PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts ASSIGNMENT NO. 1 Weeks 10 - 15
Level Design Pt1 Tutor Alex Dobson Learner Name Issue Date 09/11/2015 Formative Assessment 03/12/2015 Final Deadline 17/12/2015 This assignment covers Grading Criteria from the following units: Unit 76 Level Design for Computer Games Learning Outcome 1 Be able to plan level design projects around the technical Learning Outcome 3 Understand how to design game levels in narrative and aesthetic contexts constraints of target platforms
AIM & PURPOSE OF ASSIGNMENT This unit takes learners through the development process for designing interactive 3D computer game levels. The unit begins with an understanding of the technical constraints that designers must work within, such as planning projects and choosing appropriate technology. SCENARIO You are a member of a small games development company taking on the role of level designer having received a client brief from a local business. You have been given some direction to create level concepts for a humorous “Gang Beasts� style game. You will apply careful planning to identify challenges, technical constraints and target platforms. You will also need to consider narrative and aesthetic approaches to level design and produce prototype control systems and game play mechanics plans in order to enhance your design beyond the purely functional.
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Level Design - Planning Learning Outcome 1: 1.1 and M1, M2, D3 You must plan level design projects around the technical needs and constraints of target platforms for the client brief working to a standard acceptable to an employer or client. You will create a personal portfolio of evidence or log in a format of your own choosing the includes the following evidence for assessment: - Week by week plan for the project build that identifies challenges you need to overcome to create your level (visual & technical constraints of models and level editor, skills you need to learn) - Map plan(s) to correct scale including spatial interpretation of game play - Plan how you will use the technology to include and use positive, negative space and physics effects. - Target platform considerations, technical constraints such as polygon count, texture memory & frame rate management. - Functionality planning of control systems, input devices (consider disability options, physics based objects; virtual camera ,pickup items, physics-based objects; In order to achieve M1 you are required to research, analyse and develop a good range of ideas for the game concept “Monkey Planet�. You will produce at least 3 level concepts, 3 level maps, 3 control systems including options for disabled users. All design decisions should be fully justified. To achieve M2 you must fully justify your choice of research sources the techniques and methods to be used in the planning of a playable level and control systems and will include a bibliography of wide ranging references. To achieve D3 you must show receptiveness to new ideas in the development of your level concepts. You will log evidence of discussions with peers and the client noting specific changes made to work the outcome and your suggestions made to other group members. Ways you can submit work/evidence: Written Reports Voice Recordings/Video blogs Artwork/Sketch pads Digital Portfolio Digital/Traditional Presentations Online Forum (Hysteria Creations) OneDrive
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Level Design - Justification of Level Concepts Learning Outcome 3: 3.1, 3.2 and M1, M2, D3 You must analyse narrative requirements of computer game levels and fully justify narrative contexts: such as scripted events; visual storytelling; cinematic sequences audio cues (play, stop, volume, pan speakers, 3D sound, mono, stereo, sound track) within your level design. You must also analyse the aesthetic requirements of computer game levels consider architectural style, rendering/modelling style and real-time post-processing effects such as: bloom, colour tinting, ambient occlusion, brightness and contrast. Evidence for Assessment: You will create a personal portfolio of evidence or log in a format of your own choosing - Analysis and justification of game level narrative for the client brief - Analysis and justification of level aesthetics and how your level meets the intended audience for client brief In order to achieve M1 you are required to research, analyse and develop ideas for a playable game level you will compare a minimum of three different narratives and aesthetic contexts relating to the client brief and its genre. All design decisions should be fully justified and will include a bibliography of references To achieve M2 you must fully justify your choice of research sources the techniques and methods to be used in the planning of a playable level and control systems and will include a bibliography of wide ranging references. To achieve D3 you must show receptiveness to new ideas in the development of your level concepts. You will log evidence of discussions with peers and the client noting specific changes made to work the outcome and your suggestions made to other group members. Ways you can submit work/evidence: Written Reports Voice Recordings/Video blogs Artwork/Sketch pads Digital Portfolio Digital/Traditional Presentations Online Forum (Hysteria Creations) OneDrive
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts Indicative Reading/Web Links http://store.steampowered.com/ http://steamcommunity.com/greenlight/ http://www.unrealengine.com/udk/ http://forums.epicgames.com/forums/366-UDK http://www.unrealengine.com/udk/documentation/ http://udn.epicgames.com/Main/WebHome.html http://prezi.com/ http://eat3d.com/ Links This unit links with the following units in the Edexcel BTEC HND in Creative Media Production: • Unit 46: 2D Digital Graphics for Computer Games • Unit 47: 2D Digital Animation for Computer Games • Unit 49: 3D Computer Game Engines • Unit 69: 3D Modelling for Computer Games • Unit 70: 3D Environments for Computer Games • Unit 71: 3D Animation for Computer Games • Unit 72: Rendering and Lighting for Computer Games Animation. • Unit 75: Computer Game Design Techniques.
This brief has been verified as being fit for purpose Assessor Alex Dobson Date 20/08/2015 Signature Internal Verifier Signature
Date
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts Assessment Feedback Sheet Unit 76 Level Design for Computer Games Criteria Reference
Learner
To achieve the criteria the evidence must show that the student is able to:
Achieved? (Tick)
LO 1 1.1
Plan level design projects around the technical needs and constraints of target platforms working to a standard acceptable to an employer or client
LO 2 2.1
2.2
LO 3 3.1
Analyse the narrative requirements of computer game levels
3.2
Analyse the aesthetic requirements of computer game levels
LO 4 4.1
Higher Grade Achievements (where applicable)
Grade Descriptor
Achieved? (Tick)
Grade Descriptor
M1: Identify and apply strategies to find appropriate solutions M2: Select/design and apply appropriate methods/techniques D3: Demonstrate convergent/ lateral/creative thinking
Achieved? (Tick)
PEARSON In addition to the above PASS criteria, this assignment gives you the opportunity to submit evidence in order to achieve the following MERIT and DISTINCTION grades
Grade Descriptor
Indicative Characteristics
M1 Identify and apply strategies to find appropriate solutions
Complex problems with more than one variable have been explored
Contextualisation In order to achieve M1 you are required to research, analyse and develop a good range of ideas for the game concept “Monkey Planet�. You will produce at least 3 level concepts, 3 level maps, 3 control systems including options for disabled users. All design decisions should be fully justified. In order to achieve M1 you are required to research, analyse and develop ideas for a playable game level you will compare a minimum of three different narratives and aesthetic contexts relating to the client brief and its genre. All design decisions should be fully justified and will include a bibliography of references.
M2 Select / design and apply appropriate methods / techniques
The selection of methods and techniques/sources has been justified
To achieve M2 you must fully justify your choice of research sources the techniques and methods to be used in the planning of a playable level and control systems and will include a bibliography of wide ranging references.
D3 Demonstrate convergent/ lateral/creative thinking
Receptiveness to new ideas is evident
To achieve D3 you must show receptiveness to new ideas in the development of your level concepts. You will log evidence of discussions with peers and the client noting specific changes made to work the outcome and your suggestions made to other group members.
PEARSON
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PEARSON
Observation Record Student Name: Qualification: Unit No & Title: Description of Activity Undertaken
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PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts and Performing Arts ACHIEVEMENT SUMMARY Unit 76 Level Design Formative Feedback
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