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Unit 8 Computer Games Development Assignment 2 (Distinction)

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This document covers Unit 8 Computer Games Assignment 2 Grade Received: Distinction Code of the game can be seen in the documentation although this documentation doesn’t include all the code it will give you good ideas. Thanks!

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  • July 30, 2023
  • 38
  • 2022/2023
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Computer Games Documentation

Contents
Learning Aim B.......................................................................................................................................2
B1: Understanding Computer Game Design Processes and Techniques................................................2
Mathematical Techniques and Processes..............................................................................................2
Calculations...........................................................................................................................................3
2D and 3D Space....................................................................................................................................3
Graphics processing and Editing Techniques..........................................................................................3
Platform and Delivery............................................................................................................................3
Game Assets..........................................................................................................................................4
Gameplay Features................................................................................................................................4
Interaction Model..................................................................................................................................4
Participation...........................................................................................................................................4
Narrative................................................................................................................................................4
Game Setting.........................................................................................................................................5
Goals, Challenges and Rewards.............................................................................................................5
Player Actions........................................................................................................................................5
Rules......................................................................................................................................................6
Feedback................................................................................................................................................6
Difficulty................................................................................................................................................6
Game Mechanics...................................................................................................................................6
Game Structure and Quality..................................................................................................................6
Introduction to Game Design Document...............................................................................................7
B2 Design Documentation.....................................................................................................................7
P3 – Produce Designs for a computer game to meet client requirements.............................................7
Target Audience.....................................................................................................................................7
Purpose..................................................................................................................................................7
Game Narrative......................................................................................................................................8
Type of Gameplay..................................................................................................................................8
Gameplay Features................................................................................................................................8
Data Dictionary......................................................................................................................................8
Legal and Ethical Considerations............................................................................................................9
Storyboard.............................................................................................................................................9
Pseudo-Code and Flowcharts...............................................................................................................10
Visual Style...........................................................................................................................................14

,Asset List..............................................................................................................................................15
Test Plan...............................................................................................................................................16
Choice of Programming Language.......................................................................................................17
Intended Platform for Delivery............................................................................................................17
Production Schedule............................................................................................................................17
Constraints...........................................................................................................................................17
P4 – Review the Designs With Others to Identify and Inform Refinements.........................................18
Communication With Client.................................................................................................................19
M2 – Justify Decisions made showing how the design will fulfil it’s purpose and client requirements
.............................................................................................................................................................20
Learning Aim C.....................................................................................................................................20
P5 – Produce a Computer Game to Meet Client Requirements...........................................................20
C.P.6 – Test A Computer Game For Functionality Usability, Stability and Performance........................26
Test Table.............................................................................................................................................26
Bug Fixing Table...................................................................................................................................29
C.P.7 – Review The Extent To Which The Computer Game Meets Client Requirements......................30
M3 - Optimise A Computer Game To Meet Client Requirements........................................................30
D2 – Evaluate the Design and Optimised Computer Game Against Client Requirements....................32
Evaluating Design.................................................................................................................................32
Evaluating Game..................................................................................................................................32
Conclusion...........................................................................................................................................34
D3 – Demonstrate Individual Responsibility, Creativity and Effective Self-Management In the Design,
Development and Review Of A Computer Game.................................................................................34
Conclusion...........................................................................................................................................37

Learning Aim B

B1: Understanding Computer Game Design
Processes and Techniques

Mathematical Techniques and Processes
Games require mathematical and logical processes, this could be basic mathematics like a number
generator or complex vector geometry used when positioning 3D assets/objects allowing for
pinpoint precision in where an object can be placed for the maximum effect Unity has a built in mesh
render which I will be using within my game to assure it is of high quality and utilise it with custom
code.

,Calculations
Calculations in games could range from cash amounts a player has indicating what items they can
purchase, how many items (wheels, apples etc.) a player has collected to then congratulate them
when they have collected them all, within my game I will be keeping track of how many items the
player has collected so that they can then move onto the next difficulty of the game.

2D and 3D Space
It is important to note that games can have a 3D and 2D space, in 3D spaces a game can utilise a 3
dimensional universe allowing objects to be placed in strategic places or give depth to a level in
creating realistic environments which a 2D space cannot provide.

Designing games with a 2D space means that developers can only use two dimensions and must
calculate where an object is and the location in which it is stored, this can be done manually.

Vectors are a maths function, it represents a point in terms of its location on the coordinate axis x, y
and z (this is usually shown as 0, 0, 0), this means that all developers and functions within the game
understand the vector’s location.

Vectors have two main abilities, move (or transform) from one place to another or allowing for
rotating into a new position, the way a vector rotates is decided by its pivot point e.g. a spinning coin
may have a central pivot point while a door will pivot from one side only.

Graphics processing and Editing Techniques
Graphical processing techniques are important as it allows for realistic visuals depending on the
audience keeping them engaged for a long time, graphical processes also allow for more challenging
environments in which a developer can change graphics of a level to up the horror aspect of a game
or potentially warn the player of danger.

Editing Techniques allow for making the game easier or harder with slight variation in enemies
depending on a level, transitions allow for a level of personalisation letting the player know they
have been transported to a different location within the game, this could also mean a change in
audio effects with loud environments or quiet environments depending on the location of the
level/game.

Unity allows me to add graphic processing like lighting and changing of skyboxes to better suit my
game, it also allows me to use editing techniques like 2D and 3D viewing for ensuring that the game I
create makes sense and that I can view it from all angles so that the text for example is in the right
place.

Platform and Delivery
Depending on the platform of the game can aid developers, for example PC games can use keyboard
and mouse allowing for fast movement, also allowing for plugging a controller in if the game
supports this accessibility feature, other platforms can make use of touch screen interfaces like
mobile games on the iPhone or Android being the most accessible since all that is required is simply
touching the screen.



There are titles with multiple platforms, letting games be experienced on whatever a player feels
most comfortable with, this will also extend the possible revenue sources of a game since it is

, available on all platforms and not restricted to one giving developers more freedom on how to
deliver their game on each platform some having exclusive features.



Delivering a game can either be physical with a disc or digitally through a game distribution service
provider, if creating a game through a physical mean, code and the game itself needs to be
thoroughly tested as unlike digital games a physical disc cannot be patched or improved upon with
time, Steam and Microsoft Stores (PC and Xbox) allow for buying games digitally from their own
computer or console with some games having shared saves so that players can enjoy both platforms
and be delivered the same experience.

Game Assets
Game assets are an already made object or item that can be put into a game usually for free but
sometimes might needed to be paid for, these assets can be 2D/3D either sound based, and/or
graphical, most of the time assets are blocks of a game usually being a house or simply an item for
the player to collect allowing assets to be reused multiple times saving time and effort in developing
a game.

Gameplay Features
A game needs to cover all components when interacting with it, this could be jumping when pressing
a button or moving/running to an object, features are essentially functions of a game that are
covered within a game design document.

Interaction Model
This entails how a player communicates with a game, this could be through talking to another virtual
non player character and gaining knowledge into how the game works, is the player an avatar that
they can create allowing them to personalise the game to themselves increasing the interaction
levels of the game as virtual characters will call them by the name they have chosen.

Participation
Figuring out whether a game should be single player or multiplayer can be tricky, for example a game
that is solely focused on story will likely be a single player game where a player’s actions directly
relate to the story and they are the only person who decide the fate of the game world, another
example would be a multiplayer game where multiple players are tasked with defeating a difficulty
enemy and need to come together to save the world or collect items that allow them to progress
through the game together.

Within the Game Design Document I will discuss if my game is better suited for single player or
multiplayer gaming and give a reason as to why I think either the former or latter is better suited for
my game.

Narrative
Designers need to choose if text on a screen or dialogue spoken by characters in a game is more
intriguing, dialogue allows for characters to have more quality but can take the player out of the
game world if poorly executed.

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