Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

Student Name:_________________________ Assignment: FINAL MAJOR PROJECT

Arts and Media


Academy

Edexcel BTEC National Diploma in Media (Games Development) AB1012


Units-3/4/19/70/72- Computer Game Level
Assignment Start Date: March 22nd 2011
Deadline for this Assignment: Tutor:
th
Task 1due ; 5 May 2011 Andrew Segal
Task 2 due ; 19th May 2011
Task 3 due; 14th June 2011
Task 4 due; 21stJune 2011
Task 5 due; 17 thJune 2011

Introduction

1
FINAL PROJECT.
Create a working game level in a professional environment.

Working as a professional either solo or in a team, you are to create a workable Game Level
in a game engine of your choice- Unity or Unreal.
As you will not have much time to create a fully functioning game, you can use the default
game type of the game engine you use.
By the end of the project you should be able to take a walk around the level that you produce
inside the game engine. This should be complete with at least one character, one
vehicle/object and an environment.
The project could be animated instead of in-engine, this will need to be storyboarded and
produced as a Trailer/advert as a Demonstration version of the game.

You are required to gather resources, and using models previously built for other
assignments or building your own especially for this assignment, implement them in the
game engine.

The Game genre and theme can be up to you, it can be from your UNIT 72 GAME
STORYTELLING project. It should be a below a 16 rating.

You are expected to work as a professional; Coming in on time, setting deadlines and
milestones, producing work and evaluating the results with feedback from your co-workers.
Either individually or in a team of 2-3, you have a responsibility to support your team
members. Anyone not supporting their team can be ‘Fired’ upon consultation with the
Publisher. This individual will have to work on their own individual project.

You will be exploring and using Game engines;


Using Unreal/Unity.
Other game engines can be used. There are tutorials available for these on t drive.

Concept art.
Create designs and artwork for your game proposal.

You will be able to Design and build a playable level;


A level should be designed on paper/design sheets to be approved before starting
construction.
A level may be a room, a group of rooms, a race track, an island or a section of a city.
You could Build a section of a city by combining city models to create one large model or a
room.
If you can, reuse environments you have already built. Adapt them to the style or setting of
your game.
Try to break the environment into repeating sections/elements.
Divide them into two categories;
1. Architectural features; doors, corridors, walls, ceilings, floors, windows, awnings,
balconies, rooftops, chimneys, pillars, etc.
2. Scene furniture;
For example; streetlights, bins, power lines, phone booths.

Create a model and use .FBX format to export into Unity or Unreal.
Use the game engines to help create larger locations (islands/mountains/landscapes).

You will be designing and creating a range of Characters-


Design the main characters of your game on design sheets.

2
Create at least one character built to the specifications of the Software you are using. An
example character for Unreal and Unity are available.
Game models can be exported and imported out of Unity and Unreal into Maya in .fbx
format.

You will be designing and creating a Vehicle or object.


Design a vehicle, with plenty of iterations and ideas sheets/design sheets. Once approved
you can build it.
Create a vehicle in 3d- you should be able to create an initially Static vehicle model. Aim to
create a working vehicle, it may be built for land, water or air use. You may want to create a
vehicle rig /skeleton and include moving wheels, engine parts, panels, doors or features that
add to the game.

Gameplay;
Level design.
Try to develop an innovative design. This will be covered in a lesson on level design
creation.

Team project; When working in a team assign yourselves roles- you may have a few, but you
should be able to show all your own individual work.
Lead level design
Lead Artist modeler.
Lead animator
Game Designer
Game Programmer.

Try to keep to small teams of fewer than 3 people. Divide the tasks up between you.

Publicity and press;


Design a Logo, cover and poster display art for your game that looks professional.

Create a full Game document for this project using all the artwork and information created.
This should be 20 pages or more.

Your final task is to Pitch the Product using all the materials you have generated.

Task list for creating a game.

1. Gather a team or work Individually– make sure your team has mixed abilities and
skills.
2. Initial ideas development and Schedule.
You could use your Unit 72 Game Story as the starting point for this project.
3. Research your idea and choose a suitable game engine.
4. Brainstorm ideas and present this as an initial pitch.
5. Design a game – Game design and concept art.
6. Design assets- Make a list of assets required, models, textures, sounds and other
elements such as logo’s and front end design. A modeler can start building and
testing the models work in engine at this point. Create a Base project to share with
team, including a set scale in Maya for all models.
7. Design a level- plan on paper or rough out the initial design in 3d first.
8. Build a prototype design- try to create this in the game engine. This should be very
simplistic, undecorated or cluttered. Try to avoid adding textures at this stage. This is
just a test version to walk through.

3
9. Reassess what you need based on the prototype.
10. Build assets and texture. Include sound and other elements whilst working on this.
11. Animate models- In Unreal you may want to use the unreal engines character
animations or create your own. Try to limit your own animations to basic
requirements.
12. Integrate models and elements into game engine. This sounds simple, but getting
everything into the game and making it work will take time.
13. Build and program the level- this process should be going on since the prototype was
built. You should now have all the assets required.
14. Play test and modify- Play the game a few times, take notes as you would if doing
Quality assurance and testing. Try to find fixes for any problems that occur.
15. Package the final product- Create a poster and game package using the artwork and
models you have created.
16. Present the Game document
17. Pitch the Project with all the materials you have created.

Aims (what you will LEARN from this assignment)


Working to produce a game; covers aspects of Units 3/4/19/70/72
To bring together what you have learnt over the course.

Objectives (what you will DO in this assignment)


To Design and Create a game level in a game engine or demonstration animation of the
game , that includes content you have produced.
To show knowledge of game development from pre-production to production.
To work well in a professional environment.

Achievement (What OUTCOMES you will be working towards in this assignment) Unit
Ref
Unit 70 outcomes
1 Discuss the principles of game design
2 Be able to generate ideas for a game concept
3 Be able to produce game design documentation
4 Be able to present a game concept to stakeholders.

Unit 3. Learning outcomes covered. Unit


Achievement (What OUTCOMES you will be working towards in this assignment) Ref

1 Be able to originate and research ideas for a media product


2 Be able to pitch a proposal for a media product (with 70.4)
3 Be able to manage the production process to create a media product.

Unit 4. Working to a brief. Unit


Achievement (What OUTCOMES you will be working towards in this assignment) Ref
1 Understand the requirements of working to a brief 4.1
2 Be able to develop a planned response to a brief 4.2
3 Be able to apply a response to a brief 4.3
4 Be able to review work on completion of a brief. 4.4

4
UNIT 19 Achievement (What OUTCOMES you will be working towards in this Unit
assignment) Ref
1 Understand game platform types
2 Understand hardware technologies for game platforms
3 Understand software technologies for game platforms
4 Be able to connect platforms and devices to enable game play.

UNIT 72 Achievement (What OUTCOMES you will be working towards in this


assignment)
1 Understand storytelling for games
2 Be able to produce a story for a game
3 Be able to produce game dialogue
4 Be able to reflect upon own narrative work

PROCEDURE

Task 1: Covers Grading Criteria. 70.2 3.1 4.1 4.2 P,M,D Done
?
Designing a Demo game level.
Design a Game demo that can be created as a playable demo in a Game engine.
Planning; Begin planning how to create your game level.
Research; Collect research for the game.
Design; Create concept art or mock ups of the models in your game. Design a
workable level that can be built for the demo. Keep it simple, a few rooms or a
racetrack.
Create plans for production of the demo, including a production planning log of the
process you are going through. Assign job roles to team members.
Create a GAME DESIGN DOCUMENT- this document will be added to throughout
the tasks and will be presented at the Pitch stage.

Evidence will be;


Game design document (at least 20 pages; Including logo,concept art, the game
design, screenshot mock ups, level design, research (moodboards and references).
Planning documentation- included in Game design document.

Task 2: Covers Grading Criteria. 3.3 70.3 4.3 70.1 72.2 72.3 P,M,D Done
?
Creation of Content for the game;
Create content for the game- Models, screen artwork, textures, environment,
objects, characters, vehicles and a workable level design.
At least one of each;
Character.
Vehicle/Object
Environment/Level

Test your level with mock-ups or temporary models.


Keep a log of your teams development over this stage of the project- include in-
progress and final screenshots- Add to Planning Document.

5
Task 3: Covers Grading Criteria. 3.3 3.4 19.3 4.3 P,M,D Done
?
Build a working Demo of your game in a Game engine.
Your Team should create a working demo level of your Game. You will need to
place your models/textures/levels/sound fxs etc in a working game engine and be
able to view your design.
There is an option to produce an animated game demo as a Trailer instead.
A character/vehicle can be included in the game, try to create as much content as
possible, rather than using off the shelf elements.
You should be able to walk through the level in a Game engine and may be able to
perform some game tasks or events. You are not expected to produce a fully
workable level in the time.
Keep testing that the level and the content will work. Take notes on this process.
This requires you to work efficiently, producing both content and implementing it in
the Game Demo.
Continue a Log of your teams work during this stage of the project.
Create a ‘making of’ log of your work during this stage.
Renders and screenshots of all 3d and 2d work.

Task 4: Covers Grading Criteria. 70.4 3.2 P,M,D Done


?
Pitch the version of the game you’ve been working on.
Work on at least a 5 minute pitch for your game product.
You are trying to sell your idea to a Game Publisher , so consider including
information on;
What the Stakeholder (Publisher/Venture capitalist) would like to know;
USP’s, the intellectual property, audience, game type, consol? Etc.
Who the Design team is, their various skills and input in the project.
Presentation must include the game walkthrough or Demo, art materials i.e.; poster
design/ screenshots/press pack/music to enhance the package/mock up packaging.

Task 5 ; Covers Grading Criteria. 4.4 72.4 Done


?
Evaluate your team project.
Write an illustrated critical evaluation of your project.
Use images from your demo or the creation of it to explain the process you went
through.
How did you work as a team? What was successful? What could be improved?
What did you learn from the experience?
Consider the Story and game design; how would you develop this further, does the
story work, what are the strengths and weaknesses of the story and relating it to
gameplay.
This should be in the form of an Illustrated report for a Post-Mortem on the Game for
Game Developer magazine. Examples on Gamasutra website.

6
GUIDANCE/GRADING CRITERIA UNIT 3

Guidance for This Assignment Ref Met


To achieve a PASS grade, the evidence must show that you are able to:
P1 originate and research ideas for a media product working within 3.1
appropriate conventions
P2 pitch a proposal for a media product expressing ideas with sufficient 3.2
clarity to communicate them and with some appropriate use of subject
terminology
P3 carry out a management role in the production of a media product with 3.3
some assistance
P4 create a media product working within appropriate conventions and 3.4
with some assistance.
To achieve a MERIT grade, the evidence must show that you are able to:
M1 originate and research ideas for a media product competently showing 3.1
some imagination
M2 pitch a proposal for a media product effectively expressing ideas with 3.2
clarity and with generally appropriate use of subject terminology
M3 carry out a management role in the production of a media product 3.3
competently with only occasional assistance
M4 create a media product to a good technical standard showing some 3.4
imagination and with only occasional assistance.
To achieve a DISTINCTION grade, the evidence must show that you are able to:
D1 originate and research ideas for a media product to a quality that 3.1
reflects near professional standards showing creativity and flair
D2 pitch a proposal for a media product to a near-professional standard 3.2
expressing ideas fluently and using subject terminology correctly
D3 carry out a management role in the production of a media product to 3.3
near professional standards working independently to professional
expectations
D4 create a media product to near professional standards showing 3.4
creativity and flair and working independently to professional expectations.

7
GUIDANCE/GRADING CRITERIA UNIT 4

Guidance for This Assignment Ref Met


To achieve a PASS grade, the evidence must show that you are able to:
P1 demonstrate understanding of the requirements of working to a brief 4.1
P2 plan a response to a brief working within appropriate conventions and 4.2
with some assistance
P3 apply a response to a brief working within appropriate conventions and 4.3
with some assistance
P4 describe and comment on own work to a brief expressing ideas with 4.4
sufficient clarity to communicate them and with some appropriate use of
subject terminology.
To achieve a MERIT grade, the evidence must show that you are able to:
M1 demonstrate competently understanding of the requirements of working 4.1
to a brief with reference to well-chosen examples
M2 plan a competent response to a brief showing some imagination and 4.2
with only occasional assistance
M3 apply a response to a brief competently showing some imagination and 4.3
with only occasional assistance
M4 explain own work to a brief with reference to well-chosen examples, 4.4
expressing ideas with clarity and with generally appropriate use of subject
terminology.
To achieve a DISTINCTION grade, the evidence must show that you are able to:
D1 demonstrate thoroughly understanding of the requirements of working 4.1
to a brief with supporting justification and elucidated examples
D2 plan a response to a brief to near professional standards showing 4.2
creativity and flair and working independently to professional expectations
D3 apply a response to a brief to near professional standards showing 4.3
creativity and flair and working independently to professional expectations
D4 critically evaluate own work to a brief with reference to professional 4.4
practice, expressing ideas fluently and using subject terminology correctly.

8
GUIDANCE/GRADING CRITERIA UNIT 70

Guidance for This Assignment Ref Met


To achieve a PASS grade, the evidence must show that you are able to:
P1 describe visual style and elements of gameplay used in game design 70.1
expressing ideas with sufficient clarity to communicate them and with
some appropriate use of subject terminology
P2 produce ideas for a game concept working within appropriate 70.2
conventions
P3 produce design documents for a game with some assistance 70.3
P4 present a game concept to stakeholders expressing ideas with 70.4
sufficient clarity to communicate the concept and with some appropriate
use of subject terminology.
To achieve a MERIT grade, the evidence must show that you are able to:
M1 explain visual style and elements of gameplay used in game design 70.1
with reference to well-chosen examples expressing ideas with clarity and
with generally appropriate use of subject terminology
M2 produce ideas for a game concept showing some imagination 70.2
M3 produce design documents to a good technical standard with only 70.3
occasional assistance
M4 present a game concept to stakeholders competently expressing ideas 70.4
with clarity and with generally appropriate use of subject terminology.
To achieve a DISTINCTION grade, the evidence must show that you are able to:
D1 critically evaluate visual style and elements of gameplay used in game 70.1
design with supporting arguments and elucidated examples expressing
ideas fluently and using subject terminology correctly
D2 produce ideas for a game concept showing creativity and flair 70.2
D3 produce design documents to a technical quality that reflects near- 70.3
professional standards working independently to professional expectations
D4 present a game concept to stakeholders to near-professional 70.4
standards expressing ideas fluently and using subject terminology
correctly.

9
Guidance for This Assignment unit 19 Ref Met
To achieve a PASS grade, the evidence must show that you are able to:
P1 describe game platform types expressing ideas with sufficient clarity to 19.1
communicate them and with some appropriate use of subject terminology
P2 describe hardware technologies for game platforms expressing ideas 19.2
with sufficient clarity to communicate them and with some appropriate use
of subject terminology
P3 describe software technologies for game platforms expressing ideas 19.3
with sufficient clarity to communicate them and with some appropriate use
of subject terminology
P4 apply techniques to connect platforms and devices with some 19.4
assistance.
To achieve a MERIT grade, the evidence must show that you are able to:
M1 explain game platform types with reference to well-chosen examples 19.1
expressing ideas with clarity and with generally appropriate use of subject
terminology
M2 explain hardware technologies for game platforms with reference to 19.2
well-chosen examples expressing ideas with clarity and with generally
appropriate use of subject terminology
M3 explain software technologies for game platforms with reference to well- 19.3
chosen examples expressing ideas with clarity and with generally
appropriate use of subject terminology
M4 apply techniques to connect platforms and devices carefully and 19.4
competently with only occasional assistance.
To achieve a DISTINCTION grade, the evidence must show that you are able to:
D1 critically evaluate game platform types with supporting arguments and 19.1
elucidated examples, expressing ideas fluently and using subject
terminology correctly
D2 critically evaluate hardware technologies for game platforms with 19.2
supporting arguments and elucidated examples expressing ideas fluently
and using subject terminology correctly
D3 critically evaluate software technologies for game platforms with 19.3
supporting arguments and elucidated examples expressing ideas fluently
and using subject terminology correctly
D4 apply techniques to connect platforms and devices working 19.4
independently to near-professional standards.

10
UNIT 72; Game Storytelling Guidance for This Assignment Ref Met
To achieve a PASS grade, the evidence must show that you are able to:
P1 describe elements of storytelling for games expressing ideas with 72.1
sufficient clarity to communicate them and with some appropriate use of
subject terminology
P2 produce story for a game working within appropriate conventions and 72.2
with some assistance
P3 produce game dialogue working within appropriate conventions and 72.3
with some assistance
P4 describe own work expressing ideas with sufficient clarity to 72.4
communicate them and with some appropriate use of subject terminology.
To achieve a MERIT grade, the evidence must show that you are able to:
M1 explain elements of storytelling for games with reference to well- 72.1
chosen examples expressing ideas with clarity and with generally
appropriate use of subject terminology
M2 produce story for a game showing some imagination and with only 72.2
occasional assistance
M3 produce game dialogue to a good technical standard showing some 72.3
imagination and with only occasional assistance
M4 explain own work with reference to appropriate examples expressing 72.4
ideas with clarity and with generally appropriate use of subject terminology.
To achieve a DISTINCTION grade, the evidence must show that you are able to:
D1 critically evaluate elements of storytelling for games with supporting 72.1
arguments and elucidated examples expressing ideas fluently and using
subject terminology correctly
D2 produce story for a game showing creativity and flair and working 72.2
independently to professional expectations
D3 produce game dialogue to a technical quality that reflects near- 72.3
professional standards showing creativity and flair and working
independently to professional expectations
D4 critically assess own work in the light of professional practice 72.4
expressing ideas fluently and using subject terminology correctly.

This brief has been approved by Date

11
REFERENCES;
Books
Atkins B — More Than a Game: The Computer Game as Fictional Form (Manchester
University Press, 2003)
Bjork S and Holopainen J — Patterns in Game Design (Charles River Media, 2004)
Crawford C — Chris Crawford on Game Design (F T Prentice Hall, 2003)
Freeman D — Creating Emotion in Games: The Art and Craft of Emotioneering (New
Riders, 2003)
Handler Miller C — Digital Storytelling: A Creator’s Guide to Interactive
Entertainment (Elsevier Focal Press, 2004)
Koster R — A Theory of Fun for Game Design (Paraglyph Press, 2004)
Laramee FD (Ed) — Game Design Perspectives (Charles River Media, 2002)
Meigs T — Ultimate Game Design: Building Game Worlds (Osborne McGraw-Hill, 2003)
Michael D — The Indie Game Development Survival Guide (Charles River Media, 2003)
Oxland K — Gameplay and Design (Addison Wesley, 2004)
Rollings A and Adams E — Andrew Rollings and Ernest Adams on Game Design (New
Riders, 2003)
Rollings A and Morris D — Game Architecture and Design: NRG Programming (New
Riders, 2003)
Rouse R — Computer Game Design, Theory and Practice (Game Developer’s Library,
Wordware Publishing Inc, 2005)
Swamy N and Swamy N — Basic Game Design and Creation for Fun and Learning
(Charles River Media, 2006)
Wright W — A Theory of Fun for Game Design (Paraglyph Press, 2005)
Zimmerman E and Salen K — Rules of Play: Game Design Fundamentals (The MIT
Press, 2003)
Developer’s websites
www.activision.com — this and the following are developer’s websites which can be
used to stimulate ideas and research on design techniques, and to provide downloads
for evaluation and reviews
www.codemasters.co.uk
www.eidos.com
www.maxis.com
www.microsoft.com/games
www.nintendo.com
www.sierra.com
www.ubi.com

Other websites useful for research and learning support

www.alanemrich.com —game design lecturer’s website, excellent learning support


www.edge-online.com — the ezine of Edge journal, all aspects of videogaming
www.designersnotebook.com — Ernest Adams’ site of general information on game
design, an excellent resource
http://ferryhalim.com/orisinal — a designer’s personal site with deceptively simple
games, useful for ideas and for investigating what makes games attractive
www.gamasutra.com — respected website for all things game development, sister
publication to the respected print magazine Game Developer, and excellent game
developer resources
www.gamedev.net — a forum, with good articles on all things to do with game
development and excellent game developer resources

12
www.gamespy.com — online game portal, useful for research and ideas
www.igda.org — non-profit-making industry body, useful for research and learning
support
www.shockwave.com — view and download games in many genres, useful for
research and ideas
www.skillset.org/games — Skillset's Computer Games web pages
www.sloperama.com/advice/specs.htm — sample game design specifications, with
helpful ‘advice’ section
www.udk.com/ unreal development kit.
www.wildtangent.com — online game publisher, useful for ideas and research
www.worldofspectrum.org — a site for vintage console games and emulators, useful
for research

http://www.leveldesign.info/

13

You might also like