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BTEC IT Level 3 Unit 8 Computer Games Development – Parts B & C (Distinction Example)

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Complete BTEC IT Level 3 Unit 8 Computer Games Development coursework covering Learning Aims B & C. Includes game design, planning, development, testing, evaluation, client requirements, and improvements. Written to Distinction standard and suitable for revision, guidance, and assignment structure support.

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Learning Aim B: Design a
Computer Game to Meet Client
Requirements
B.P3 Produce designs for a computer game
that meet client requirements.

Introduction
The aim of this design stage is to plan a suitable game before full
development takes place, ensuring that the final product will be
appropriate for the target audience and achievable within the project
timeframe.

The game proposed is a Maze Escape game, designed for younger players
aged 11–16. The design documentation outlines the purpose of the game,
the intended audience, platform choice, gameplay features, and visual
style. These design decisions are made to ensure the game is engaging,
educational, and aligned with the client’s expectations.



Client Requirements
The client requires a simple but engaging computer game suitable for an
educational setting. The game must be appropriate for players aged 11–
16 and demonstrate key gameplay systems such as player movement,
interaction with objects, enemy behaviour, scoring, and win/lose
conditions.

The recommended game type is a Maze Escape game, where players
navigate through a maze, collect items, avoid enemies, and reach an exit.
The game must be designed using realistic and achievable features that
can be developed using a suitable game development environment.

,Game Purpose
The purpose of the Maze Escape game is to provide players with a clear
objective-based experience that encourages exploration, problem-solving,
and decision-making. Players must successfully navigate a maze, collect
all required keys, and escape while avoiding enemies.

The design focuses on simplicity and clarity so that players can easily
understand the rules and objectives. This ensures the game remains
challenging but not frustrating, making it suitable for the intended age
group and educational context.



Target Audience
The target audience for the game is players aged 11–16, as specified in
the client brief.

This age group was selected because:

• Players are familiar with keyboard-controlled games

• They can understand structured goals and rules

• They benefit from games that balance challenge and accessibility

The game avoids complex controls and mature themes, ensuring it is
age-appropriate and suitable for use in schools or colleges.



Platform and Delivery
The game is designed for PC platforms, using keyboard input for player
control.

This platform was chosen because PCs are widely available in educational
environments and provide a reliable platform for running 2D games.
Keyboard controls are familiar to the target audience and allow precise
movement within the maze. This choice also supports easy testing and
refinement during development.

Game Type and Visual Style
The game is designed as a 2D top-down Maze Escape game. The
top-down perspective allows players to clearly see the maze layout and
plan their movement, supporting navigation and problem-solving.

, The visual style is simple and functional, prioritising clarity over realism.
This ensures good performance and makes the game easy to understand
while keeping development realistic within the project constraints.

Gameplay Features
The game includes a range of gameplay features that work together to
meet the client requirements.

Feature Description

Interaction model Single player controls an on-screen avatar

Participation Single-player gameplay

Game goal Collect all keys and escape the maze

Challenges Maze navigation and enemy avoidance

Rewards Score increases when keys are collected

Player actions Move around the maze

Rules Walls restrict movement; exit unlocks after keys

Feedback On-screen display of score and health

Difficulty Balanced through maze layout and enemy placement

Win condition Player reaches exit after collecting all keys

Lose condition Player health reaches zero



Assets
The game will use a range of simple assets to support gameplay and
provide clear visual feedback to the player. Assets are kept minimal and
appropriate for an educational Maze Escape game to ensure good
performance and ease of development.

Asset List

Asset Type Description Purpose

Player sprite 2D character icon Represents the player in the
maze

Wall tiles Maze wall graphics Restrict movement and define
paths

Written for

Study Level
Examinator
Subject
Unit

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Uploaded on
July 16, 2026
Number of pages
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Written in
2025/2026
Type
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