Overview

Framework:
RQF
Level:
Level 3
Unit No:
D/618/5199
Credits:
6
Guided learning hours:
42 hours

Aim

Learners will develop an understanding of games engines and how they are used as a tool to produce games. They will investigate different game engines and explore their purpose and main components. Learners will also learn how to use a 2D and 3D games engine to design and produce game worlds.

Unit Learning Outcomes

1

Understand the types and purpose of game engines and their use in the games industry.

Types of game engine: 2D engines, 3D engines, mobile engines, game mods, off-the-shelf and bespoke games engines, uses of games engines in large games companies vs. indie games companies.

Purpose: graphic rendering, collision detection, artificial intelligence (AI), sound, physics.

Functions:

Graphic rendering: culling methods (binary space partitioning (BSP), portal based, backface, view frustum, occlusion, contribution), rendering techniques (radiosity, ray tracing), lighting, textures, fogging, shadowing, depth testing, anti-aliasing, vertex and pixel shaders, level of detail.

Animation systems: path-based, inverse kinematics, forward kinematics, particle systems.

Systems: physics, effects, sound, networking.

Artificial intelligence: AI agents (bots, non-player characters), world navigation (pathfinding, obstacle avoidance), behaviours, neural nets and fuzzy logic.

Middleware: off-the-shelf components e.g. rendering, physics, AI, animation, modelling, texturing, sound.

Assessment Criteria

  • 1.1

    Compare different types of game engines.

  • 1.2

    Explain the purposes and functions of game engines.

  • 1.3

    Analyse the use of different types of games engines.


2

Be able to create a prototype game level using a 2D game engine.

Design: interpreting creative brief, storyboarding, asset management, level design maps, platforms, genre, interaction mode, hardware, market trends, constraints legal and ethical, design goals, use of audio visual, game mechanics/mechanisms, game play mechanisms, narrative considerations, premise, back story, plot, characters.

Assets: graphical (textures, meshes, models), events (triggers, actions, objects, scripts), sound e.g. effects, music, ambience, dialogue, file types.

Production: assets, events, lighting, animation, game world, testing (alpha, beta, user testing).

Prototype: core mechanics, game mechanisms, game play dynamics, game play aesthetics.

Publishing: output, executable.

Assessment Criteria

  • 2.1

    Design a prototype for a 2D game level.

  • 2.2

    Source and create assets.

  • 2.3

    Create a 2D game prototype.


3

Be able to create a prototype game level using a 3D game engine.

Assessment Criteria

  • 3.1

    Design a prototype for a 3D game level.

  • 3.2

    Source and create assets.

  • 3.3

    Create a 3D game prototype.