100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Unit 8 - Computer Games Development Task C *Distinction Work* *Full Assignment* *Student Example Work* $20.07
Add to cart

Essay

Unit 8 - Computer Games Development Task C *Distinction Work* *Full Assignment* *Student Example Work*

 15 views  0 purchase
  • Course
  • Institution

This distinction-graded assignment guides you through the comprehensive process of designing, optimizing, and evaluating a computer game. It includes creating user requirements, visual designs, test plans, and technical documentation. The design is reviewed by peers, incorporating feedback to enhan...

[Show more]

Preview 4 out of 36  pages

  • June 29, 2024
  • 36
  • 2023/2024
  • Essay
  • Unknown
  • A+
avatar-seller
Task C Unit 8
Develop a computer game to meet client
requirements

,Principles of computer games development ................................................................................................ 3
Design schematics ..................................................................................................................................... 3
Computational processes applied to computer games development, e.g. use of rendering engines ..... 5
Principles of mathematics applied to computer games development, e.g. vector, physics .................... 6
Prototyping and game engine selection ................................................................................................... 8
Tools and techniques used to develop computer games ......................................................................... 8
Quality characteristics used to test and assess suitability of computer games ..................................... 12
Technical constraints .............................................................................................................................. 15
Developing computer games ...................................................................................................................... 16
Visual style .............................................................................................................................................. 16
Omnipresent, e.g. area of vision ......................................................................................................... 18
Avatar, e.g. line of sight ...................................................................................................................... 19
Input methods: ....................................................................................................................................... 19
Keyboard and mouse .......................................................................................................................... 19
Gamepad ............................................................................................................................................. 20
Customisation of control, e.g. user configuration .............................................................................. 21
Asset integration, to include: .................................................................................................................. 21
Graphical, e.g. raster, vector............................................................................................................... 21
Animation and video, e.g. cut scene, story, arc .................................................................................. 22
Audio, e.g. syncing sound clips with visual displays ........................................................................... 23
Texture mapping, e.g. applying texture to a mesh ............................................................................. 23
Advanced features, to include: ............................................................................................................... 24
Artificial intelligence, e.g. search algorithms, learning algorithms ..................................................... 24
3D rendering, e.g. 3D environment, first-person view ....................................................................... 25
Save game state, e.g. options to save, auto-save points .................................................................... 25
Multiple players, e.g. multiple player controls, via network .............................................................. 25
Player progression, e.g. achievements, leader boards ....................................................................... 25
Testing computer games............................................................................................................................. 26
Test computer games including playability, compatibility, stability and acceptance ........................ 26
Obtain feedback from others, e.g. effectiveness, presentation, performance, accessibility,
portability, robustness, purpose ......................................................................................................... 26
Make improvements and/or refinements to computer games in response to testing and feedback
from others ......................................................................................................................................... 27
Reviewing computer games ........................................................................................................................ 28

, Quality of the computer game................................................................................................................ 28
Suitability for audience and purpose ...................................................................................................... 28
Suitability against the original requirements.......................................................................................... 28
Legal and ethical constraints .................................................................................................................. 29
Technology constraints ........................................................................................................................... 29
Strengths and improvements ................................................................................................................. 29
Platforms and compatibility .................................................................................................................... 29
Quality characteristics................................................................................................................................. 30
Sources of quality characteristics which can be measured suitably against computer games, including
playability, performance and presentation ............................................................................................ 30
Skills, knowledge and behaviors ................................................................................................................. 30
Planning and recording, including the setting of relevant targets with timescales, how and when
feedback from others will be gathered .................................................................................................. 30
Reviewing and responding to outcomes including the use of feedback from others, e.g. IT
professionals and users who can provide feedback on the quality of the computer games and their
suitability against the original requirements .......................................................................................... 31
Demonstrate behavior and its impact on outcomes to include professionalism, etiquette, supportive
of others, timely and appropriate leadership, accountability and individual responsibility .................. 33
Evaluating outcomes to help inform high-quality justified recommendations and decisions ............... 33
Evaluating targets to obtain insights into own performance ................................................................. 34
Media and communication skills, including: ........................................................................................... 34
The ability to convey intended meaning, e.g. written (email, design documentation, recording
documentation, reports, visual aids for presentation use), verbal communication requirements
(one-to-one and group, informal and formal, situations) .................................................................. 34
Use of tone and language for verbal and written communications to convey intended meaning and
make a positive and constructive impact on audience, e.g. positive and engaging tone,
technical/vocational language suitable for intended audience, avoidance of jargon ........................ 35
Responding constructively to the contributions of others, e.g. supportive, managing contributions
so all have the opportunity to contribute, responding to objections, managing expectation,
resolving conflict ................................................................................................................................. 35

, Principles of computer games development
Within my assignment, I will be discussing the production of my game Dungeon Sandbox, using the
principles of computer games development, which involve designing the actual game, developing and
integrating the components, then testing for its functionality and see if its enjoyable, then optimizing its
performance, look for any improvements then evaluate how successful it is.

Design schematics
For my game Dungeon Sandbox, I created many detailed design plans. As my game technically involves
the user navigating a knight through the dungeon, defeating the enemies and then collecting the coins. I
ensured to create engaging visuals and documented everything beforehand to make sure that my
animation will be up to the best standard possible. Below I have shown proof of all my design
schematics.

Brainstorm

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller andaleebfaq06. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $20.07. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

52510 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling
$20.07
  • (0)
Add to cart
Added