Overview

Framework:
RQF
Level:
Level 2
Unit No:
J/617/6724
Credits:
6
Guided learning hours:
48 hours

Assessment Guidance

Portfolio of evidence

Aim

To be able to design a computer game.

Unit Learning Outcomes

1

Understand different types of computer games.

Different types of computer games

  • simulations,
  • adventure,
  • puzzle,
  • action,
  • combat,
  • sports,
  • educational
  • gamestudio
  • Wintermute
  • Engine

Features:

  • Genre
  • Gamplay
  • Difficulty
  • Feedback
  • Multiplayer
  • Challenges
  • Online games

Components:

  • AI,
  • graphics,
  • audio,
  • controller,
  • motion sensing,
  • GUI
  • Fundamentals
  • Characters
  • Connectivity of elements
  • How character interacts with game

Gaming platforms:

  • Xbox
  • Playstation
  • Wii
  • Computer
  • App
  • PC
  • MAC

Assessment Criteria

  • 1.1

    Describe different types of computer games and their features.

  • 1.2

    Explain how different components are used in the design of a computer game.


2

Be able to design a computer game to meet a given brief.

Design a game ( 2D or 3D level game)

  • Design documentation
  • proposal
  • storyboards
  • narrative
  • graphic tools
  • script
  • 2D computer/console game
  • Pencil/colour drawings of character design, level design
  • Storyline
  • characters
  • gameplay
  • technical elements of the game
  • sound effects
  • music
  • challenges/badges
  • gather feedback from peers/user testing 

Assessment Criteria

  • 2.1

    Design a computer game with storyline, characters and gameplay appropriate to the given brief and scope.

  • 2.2

    Produce a design specification in an appropriate format for a computer game to meet a given brief.

  • 2.3

    Create an asset list.


3

Be able to create a computer game.

  • Edit assets to prepare for game
  • File sizes, file types, naming conventions
  • Import assets into the engine.

Assessment Criteria

  • 3.1

    Edit assets from the asset list considering appropriate file sizes, types and naming conventions.

  • 3.2

    Render assets and prepare them for import to the game engine.