Learning aim B: Design a computer game to meet client requirements
B1 Computer games design processes and techniques
The processes and techniques of computer games design.
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Mathematical techniques and processes.
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Graphic processing and editing techniques.
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Platform and delivery.
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Visual styles.
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Assets.
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Game play features, to include:
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interaction model, e.g. avatar, omnipresence
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participation, e.g. single player, multiplayer
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narrative, e.g. story, dialogue
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game setting, e.g. physical, temporal, environmental, emotional, ethical
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goals, e.g. what the player needs to achieve in the game
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challenges, e.g. what the player must overcome
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rewards, e.g. what the player will receive for completing goals or challenges
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player actions, e.g. run, jump
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rules, e.g. valid moves, how high the player can jump
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feedback, e.g. how the player knows their progress
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difficulty, e.g. degree of challenge
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game mechanics, e.g. inventory, scoring, win condition
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game structure, e.g. storyboard, flow chart, activity diagram
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quality, e.g. compatibility, performance, gaming experience.
B2 Design documentation
Game design and documentation requirements driven by the priorities of
an organisation.
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Requirements of the brief, including audience, purpose and client
requirements.
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Local legal and ethical considerations applicable.
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Game design, to include:
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type of gameplay
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data dictionary
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algorithm design, e.g. pseudo code
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storyboards, flow charts, activity diagrams
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visual styles, e.g. world (terrain, architecture, objects), characters, non-playing
characters, feedback interface, perspectives (2D, 3D, first person, third person,
scrolling, aerial and context sensitive)
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full-motion video
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assets, e.g. graphical, audio and video
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gameplay features.
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Choice of programming languages, application program interface (API) and
computer game development kits.
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Intended platform/media for delivery.
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OMPUTER
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AMES
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EVELOPMENT
Pearson BTEC International Level 3 Qualifications in Information Technology –
Specification – Issue 3 – September 2022 © Pearson Education Limited 2022
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Timeline, e.g. outlining which different assets are included and when different
assets will be combined.
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Production schedule, e.g. timeline of development.
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Hardware, software and other resources required.
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Test plans to check playability, performance and other quality characteristics.
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Constraints, e.g. platform limitations.
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