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Unit 10

Unit 10. DEVELOPING COMPUTER GAMES K/601/7324. LO3 Be able to design and develop computer games. Assessment Criteria P3, M3 and P4. P3 - P roduce a design for a computer game for a given specification M3 - D escribe how the design for the computer game can have capacity for expansions

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Unit 10

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  1. Unit 10 DEVELOPING COMPUTER GAMESK/601/7324 LO3 Be able to design and develop computer games

  2. Assessment Criteria P3, M3 and P4 P3- Produce a design for a computer game for a given specification M3 -Describe how the design for the computer game can have capacity for expansions P4 - Develop a computer game for a given specification P5 - Follow a test strategy to test and debug a computer game • Learners will learn how to design a computer game using relevant design techniques e.g. storyboarding they should think about the interface and the platform it will run on. They should consider the purpose and the genre of the game and then create outline ideas for their design based on an identified specification. As a group they could review existing games along the same criteria to identify what they think the audience and purpose of the games are. They should be taught about the packages that are available to create computer games e.g. game maker, Kodu, unreal. • Learners should be taught about the revenue that can be generated by gaming companies in downloading additions for the originally purchased game or repurposing across multiple platforms and they should plan for this within their own game. • The games industry encourages the innovative design of games and a guest speaker from the gaming industry to talk to the learners about developing a game, expectations and perhaps roles within the sector will assist the learners in focussing their designs and specifications. They will also be taught how to create a game in the software they choose, based on a given specification initially and then based on their own to ensure that they fully understand the details required. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  3. Be able to design and develop computer games • Learners should provide the detailed storyboard for the game they are going to produce over multiple levels. This should include scene setting players, rules, purpose, scoring and written annotations that go with it. • For merit criterion M3 learners should produce a report or diagrams of the designs and/or ideas for downloadable expansions that could be used with the game they have planned for the P3. The learners should evidence how this will add to the playability of the game and why a player would want to download or use these expansions. • Learners must create a working 2/3D game over multiple levels there must be a purpose to the game and a scoring system either using points or time constraints to add an element of competitive game play, the game must include user interaction. The game can be evidenced using a print of the coding and annotated screen shots of the game running. It should match the storyboard and design document created by the learner. • Learners will learn how to design a computer game using relevant design techniques e.g. storyboarding they should think about the interface and the platform it will run on. • They should consider the purpose and the genre of the game and then create outline ideas for their design based on an identified specification. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  4. LO3 Be able to design and develop computer games - Planning • All games have a purpose and intended audience. Even Pong had a purpose, hit the ball to the other side and hope the other player missed, get the score up to 10 and win the game. Start the next level and play again, a bit faster. Not exactly a master plan but still a purpose. Since then games have expanded, the booklets that come with them are getting larger, the back story and character histories of games like FF7 stretch to ten pages on the booklet. Even GTA V has a backstory, plot, aim, ultimate goal, subplots and alternative endings. The four minute video of Gears of War 3 told more of the games aim than the booklet that came with it. • All games also have a times release date, budget set aside for it, timetable for production, what genre it will be, what console or platform it will released on, how it will be tested, possible expansion packs or bug fixes, storyboards drawn up, sketches for the artists and designers, character development etc. For some games it can be a whole month before the first piece of code is written. • Your project will have a shorter timetable but will require planning, to define the purpose and audience you will need to have a clear indication of the reason and ultimate goal of your game, will it be educational, puzzle based or action orientated, will it have characters, what will the levels be, how will the user progress. • P3.1 – Task 01 – Choose a game from a genre and platform that will be similar to yours and analyse the Purpose and Audience of this game. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  5. LO3 Be able to design and develop computer games - Planning A project specification is the “what”, “who”, “how” and “when” and “wherefore” of your project. You will need to detail: • What • What is the game all about? • What is the objective, aim and details of game? • Who • Who is the game aimed at? • Who is the team? • How • Is the game going to be created? • How is the game going to be distributed? • When • How long will the project take? • When will it start and finish? • Other • Sales tool and marketing P3.2 - Task 02 – Using the template on slide 04, provide relevant details about the Purpose of the video game project you plan to manage Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  6. LO3 Be able to design and develop computer games - Interface • The interface on a game is very important, it holds the user on pause, keeps the user at a point, directs them to different sections of the game or launches them into a phase of the game from where they left of. There are rules for Interfaces that help a game and make it more playable and more acceptable: • A user interface needs to be simple enough for the age of your target audience to understand. • It needs to have a similar design to the game structure, technical for a technical game, colourful if the game is colourful, in keeping with the background and user controls. • It needs to have an escape from the game option, specifically if the game has the facility to be saved. • Have limited sub menus so as not to confuse the user. • P3.2 - Task 03 – Produce a design sketch of your game interface including details of the necessary elements. • Place this finished design with an explanation on Slide 15 of the Design Document. Think About: The necessary options The Control Methods The background The age and ability of the user Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  7. LO3 Be able to design and develop computer games - Storyboard • P3.2 - Task 04 – Using the template, produce a story board of your game covering all the necessary elements. • This should include scene setting, players, rules, purpose, scoring and written annotations that go with it. • You do not have to produce every little detail but you must ensure it is logical and makes sense as static story boards. • Neatness is not the idea– functionality and direction is! • Ensure you include your Interface Design on the boards and any important notes. • If you intend to use sound effects include them. • These should be detailed enough that a third partycan create your vision from these boards alone. • Think about different levels, any rules you wish touse, text and scoring screens. Think About: Story board Timings Movement Transitions Effects Useful Link Alert! http://www.wideopenspace.co.uk/animation-tutorial/s3-storyboard.html Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  8. LO3 Be able to design and develop computer games – Storyboard cont… • You may wish to use a template many of which can be found free online or there are a couple of examples below. • Either way you need to put enough detail so that a third party can create your masterpiece. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  9. Storyboard Examples • These story boards contain some of the elements necessary. • (Although some are very good) • Consider what grade would you give these three storyboards and Why? Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  10. LO3 Be able to design and develop computer games – Production Map • During the production of the game there will be stages that overlap, companies start the same, planning, getting funding, drawing sketches. But when the production of a large game gets underway, the artwork for characters will be done at the same time as the background designs, the 3D rigged models will take time because of their importance. The first completed level can be tested while the other levels are being made. • Similarly some of the FMV graphics can be produced independently of the game levels and some of the graphics are intrinsically linked to the action within the game. Think about how games often reach a point when the action stops and video takes over. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  11. LO3 Be able to design and develop computer games – Production Map • The stages of production include: • Analysing and research • Planning – funding etc. • Preparation • Sketches • Level designs • Staffing • Implementation • Character and Model Designs • Background Designs • Menu Coding • Interactivity • AI • Sound and Narrative • Level Construction • FMV and Sequences • Testing • Alpha • Beta • Gold Master • Evaluation • Documentation • P3.2 - Task 05 - Create a Mind Map that indicates overlapping tasks for your game covering all the necessary production tasks. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  12. LO3 Be able to design and develop computer games - Planning • In order to gain funding for the rest of the game it would be required to produce a completed plan of action that includes realistic costs, timing, artwork sketches, concepts of a level and what will happen, and a test plan. • This plan will then be used to generate interest from a first party developer. • For your game this plan should be detailed and to the point. This will be all the company uses to have the go-ahead. This is the make or break document for a lot of companies. Usually at this stage 85% of games fail because they are unprofessional, ill-prepared or unrealistic. • Even for a small game that requires a small amount of funding it is necessary to have all the ideas in place before starting. Plans can change, the larger the game, the longer it takes, the more likely that change will effect a large section of the concept or design. • P3.2 - Task 06 –Complete the remaining sections of the template including character and level sketches and a breakdown of how a level will play. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  13. LO3 Be able to design and develop computer games – Production • Now that the planning is done it is time to make the game. Using a game creation package you need to construct your game. That game needs to have rules, user interaction, it needs to have scoring or time constraints, and levels of difficulty to allow progression. • You can use Kodo, GameMaker, Mediator, Unity, App Inventor, or Scratch, whatever is more convenient. Evidence of achievement can either be through screenshot evidence of the code along with the evidence of the finished running version or through construction screenshot evidence. • P4.1 – Task 07 – Construct a user interface for your game that will have navigation to start, continue or move between game sections. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  14. LO3 Be able to design and develop computer games – Production • P4.1 – Task 08 – Construct a system of scoring or level timing for your game that creates a competitive edge. • P4.1 – Task 09 – Construct a range of increasing difficulty levels within your game to challenge the more proficient user. • P4.1 – Task 10 – Construct on-screen rules that allows the user to understand the purpose and control system of the game. • P4.1 – Task 11 – Demonstrate the control mechanism for your game that will allow the user to interact with the action. • P4.1 – Task 12 – Construct Triggers, Collision detection defined limits for your game. • P4.1 – Task 13 – Add in appropriate sounds and video content to the game to make it more interesting. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  15. LO3 Be able to design and develop computer games – Production • P5.1 – Task 14 - Create a test strategy to test for a range of production tests and debug the game during Production. • P4.1 – Task 15 – Construct some form of User help and Support within the game to guide the user to problem solve. • P4.1 – Task 16 – Add in appropriate scripting and AI elements to the game to make it more challenging. • P4.1 – Task 17 – Produce a game ending screen that highlights the success of the player. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  16. LO3 Be able to design and develop computer games – Post production • Your completed game is the first stage of the promotion and life cycle of the product. Interest is gathered, peaks and then fades. A year or two down the line you come up with a sequel, bigger, better, more in depth with enhanced graphics but you will need to market all over again. Customers have a short attention span, they need to be engaged in between releases to maintain that interest. • Think about COD2, who does not know which position to stand to be safe, what angle to throw the grenade, where the opposition re-spawns. Users clock up hundreds of hours on each level and get bored, who wants to join a frag with die-hards. Similarly WOW, the average keen user will get to the end within a month of play, a complete new version will cost a fortune and have to reinitiate users accounts. So add-ons, more levels, new missions, weapons, battles. • Few games are unlimited in size, Elite was deemed so large that there were planets with odd names, Doomdark’s Revenge on the Spectrum was rumoured to have 1million levels. Doom moved from game to legend because of the add-ons, downloadable maps, expansion packs, different graphic add-ons. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  17. LO3 Be able to design and develop computer games – Post production • On most game websites for PC there are patches, add-ons, extras to download, GOTY editions and graphic enhancements. This gives the customer more than they paid for. 200,000 users downloaded the armour enhancement packs for Oblivion, 50,000 user downloaded the water effects for Command and Conquer and the number of users who downloaded the packs for WOW is in the millions. • M3.1 – Task 18 – Explain with examples the benefits of expansion packs for games to players and companies in terms of Generated Revenue, Graphics, Playability, Longevity and Repurposing across multiple platforms. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  18. LO3 Be able to design and develop computer games – Post production • Generated Revenue – Look at how much money downloadable content can generate, look at the sales of GOTY editions, look at the statistics of downloaded content and use examples form multiple games with such content. • Graphics – For some games it takes 2 years to make, in the computer industry hardware gets better in that time, faster, 3D modelling programs have updates or new versions that can do better things. • Playability – Find the problems and fix them, add more content from feedback, listen to your customers and what they want, read the reviews and see what you can make better. • Longevity – Adding more levels to keep the customers happy, putting in what there was not enough time for the first time, tiding the customers over until the next version comes out. • Repurposing across multiple platforms– Spreading across formats for more sales, having a cut down version for Mobiles, Graphically reduced versions for handhelds, touch screen versions for tablets. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  19. LO3 Be able to design and develop computer games – Post production • For your game, the producer wants to have the option of extending the life of the product. They want it to be transferable to other platforms, have additional levels and additional enhancements for the user. This can be done as downloadable content or upgrades. • M3.2 – Task 19 – Describe for your game what additional content can be added after production and the benefits this will have to the user in terms of playability. • M3.3 – Task 20 – Sketch and plan at least three additional elements or enhancements to your game in terms of downloadable content. • This can be done as extra levels, current enhancements and platform compatible. • Extra levels – this could be more levels or a bonus game, sub game, something that helps cover the content in more depth for the user. • Current Enhancements – this could be graphical updates, sound functions, additional help or support. • Platform Compatible – this could be sketches on how to reduce content for an App version, or remove keyboard control for a console through an alternative interface like multiple choice. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  20. Task List P3.1 – Task 01 – Choose a game from a genre and platform that will be similar to yours and analyse the Purpose and Audience of this game. P3.2 - Task 02 – Using the template on slide 04, provide relevant details about the Purpose of the video game project you plan to manage P3.2 - Task 03 – Produce a design sketch of your game interface including details of the necessary elements. P3.2 - Task 04 – Using the template, produce a story board of your game covering all the necessary elements. P3.2 - Task 05 - Create a Mind Map that indicates overlapping tasks for your game covering all the necessary production tasks. P3.2 - Task 06 – Complete the remaining sections of the template including character and level sketches and a breakdown of how a level will play. P4.1 – Task 07 – Construct a user interface for your game that will have navigation to start, continue or move between game sections. P4.1 – Task 08 – Construct a system of scoring or level timing for your game that creates a competitive edge. P4.1 – Task 09 – Construct a range of increasing difficulty levels within your game to challenge the more proficient user. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

  21. Task List P4.1 – Task 10 – Construct on-screen rules that allows the user to understand the purpose and control system of the game. P4.1 – Task 11 – Demonstrate the control mechanism for your game that will allow the user to interact with the action. P4.1 – Task 12 – Construct Triggers, Collision detection defined limits for your game. P4.1 – Task 13 – Add in appropriate sounds and video content to the game to make it more interesting. P5.1 – Task 14 - Create a test strategy for a range of production tests to test and debug the game during Production. P4.1 – Task 15 – Construct some form of User help and Support within the game to guide the user to problem solve. P4.1 – Task 16 – Add in appropriate scripting and AI elements to the game to make it more challenging. P4.1 – Task 17 – Produce a game ending screen that highlights the success of the player. M3.1 – Task 18 – Explain with examples the benefits of expansion packs for games to players and companies. M3.2 – Task 19 – Describe for your game what additional content can be added after production and the benefits this will have to the user in terms of playability. M3.3 – Task 20 – Sketch and plan at least three additional elements or enhancements to your game in terms of downloadable content. Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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