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Unit 8 Games development Assignment 1

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This assignment is meant for college students studying Unit 8: Computer Games Development Assignment 1. Personally, this is the assignment I have submitted and got a distinction. All the criteria has been thoroughly covered, This is the criteria covered in this essay: P1 - Explain social and technological trends of computer games. P2 - Explain how current and emerging technologies impact computer games’ design and development. M1 - Discuss how current and emerging technologies impact how games are designed and developed to meet the requirements of the users and the larger computer games industry. D1 - Evaluate the impact of current and emerging technologies on the design and development of computer games to meet the requirements of the users and the computer games industry.

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Uploaded on
January 8, 2022
Number of pages
49
Written in
2021/2022
Type
Case
Professor(s)
Andrew ashworth
Grade
A+

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Unit 8 Games Development
Name: Anum Ayub
ID: 333385
MTG: D*D*D*

,Introduction to the assignment
I've been employed by Studio 47 as a game
designer and will be working within the games
department as a game's developer. Studio 47 is a
media company that develops games, films and TV
shows.
My first task is to research and create a
presentation based around gaming trends and
technologies, this is to make sure the company is
going in the right direction with their upcoming
projects.

,Computer games
• A computer game genre is a classification
of computer games that is based on the
interface and game play that they give,
regardless of the storey line or game
world experience that a game delivers.
Shooter games, for example, will continue
to be shooter games no matter what
happens in the real world. This seems to
be debatable, especially in light of the fact
that some games span many genres.
• As a whole, the video game market is
enormous. Since it dwarfs the film and
music industries, it is only going to
become bigger. A total of $155 billion u.s.
dollars will be earned by the gaming
industry in 2020. And over 260 billion
dollars in sales is expected to be
generated by the business by the year
2025.

, Game console history
• Video games didn't begin appearing on large computers until the 1960s. There were
differences between the Magnavox Odyssey and the current generation of consoles
latter had translucent overlays that could be placed on the TV screen to imitate visu
result of this lack of public awareness of video games, it wasn't until arcade Pong w
that people started to pay attention to this area of the gaming business.
• For a long time, game cartridges were the primary distribution method for games, b
phase of consoles included Coleco, Microvision, and Atari 2600, all of which were ab
arcade games. Due to a lack of quality, these systems were affected by the 1983 vid
which led to a significant fall in the gaming industry. Because of this, only establishe
survived.
• By launching Nintendo Entertainment System as well as the Game Boy, Nintendo re
the gaming business by bringing back the third-generation games. The NES was the
system in North America because of Nintendo's concentration on top quality and su
graphics capabilities at the time. This led to the fourth generation of consoles.
• The 6th generation is expected to explore with online multiplayer and hard drive st
cards were famous on the Ps2 and the original Xbox. HD features, internet play, and
controls are now available on consoles. New disc formats and huge hard drives allow
to exploit the internet a popular method of downloading games. This feature is also
Web browsing and streaming, as well as video sharing publishing and streaming wit
Xbox are among the most significant advances. Sony PlayStation has sold 155 millio
globally, making it the world's most popular game system.
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