Unit 32 - Computer Game Design - PowerPoint PPT Presentation

Loading...

PPT – Unit 32 - Computer Game Design PowerPoint presentation | free to download - id: 8445a0-ZDdjN



Loading


The Adobe Flash plugin is needed to view this content

Get the plugin now

View by Category
About This Presentation
Title:

Unit 32 - Computer Game Design

Description:

P2.3 Task 03 - ... Game Engine the game engine you choose is vital, ... Unity, CryEngine and Unreal as well as bespoke engines like Rage. – PowerPoint PPT presentation

Number of Views:31
Avg rating:3.0/5.0
Date added: 12 September 2018
Slides: 30
Provided by: ende182
Learn more at: http://enderoth.com
Category:

less

Write a Comment
User Comments (0)
Transcript and Presenter's Notes

Title: Unit 32 - Computer Game Design


1
Unit 32
  • Unit 32 - Computer Game Design
  • H/502/5671

LO2 - Be able to generate ideasfor a game
concept
2
LO2 - Assessment Criteria
Learning Outcome (LO) The learner will Learning Outcome (LO) The learner will Pass The assessment criteria are the pass requirements for this unit. The learner can Pass The assessment criteria are the pass requirements for this unit. The learner can Merit For merit the evidence must show that, in addition to the pass criteria, the learner is able to Distinction For distinction the evidence must show that, in addition to the pass and merit criteria, the learner is able to
1 Understand the principles of game design P1 Describe visual style and elements of gameplay used in game design with some appropriate use of subject terminology M1 Describe the history of computer gaming with regard to different genres of game play D1 Critically evaluate the use of expansion packs in game design
2 Be able to generate ideas for a game concept P2 Generate outline ideas for a game concept working within appropriate conventions M2 Generate a detailed plan for a game concept D2 Generate ideas for an expansion pack for a game concept
3 Be able to prepare game design documentation P3 Prepare design documents for a game with some assistance M3 Create a project plan for the development of the game concept D3 Evaluate the importance of creating a high concept game document
4 Be able to present a game concept to stake holders P4 Present a game concept to stakeholders with some appropriate use of subject terminology M4 Gain feedback from stakeholders about a game concept D4 Improve a game concept based on feedback received from stakeholders
3
Assessment Criteria P2, M2 and D2
  • Assessment Criteria P2
  • Learners must generate outline ideas for a game
    concept working within appropriate conventions.
    The evidence could be a video of the learner
    presenting their outline game ideas supported by
    copies of the presentation slides, a presentation
    document with relevant speaker notes, a
    promotional newsletter advertising the up and
    coming new game or a report.
  • Assessment Criteria M2
  • Learners must produce a detailed plan for a game
    concept expanding on the ideas outlined in P2.The
    detailed plan should include the listed items in
    the teaching content. The detailed plan will take
    the form of a written document supported by
    images.
  • Assessment Criteria D2
  • Learners should expand on their detailed games
    plan from M2 and provide ideas for creating an
    expansion pack to enhance the game further. The
    evidence could be a video of the learner
    presenting their ideas for the creation of an
    expansion pack supported by relevant images as
    appropriate. Alternatively, learners could
    provide the presentation slides with speaker
    notes or produce a report.

4
LO2 - Understand game platform types
  • Learners should be taught how to generate ideas
    for a game concept. This may be using
    questionnaires and interviews, which could be
    recorded, in order to understand what an audience
    wants from a game. They should carry out some
    research looking at sales figures for games to
    understand which genre sells the most units and
    who these players are and their social
    background, gender and age composition.
  • Learners should be taught about add on and
    expansion packs (again it may be possible to get
    a visiting speaker who would show learners how
    much revenue can be generated from these game
    add-ons). They could look at games that are
    available and the expansions that are available
    for them and how this fits in with the overall
    game and creates more than just the basic game
    e.g. gaining access to better weapons, characters
    etc.
  • Learners should be provided with examples of
    games design documentation and discuss the
    importance of preparing good design documentation
    e.g. to present to interested stakeholders to
    secure funding to develop their game concept.

5
P2.1 - Genre of Computer Game
  • Since the first home console and home computer
    games have existed as categories, genres. In the
    38 years since Atari VCS dominated the market,
    the genres have remained, none have disappeared
    but a few new have been added. Pong in 1972 was
    considered a sport game, similar to air hockey or
    tennis, Pacman in 1980 was considered action,
    Night Driver for Driving, Qwak in 1974 for
    Shooting, Atari Football in 1978 for Sport,
    Galaxian and Space Invaders in 1978 were a space
    shooter, Maze was a puzzle, Dungeon Keeper was an
    RPG, Kong was a platformer and Zork was an
    adventure.
  • Since then new genres include RTS, FPS, MMORPG,
    Brain training, Simulations and Gambling. Each of
    these has a history and each of these has had a
    cycle of development with each new console and
    platform that has been released.
  • Crossover genres are also prevalent, action RPGs
    like Tomb Raider, FPS and driving like GTA,
    Puzzle and Adventure like Resident Evil and Space
    simulations with RTS like the classic Elite.
  • And then there are the odd games that do not fall
    into a category like Fruit Slice, is it action,
    is it cooking, online games like Sugar Sugar, is
    it simulation or classed as platform or Snake,
    one of the most played games of all time but not
    considered a game at all. These games tend to
    capture a market in a small period of time

Scenario
Criteria
Tasks
Assessment
1
2
3
4
5
6
P2.1 - Genre of Computer Game
  • P2.1 Task 01 Using examples from different
    eras, describe the aim and purpose of the
    different range of genres that exist in computer
    games.
  • From the list above and using the headings below
    with a range of examples throughout the history
    of gaming, compare the Purpose and Aim of the
    genres of gaming with examples.
  • Purpose What does the user hope to achieve,
    what do they have to do to get there.
  • Development What has changed over the years,
    what is the same.
  • Considerations What does the ingredients the
    company have to put in there to keep the target
    audience coming back.
  • Popularity What makes one game in the genre
    better than another.
  • Saleability of game genres

Platform Adventure Role Playing Game First Person Shooter
Puzzle Brain Training Sport Driving
Simulation Action Board Games MMORPG
Scenario
Criteria
Tasks
Assessment
1
2
3
4
5
7
P2.2 - Understand game platform types Initial
Research
  • For the rest of this project you will be
    designing, planning and researching your own
    game. That game needs to be defined and then
    adapted to the needs of the intended audience. At
    this stage you will need to decide what kind of
    game it will be.
  • For every game idea there is a game that is
    similar on the market which is why your product
    will need a USP. You will need to research the
    USP and nature of the game with evidence and
    outline how the game reaches the needs of the
    target audience in terms of playability and
    content.
  • P2.2 - Task 02 For a game in the same genre,
    specify the purpose, audience, objectives and
    storyline.

Game genres Overview of the game Objectives Characters
Plot/ script/ story/ environment Intended interface(s) platform Audience in terms of age, gender, serious verses casual gamer, playability Audience in terms of age, gender, serious verses casual gamer, playability
8
P2.2 - Understand game platform types - Feedback
  • Now that you have an idea of what kind of game t
    make and the general feeling of what sells and
    what does not, and with the general idea of your
    game in mind, you need to seek primary
    information form your target audience on what in
    particular would make a good game for them, what
    is it they are specifically looking for in that
    genre and why they might be interested in your
    idea for a game.
  • P2.3 Task 03 - Obtain feedback from potential
    audiences on what games they like and why.
  • For this you will need to create and use a
    questionnaire or do an interview with several
    respondents on what game they like and why. You
    will need to ask a series of questions that are
    more qualitative than quantitative and needs to
    ask very specific questions about style, format,
    gameplay, control mechanism, single and
    multilayer options and general features of the
    game genre that they prefer.
  • With this feedback analyse what it is that is
    common in theme for the target audience of this
    kind of game format. For a questionnaire you can
    use Survey Monkey, digital or paper based
    versions. For an interview there needs to be a
    varied age range of the audience and questions
    need to be non-leading.
  • Both forms of feedback should include what they
    do not like about the genre and there should be
    some indication as to online and offline content.

9
D2.1 - Understand game platform types Expansions
  • Now the idea of the game is in your mind and the
    feedback from the target audience has indicated
    what they like and do not like about the genre,
    you need to think of the short and long term
    goals for the marketed game.
  • For this you need to consider the possibility of
    expansion packs and what works well with them in
    the industry. For this you should find three
    games with expansion packs and review them based
    on content, quality and what they bring to them
    game in terms of appeal to the target audience.
    These should be 3 clearly different kinds of
    expansion packs for different games.
  • Games with expansion packs include Sims, COD,
    Oblivion and Skyrim, Football Manager,
    Civilisation, WOW, Starcraft and LOL. Packs can
    be whole new worlds, maps or simple patches and
    upgrades.
  • D2.1 Task 04 Source, evidence and discuss
    different expansion packs for 3 games in terms of
    Content, Appeal and Quality.
  • P2.4 Task 05 For your game, investigate 3
    ideas for expansion packs for the planned game.

Type of Pack and price What is in the pack What does it add to the game
How will it appeal to the audience Technical specifications Your opinion as to quality, content and justification.
10
P2.5 Planning - Introduction
  • With every game creation there is a period of
    planning that happens. Most games that are
    designed do not get funding, 80 of games made
    with funding still do not get published, this is
    partly down to planning and preparation. When a
    producer of a game takes the sketches and plans
    to a publisher they need to impress, they need to
    win the publisher over to the point where the
    publisher can see how the game will look when
    created.
  • For this section you will need to produce a range
    of ideas and concepts for your game that will
    include storyboards, mood boards, sketches of the
    game and characters, time plan and a script.
  • These will go into the overall publishing plan, a
    document that will be given to a publisher to
    impress them with your game idea.
  • Remember that it will need to be unique, this
    will not be a game you can knock out in two hours
    within Gamemaker or Scratch, it will take months,
    it will have multiple characters, it will have a
    plot, it will have power ups and development, it
    will have potential sequels, it will have
    expansion packs if the game is popular. And it
    will have to be different from anything that
    exists to capture the attention and enthusiasm of
    a publisher who sees 100 game ideas a month. So
    no pressure.

11
P2.5 Conceptual Planning - Storyboards
  • P2.5 - Task 06 Using the template, produce a
    story board of your game covering all the
    necessary elements.
  • This should include scene setting, players,
    rules, purpose, scoring and written annotations
    that go with it.
  • You do not have to produce every little detail
    but you must ensure it is logical and makes sense
    as static story boards.
  • Neatness is not the idea functionality and
    direction is!
  • Ensure you include your Interface Design on the
    boards and any important notes.
  • If you intend to use sound effects include them.
  • These should be detailed enough that a third
    party can create your vision from these boards
    alone.
  • Think about different levels, any rules you wish
    touse, text and scoring screens.
  • Think About Story board, Timings, Movement,
    Transitions, Effects
  • For useful ideas click here.

12
P2.5 Conceptual Planning - Storyboards
  • You may wish to use a template many of which can
    be found free online or there are a couple of
    examples below.
  • Either way you need to put enough detail so that
    a third party can create your masterpiece. Click
    to open.

13
P2.5 Conceptual Planning - Storyboards
  • These story boards contain some of the elements
    necessary (Although some are very good)
  • Consider what grade would you give these three
    storyboards and Why?

14
P2.6, M2.1 Conceptual Planning - Storyboards -
Visualisations
  • It is time to plan the creation of the game plan.
    There needs to be several stages to the game
    production that need to be highlighted to impress
    the publisher. For Merit the designs need to be
    detailed and clearly indicate concepts and ideas
    generated.
  • Visualisations, (e.g. mind map, mood boards)
    These are ways to get your ideas down on Paper
    and map out how you will create and generate the
    game levels, players and objects. These can be
    done Digitally or on Paper.
  • Mood Board You will need to create a mood board
    for the characters and graphics that includes
    images that you feel are appropriate,
    inspirational, negative and functional. This mood
    board needs to impress upon a client that you
    have considered the options, quality, house style
    and how the objects created will link.

15
P2.6, M2.1 Conceptual Planning Mood board and
Mind Map Visualisations
  • During the production of the Game there will be
    stages that overlap, companies start the same,
    planning, negotiating the publisher compromises,
    drawing sketches. But when the production of a
    large game gets underway, the artwork for
    graphics will be done at the same time as the
    background designs, the research and this will
    take time because of their importance. The first
    completed level can be tested while the other
    levels are being made, but the character designs
    and movement needs to be first as it will be on
    the levels interacting with the objects.
  • Similarly some of the objects and AI code can be
    produced independently of the background graphics
    and some of the graphics are intrinsically linked
    to the working of the others. The stages of
    production include
  • For Merit these plans need to be realistic and
    achievable and the details need to be clearly
    defined.
  • P2.6 - Task 07 - Create a Mood Board and Mind Map
    that indicates overlapping tasks for your game
    covering all the necessary production tasks.
  • M2.1 Task 08 - Generate a detailed plan for a
    game concept

Preparing the Client Brief Research Sourcing Game Ideas Preparation Sketches Mood Board Mind Map Implementation Creating Game interface Creating Game Levels Creating Characters Creating environment Creating AI Creating Plot and Goals Testing Self Evaluation Alpha, beta and Gold Testing Improvements Expansion Packs
16
P2.7, M2.2 - Outline Design Methods
Visualisation Sketches
  • For P2.7 - It is necessary to sketch your
    graphics before production. These sketches need
    detail but you will not be marked on the quality
    of your drawing.
  • There are 4 sets of sketches you will need to do,
    the Character, Background, Objects and
    Enemies/weapons. For Pass the annotations on all
    4 sets of sketches will determine the grade.
  • Here are some examples of the kind of final
    sketches we are expecting - However some of these
    do not show much development
  • Remember it is not artistic prowess but technical
    ability and development you need to demonstrate.
    The main idea is to get your idea across
  • For Merit M2.2 Sketches need to be annotated in
    detail e.g. multiple sketches or animated images.
  • For Merit M2.2 - Annotations, (e.g. style of
    movement, multiple views, indication of
    movement).
  • P2.7 Task 09 - Create and annotate a series of
    Individual Sketches for your Characters and
    Graphics to include annotations.
  • M2.2 Task 10 Create and annotate a series of
    Multiple Sketches for your game characters,
    objects and environments.

17
P2.8 - Outline Design Methods Visualisation
Sketches
  • The interface on a game is very important, it
    holds the user on pause, keeps the user at a
    point, directs them to different sections of the
    game or launches them into a phase of the game
    from where they left of. There are rules for
    Interfaces that help a game and make it more
    playable and more acceptable
  • A user interface needs to be simple enough for
    the age of your target audience to understand.
  • It needs to have a similar design to the game
    structure, technical for a technical game,
    colourful if the game is colourful, in keeping
    with the background and user controls.
  • It needs to have an escape from the game option,
    specifically if the game has the facility to be
    saved.
  • Have limited sub menus so as not to confuse the
    user.
  • P2.8 - Task 11 Produce a design sketch of your
    game interface including details of the necessary
    elements.
  • Think About The necessary options, The Control
    Methods, The background, The age and ability of
    the user

18
P2.9 - Outline Design Methods Script Planning
  • Scripts - All games have characters of some type
    and all characters have scripts, the things they
    say that drives the storyline along. With films
    this is extensive, starts with an introduction,
    sometimes written on screen, In the year 2525
    etc. Some are voice acted, think of the opening
    sequence of Gears of War where the character
    describe why they are fighting, or the four hours
    of cut sequences in Final Fantasy 12 where the
    characters interact and discuss what to do.
  • For your game the publishers need to have an
    indication of the script for your game, a plot
    line with an indication of the text said during
    the game. This does not need to be all of it, a
    script of the introduction should be enough to
    set the mood. You need to research what other
    games in the genre indicate in the introduction,
    either said or written and use these as examples
    of the kind of voiced and written intent you have
    in mind.
  • P2.9 - Task 12 State the importance of script
    planning with examples and create a script for
    your game introduction.

19
P2.10 - Outline Design Methods Project Plan
  • A project specification is the what, who,
    how and when and wherefore of your project.
    You will need to detail
  • What
  • Brief description of the game
  • What is the game all about?
  • What is the objective, aim and details of game?
  • Why is it unique
  • Who
  • Intended audience (e.g. age, gender, demographic)
  • Who is the team?
  • How
  • Genre
  • Is the game going to be created?
  • How is the game going to be distributed?
  • When
  • How long will the project take?
  • When will it start and finish?
  • Other
  • Sales tool and marketing
  • P2.10 - Task 13 Using the template, provide
    relevant details including notes, about the
    Purpose of the video game project you plan to
    present.

High concept e.g. selling point of the game Detailed game description including genre Detailed description of characters
Number of player Environment the game will be played in Games platform to be used.
20
P2.11 - Outline Design Methods Planning stages
  • For this stage you will need to use either a
    project Management program like Microsoft Project
    or Open Proj or create a Gantt Chart using Excel
    to produce a timeline for the creation and
    sourcing stages of the projects. This should take
    into consideration Parallel Processes,
    Milestones, Checkpoints and Deadlines. The
    project should be broken down into 7 major
    sections or stages
  • The stages of production include
  • Analysing and research
  • Planning funding etc.
  • Preparation
  • Sketches
  • Level designs
  • Staffing
  • Implementation
  • Character and Model Designs
  • Background Designs
  • Menu Coding
  • Interactivity
  • AI
  • Sound and Narrative
  • Level Construction
  • FMV and Sequences
  • Localisation Plan
  • Testing

21
P2.11 - Outline Design Methods Milestones and
Concurrent tasks
  • Milestones - You will also need to identify
    milestones within the project these are major
    turning points within your projects
  • For example a few milestones in building a house
    would be Purchasing the land, choosing an
    architect, getting planning permission and
    starting to build.
  • Predecessors and Concurrent Tasks - Sometimes
    when you are planning stages something has to
    happen first before that stage can take place -
    these are known as predecessors
  • For example if our project is to build a house we
    have to get buy the plot of land before we start
    building. And we have to build the foundations
    before we build the walls and so on.
  • Concurrent tasks are things we can perform at the
    same time. For example we could install the
    windows whilst placing roof tiles or perform the
    plumbing while installing the doors, etc...

22
P2.11 - Outline Design Methods Milestones and
Concurrent tasks
  • Example of GANNT Chart produced within Microsoft
    Project for a project.

23
P2.12 Project Plan Resources
  • For each phase of the creation process there will
    be different software and resources used.
    Choosing the appropriate resources can save time
    and money on creation whereas the software needed
    for the game making part is usually pre-set. As
    long as the team know how to use that software.
  • Resources from pens and pencils to OpenProj,
    computers, test machines, console development
    tools, labour, premises, all these are important
    to the creation phase. It is unlikely a publisher
    will love your project so much at the initial
    stage that they supply you with everything. You
    will expect to make the Game yourself, possibly
    with financial support so you need to take the
    following resources into consideration
  • Staff (e.g. artists, programmers, testers etc.)
  • Hardware (e.g. PCs, digital cameras, motion
    capture devices etc.)
  • Software (e.g. Game engines, graphic packages,
    generic software Word processors, Spreadsheet
    etc.)
  • Of course most of these will have budgetary
    implications which will need to be accounted for
  • P2.12 Task 16 For your game describe and
    justify the different resources needed for each
    stage of the game production.

24
P2.13 Project Plan Software
  • Game Engine the game engine you choose is
    vital, games can be made without them but this
    involves many lines of code to be written. There
    are 3 major game engines to licence, Unity,
    CryEngine and Unreal as well as bespoke engines
    like Rage. Each has its own merits, and each is
    good at making one kind of game well.
  • Model Making Like game engines there is a
    choice of what package to use for making the game
    models, the characters, the background, the
    environment, the trees and cars etc. You cannot
    just go get them from websites and use these,
    they need to be made. The big three include Maya,
    3DS max and Zbrush as well as bespoke ones like
    Poser, Modo and Sculptris. Again each has their
    merits, some are linked to animation packed
    (called rigging), some are limitless and all are
    compatible with each other and with game engines.

25
P2.13 Project Plan Software
  • Animation Like graphics packages there are a
    few and they are compatible with Game engines and
    it is down to the skill of the user, programmer,
    artist, rather than the technical ability of the
    package. Programs like Maya and 4D studio are the
    most common rigging packages but After Effects is
    also capable of some animation.
  • Graphics and FMV All games have some graphic
    additions, FMV sequences, video sequences,
    animated titles, scrolling text, intros and
    conclusions. There are multiple packages that can
    do these and programming tools for the lesser
    effects. Premiere and After Effects in particular
    are used by the industry a lot, creating intros
    for most games, also 4D studio and Flash can be
    used to good effect.
  • P2.13 Task 17 For your game describe and
    justify the different Software tools needed for
    the game production and justify your choice for
    each section.

Game Engine Model making Animation Graphics and FMV
26
D2.1 Expansion Packs
  • Your completed game is the first stage of the
    promotion and life cycle of the product. Interest
    is gathered, peaks and then fades. A year or two
    down the line you come up with a sequel, bigger,
    better, more in depth with enhanced graphics but
    you will need to market all over again. Customers
    have a short attention span, they need to be
    engaged in between releases to maintain that
    interest.
  • Think about COD2, who does not know which
    position to stand to be safe, what angle to throw
    the grenade, where the opposition re-spawns.
    Users clock up hundreds of hours on each level
    and get bored, who wants to join a frag with
    die-hards. Similarly WOW, the average keen user
    will get to the end within a month of play, a
    complete new version will cost a fortune and have
    to reinitiate users accounts. So add-ons, more
    levels, new missions, weapons, battles.
  • Few games are unlimited in size, Elite was deemed
    so large that there were planets with odd names,
    Doomdarks Revenge on the Spectrum was rumoured
    to have 1million levels. Doom moved from game to
    legend because of the add-ons, downloadable maps,
    expansion packs, different graphic add-ons.
  • On most game websites for PC there are patches,
    add-ons, extras to download, GOTY editions and
    graphic enhancements. This gives the customer
    more than they paid for. 200,000 users downloaded
    the armour enhancement packs for Oblivion, 50,000
    user downloaded the water effects for Command and
    Conquer and the number of users who downloaded
    the packs for WOW is in the millions.

27
D2.1 Expansion Packs
  • Generated Revenue Look at how much money
    downloadable content can generate, look at the
    sales of GOTY editions, look at the statistics of
    downloaded content and use examples form multiple
    games with such content.
  • Graphics For some games it takes 2 years to
    make, in the computer industry hardware gets
    better in that time, faster, 3D modelling
    programs have updates or new versions that can do
    better things.
  • Playability Find the problems and fix them, add
    more content from feedback, listen to your
    customers and what they want, read the reviews
    and see what you can make better.
  • Longevity Adding more levels to keep the
    customers happy, putting in what there was not
    enough time for the first time, tiding the
    customers over until the next version comes out.
  • Repurposing across multiple platforms Spreading
    across formats for more sales, having a cut down
    version for Mobiles, Graphically reduced versions
    for handhelds, touch screen versions for tablets.
  • D2.1 Task 18 Sketch and plan at least three
    additional elements or enhancements to your game
    in terms of downloadable content and describe the
    value in these additions.
  • This can be done as extra levels, current
    enhancements and platform compatible.
  • Extra levels this could be more levels or a
    bonus game, sub game, something that helps cover
    the content in more depth for the user.
  • Current Enhancements this could be graphical
    updates, sound functions, additional help or
    support.
  • Platform Compatible this could be sketches on
    how to reduce content for an App version, or
    remove keyboard control for a console through an
    alternative interface like multiple choice.

28
LO2 - Assessment Task List
  • P2.1 Task 01 Using examples from different
    eras, describe the aim and purpose of the
    different range of genres that exist in computer
    games.
  • P2.2 - Task 02 For a game in the same genre,
    specify the purpose, audience, objectives and
    storyline.
  • P2.3 Task 03 - Obtain feedback from potential
    audiences on what games they like and why.
  • D2.1 Task 04 Source, evidence and discuss
    different expansion packs for 3 games in terms of
    Content, Appeal and Quality.
  • P2.4 Task 05 For your game, investigate 3
    ideas for expansion packs for the planned game.
  • P2.5 - Task 06 Using the template, produce a
    story board of your game covering all the
    necessary elements.
  • P2.6 - Task 07 - Create a Mood Board and Mind Map
    that indicates overlapping tasks for your game
    covering all the necessary production tasks.
  • M2.1 Task 08 - Generate a detailed plan for a
    game concept
  • P2.7 Task 09 - Create and annotate a series of
    Individual Sketches for your Characters and
    Graphics to include annotations.

29
LO2 - Assessment Task List
  • M2.2 Task 10 Create and annotate a series of
    Multiple Sketches for your game characters,
    objects and environments.
  • P2.8 - Task 11 Produce a design sketch of your
    game interface including details of the necessary
    elements.
  • P2.9 - Task 12 State the importance of script
    planning with examples and create a script for
    your game introduction.
  • P2.10 - Task 13 Using the template, provide
    relevant details including notes, about the
    Purpose of the video game project you plan to
    present.
  • M2.3 Task 14 Within this presentation provide
    additional detailed game design consists with a
    justification of each choice.
  • P2.11 Task 15 Create a Gantt or Project file
    that illustrated the timings of each stage and
    sub stages of the Game Creation project.
  • P2.12 Task 16 For your game describe and
    justify the different resources needed for each
    stage of the game production.
  • P2.13 Task 17 For your game describe and
    justify the different Software tools needed for
    the game production and justify your choice for
    each section.
  • D2.1 Task 18 Sketch and plan at least three
    additional elements or enhancements to your game
    in terms of downloadable content and describe the
    value in these additions.
About PowerShow.com