likes that teammate who invests the minimum effort because they're focused on another class.
Also, if all of your classes have a OMSCentral difficulty rating ≤ 3, you should consider taking harder classes. Please don't use this class to find the easiest way possible through the program.
Team Project
Your most important assignment in this class is finding a group of 5-6 for the team project. The quality of your group will make or break your experience here, and the project is probably too big for one student to "carry the team". To find good teammates, I believe the best strategy is form a group as early as possible. Proactive teammates tend to be very responsible teammates. Get on the class Slack and ask around before the semester starts. Also, search the introduction threads for anyone with prior Unity experience, which is a huge advantage for common solutions to common Unity problems. Don't wait until the class starts talking about that team project.
My biggest complaint with the project requirements is the narrow scope of game mechanics. The game requires 3rd-person character control, so you're limited to mostly 3D platformer or 3rd-person shooter genres. To be fair, a few ambitious groups did psychological horror and puzzle games as well.
Working with a team in Unity can be a pain because Unity Scenes are a nightmare to resolve merge conflicts. My team mitigated this by using an "exclusive lock" system for Scenes. We also heavily used Prefabs which allowed us to create assets without modifying the Scenes.
The time commitment will likely spike on weekends when the team needs to cleanup bugs, create builds, write READMEs with code & asset attributions, complete peer assessments, and record videos (trailers or demos). The more you can spread this out, the better. Again, proactive teammates will help avoid a classic "crunch" situation.
This does not require the students to create original art / sound / animations; most of those can be pulled & cited from paid or free sources. The project only requires that all code is fully original and created by the team. If in doubt, ask a TA and they will gladly give a thumbs-up or thumbs-down.
Milestones
The 4 individual assignments are all straightforward implementations following the instructions. I've seen more organized instructions in OMSCS, but nothing here is complicated enough to require significant help. The worst case is encountering a strange Unity behavior, but we're playing in well-documented territory in this class.
The most challenging part is just organizing the submissions. There are very specific instructions on builds, file structure, a README, and excluded files.
None of these assignments should require more than 10 hours each unless you're determined to overdo them. Even in that case, that effort might be better spent on the team project.
Quizzes
The first quiz was 26 multiple-choice questions, no proctor, open everything. They allowed 2 attempts, but the score is the average and the questions change between attempts. I felt the first quiz was very reasonable with a few tougher questions. With no time pressure, I spent almost 1.5 hours going through the lectures & lecture notes to pick up details.
Second quiz was roughly the same: 27 questions with True/False, multiple-choice, and select-all types. The difficulty was roughly the same.
I don't recommend stressing over the quizzes; they're only worth 5% each. As the weight suggests, you should focus your efforts on the group project instead.
Lectures
The lectures have an unusual structure for OMSCS. These were recorded by Dr. Wilson in his office and resemble long-form lectures more than the MOOC-style lectures of most classes. This means the lectures feel substantially longer, even watching on 1.75x or 2x speed. Keeping up with 3+ hours of lectures per week was an unwelcome chore when I just wanted to focus on finishing the team project.
Early lectures contain useful information from both a high-level and specific to Unity: several of the videos are walkthroughs for the individual milestones, and most concepts are required mechanics for the group project. For example, the class includes a short Audacity tutorial for processing audio clips for the game.
The later lectures (Interesting Choices, Interactive Narrative, Future of Games) aren't bad, but they don't feel integrated with the class except to pass Quiz 2. Lecture demos are fine, but not nearly as engaging as assigned playthroughs.