ITECH2001-Game Development Fundamentals Report Writing – IT Computer Science Assignment Help


Your task this semester will be to first pitch, then plan and create assets for, and finally develop a small video game prototype. Your game must not be based on any existing artistic works or media, such as film, television, games, stories, or characters – it should be your own original creation.

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This task is split into three manageable assessments and described below in more detail. After reading the specifications, and learning through lectures and labs, if you are still unsure of the complexity required for your final game prototype, ask your lecturer, and look at previous student submissions from past semesters in the “Previous Student Examples” located in the Assessments section of Moodle.

Learning Outcomes Assessed:

The following course learning outcomes are assessed by completing this assessment:

K1. Outline a common games mechanics model;
K2. Relate how games can be used to enhance communications;
K3. Identify the appropriate and correct syntax and programming constructs for different game development requirements.

S1. Select and apply appropriate games development approaches to solve a real world game design;
S2. Create a range of assets for a game’s project;
S3. Outline the design of a game’s project;
S4. Use programming constructs to respond to user input and to create object and character behaviours;
S5. Analyse, design & implement game concepts using structured & basic object orientated programming concepts;
S6. Test and debug code to correctly meet game design requirements.

A1. Operate appropriate software packages to design and build games and interactive media products that align with client and project expectations;
A2. Utilise appropriate software environments to develop and integrate code implementations with game assets

Part A:

Your task for Part A of this Assignment is to:

1) Pitch a new video game concept in a short recorded video.

2) Provide constructive peer feedback to another student regarding their pitch.

Game Pitch Video:

Your first task is to think of a new game idea, then pitch your game idea in a recorded video. This task is directly related to the Assignments throughout the semester. The full details of what to do for this pitch are outlined below:

  • Your game pitch will form the early concepts for the game prototype you will be planning in Part B, and then developing in Part C. Therefore, read over Part B and Part C below to gain a full understanding of the game prototype you must plan and then later develop into the small prototype.
  • You should start your planning document for Part B early in the semester and have a good idea of what your game will be about. This will help you immensely for this Game Pitch.

A game pitch in industry is used to try to sell your game concept to a potential investor and their market, or directly to the gaming target audience via crowdfunding; you want to them to fund your game!

  •  Imagine you only have 2 minutes time to describe your game concept to a game publisher! Therefore, it should be short, interesting and informative!

Read these instructions thoroughly and think carefully about your pitch.

  • Your game pitch will be a recorded video presentation. Have fun with it! It is about games. 
  • It must meet the criteria and be between 1:30 to 2 minutes in length.
  • It can be recorded and edited any way you like, but you must be identifiable at the start of the video, and be talking throughout to explain your game concept.
  • If recorded on a mobile device, it must be in landscape view ? and must be clear in video and audio.

Part B: Prototype Plan and Assets:

Your task for Part B of this Assignment is to

1) Document a prototype plan that outlines the overall designs and plans for your game prototype, and
2) Create three artistic assets using the specified software for your game prototype.

Prototype Plan:

You should begin working on this assessment when the course commences, with a solid plan for your game prototype, this will help you to create your Pitch more easily.

Remember, this planning document is about making plans for just the game prototype you will develop in Part C,
it is not a full game design document, but rather the design of a single level or area intended for your prototype.

This prototype planning document does not have a word count requirement, but

  • Expect to write more than 1500 words to address all of the criteria outlined further below.
  • Include lots of images to support your designs and make it easier to understand!
  • Your planning document should be easy to understand, visualise, and be detailed enough to develop a prototype for your game without any confusion.

The following areas should be addressed in your prototype plan document: (these will help the marker determine if your scope is too large and therefore difficult, or simply too small, in which they can provide feedback):

1. High Concept Statement (see lecture 2)

  • This is similar to the high concept statement provided in your Game Pitch, but now you have a chance to follow up on any feedback and improve it! If you have made any major changes since your pitch (or were requested to change something in your Part A feedback), make sure the high concept statement reflects this.
  • Once again, try to include as many of the most important details as possible, briefly summarised into a one paragraph high concept statement, including:

1. The Game Title
2. The game’s story, aesthetics, mechanics and technology. This could include:

  • Genre (see lecture 1)
  • Player control such as player viewpoint (and dimension), and game engine used
  • General Story/Concept and major Characters (see lecture 3)
  • Important game Mechanics, including the major goal (see lecture 4)
  • World/Setting (see lecture 5)

2. Mechanics :

  • Every student will have game mechanics to discuss that emphasises exactly how your prototype will function. With the main concepts summarised through the high concept statement, this section requires detailed explanations of your mechanics for the game prototype you will build.
  • There should be thorough discussions of each of these aspects from the lecture:
  • Space – This should address the space that the prototype level/scene will be played within, focusing on the dimension, movement, and boundaries. Environment is to be discussed in another section.
  • Time – This should address any conditions that affect the timing in the prototype level/scene.

Discussion should include how time affects actions, gameplay, player control, and setting.

  • Objects – This should be a comprehensive list of all objects including their usage, purpose and states that will be needed in the prototype level/scene, and can include characters/enemies (lecture3), props, cameras, lights and other objects.
  • Actions – This section requires basic actions and possible strategic actions conducted by the player in the prototype level/scene, as well as the keyboard/mouse input required to conduct the actions.
  • Rules – This section requires the rules of the prototype level/scene: object interaction, action usage, end condition(s) – win, loss, and/or prototype completion, as well as scoring, etc. Include any chance elements here that may create randomness and uncertainty for the player, and/or alter the rules.
  •  Include images/diagrams to help support your descriptions of mechanics.

3. World / Setting:

  • A 3D game will require some sort of world, environment, or setting – even if it is abstract.
  • Outline the setting for your prototype level/scene. Consider the following when documenting your designs:
  • Is it indoors, outdoors, more surreal, abstract, etc.? What does it look like?
  • Does it draw influences from any culture, atmosphere or setting?
  • What year is it based in? Is it fictional, historical, contemporary, fantasy, etc.?
  • Include images/diagrams to help support your descriptions.

4. Level Design:

  • It is important that you thoroughly plan the level or contained area/scene that you will develop for your Part C playable game prototype. You must include the following:
  • Complete level/scene map – Draw a detailed top-down map of your proposed level/scene(s) for the game prototype, to act as a blueprint for the development stage.
  • You can use software to design your map, or hand draw the map and scan it or take a CLEAR photo

Map must be created by yourself, or you will lose marks.

The map must indicate locations of the following:

  • Player start location
  • All Triggers/Events
  • All Characters/Enemies
  • All Props and ObjectsThe optimal Player progression through the map to win / finish the prototype

Discussion about the triggers/events with pseudocode, relating it back to your completed map.

  • Identify and summarise how each event will be triggered that was indicated on your map.
  • (for more details about triggers and events, see Part C). Also Discuss:
  • Are certain actions required by the player to trigger an event?
  • What is/are the end condition(s)? How does the player win, lose, and/or complete the prototype?

All objects (including characters, enemies, props and other objects) from the Object list indicated in section 2 Mechanics should be shown on your map.

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