Be able to develop and test a computer game.
AC 3.1:
- Experiment with a variety of visual styles for primary assets to produce a visual concept for the game. The types of visual assets produced will vary depending on the type of game and the intended platform, and will depend on whether the game is 2D or 3D. Learners should show consideration of copyright and attribution for third party assets.
- Assets to include in 2D games: sprites (characters/avatar), matt paintings or pixel tiles for background, sprites (buildings and organic environment assets), graphics for interactive objects, e.g. doors, pickups, buttons, lifts, etc.
- Assets to include in 3D games: 3D character models, 3D environment art assets – buildings, organic, e.g. trees, rocks, interactive objects, e.g. doors, vehicles, buttons/lifts, etc, textures for 3D assets and environment.
- Sound assets: ambient sound, music, sound effects.
- Animated assets: animated sprites, walk cycles.
AC 3.2:
- Edit assets as appropriate for game and platform, appropriate file size and poly/pixel counts (target platform specifications), appropriate file types: jpeg, psd, bmp, ase, obj, wav, mp3, appropriate naming conventions (each game engine will have specific rules on naming files), alpha channels for textures and sprites (correctly rendered), checking normals for 3D models (correct direction), for 3D engines only.
- Import assets into the engine: 2D engines, e.g. GameMaker, RPG maker, IWGame and 3D engines, e.g. UnrealSDK, Unity, CryEngine.
AC 3.3:
Although 2D and 3D games will require different methods to create the game environment, the process is the same and should include:
Setting up the level (initial settings, screen resolution/FPS (frames per second)/world size/additive or subtractive 3D world)
Creating the environment:
- 2D engines - interface, background imagery, e.g. fixed appearance, side scrolling
- 3D engine - BSP (binary space partitions), grey box
- Lighting - 2D transparency effects, 3D light placement, lighting effects
- Atmospheric/decorative animation - swaying foliage, water surfaces, weather effects, fire and smoke, computer screens and machinery.
Add scripts to create interactivity: scripted animation, e.g. cursor animation, adding triggers and events, scripted movers, e.g. animating doors, platforms , scripting buttons, e.g. actions, settings, to provide information, e.g. to obtain facts and statistics/interactive characters, dialogue/cursor information, mouse rollover states, movement, e.g. navigation keys, steering, weapon movement, player actions, e.g. run, jump, using colliders as triggers, text instructions, e.g. walk north, get key, pickups, scripting game mechanics, e.g. inventory, scoring, win condition.
AC 3.4:
Test game, the scripts, interactivity and gameplay functionality, make any necessary changes, optimise settings and publish the game for a specific platform, e.g. as an app for tablet and smartphones, exe for PC, etc, refine the game based on feedback.
Assessment Criteria
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3.1
Edit game assets considering file formats, types and naming conventions.
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3.2
Render and import assets into game engine.
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3.3
Develop a computer game for a specific platform using a game engine.
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3.4
Test a computer game obtaining feedback from others.