Geschreven door studenten die geslaagd zijn Direct beschikbaar na je betaling Online lezen of als PDF Verkeerd document? Gratis ruilen 4,6 TrustPilot
logo-home
Essay

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

Beoordeling
-
Verkocht
-
Pagina's
36
Cijfer
A+
Geüpload op
29-06-2024
Geschreven in
2023/2024

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 enhance the design. A detailed written justification of design decisions demonstrates how the game meets user requirements. The game is developed following the design and rigorously tested for functionality, stability, and usability, then optimized based on user feedback. The assignment concludes with a thorough evaluation of the design, development, and optimization process, supported by evidence from each stage, showcasing individual responsibility, effective time management, and high-quality decision-making. Ideal for computer science and Level 3 BTEC IT students, this distinction graded document provides a valuable resource for mastering comprehensive game development.

Meer zien Lees minder
Instelling
Vak

Voorbeeld van de inhoud

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

Geschreven voor

Study Level
Publisher
Subject
Course

Documentinformatie

Geüpload op
29 juni 2024
Aantal pagina's
36
Geschreven in
2023/2024
Type
ESSAY
Docent(en)
Onbekend
Cijfer
A+

Onderwerpen

€18,86
Krijg toegang tot het volledige document:

Verkeerd document? Gratis ruilen Binnen 14 dagen na aankoop en voor het downloaden kun je een ander document kiezen. Je kunt het bedrag gewoon opnieuw besteden.
Geschreven door studenten die geslaagd zijn
Direct beschikbaar na je betaling
Online lezen of als PDF

Maak kennis met de verkoper
Seller avatar
andaleebfaq06

Ook beschikbaar in voordeelbundel

Maak kennis met de verkoper

Seller avatar
andaleebfaq06 College
Volgen Je moet ingelogd zijn om studenten of vakken te kunnen volgen
Verkocht
2
Lid sinds
1 jaar
Aantal volgers
0
Documenten
3
Laatst verkocht
5 maanden geleden

0,0

0 beoordelingen

5
0
4
0
3
0
2
0
1
0

Populaire documenten

Recent door jou bekeken

Waarom studenten kiezen voor Stuvia

Gemaakt door medestudenten, geverifieerd door reviews

Kwaliteit die je kunt vertrouwen: geschreven door studenten die slaagden en beoordeeld door anderen die dit document gebruikten.

Niet tevreden? Kies een ander document

Geen zorgen! Je kunt voor hetzelfde geld direct een ander document kiezen dat beter past bij wat je zoekt.

Betaal zoals je wilt, start meteen met leren

Geen abonnement, geen verplichtingen. Betaal zoals je gewend bent via iDeal of creditcard en download je PDF-document meteen.

Student with book image

“Gekocht, gedownload en geslaagd. Zo makkelijk kan het dus zijn.”

Alisha Student

Veelgestelde vragen