Professional Documents
Culture Documents
GAMES FINAL Computer Game Design AB1012
GAMES FINAL Computer Game Design AB1012
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.
Concept art.
Create designs and artwork for your game proposal.
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).
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.
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.
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.
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.
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.
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.
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.
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
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.
6
GUIDANCE/GRADING CRITERIA UNIT 3
7
GUIDANCE/GRADING CRITERIA UNIT 4
8
GUIDANCE/GRADING CRITERIA UNIT 70
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.
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
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