Assignment Brief


Assignment Brief
Qualification 
Level 3 Extended Diploma in Creative Media Production – Games Design
Unit number and title
Unit 70 Computer Game Engines
Unit 1 Pre Production Techniques for the Creative Media Industries
Assessor name
Iain Goodyear
Date issued
Monday 29th February, 2016
Hand in deadline
Friday 3rd June, 2016

Assignment title
IG2 2D and 3D Computer Game Engines
Purpose of this assignment is to:
Unit 70 LO1: Understand the purposes of game engines.
Unit 70 LO2: Understand the functions of components of game engines.
Unit 70 LO3: Be able to use a 2D game engine following industry practice.
Unit 70 LO4: Be able to use a 3D game engine following industry practice.
Unit 1 LO1: Understand requirements for a specific media production.

Unit 1 LO2: Be able to prepare pre-production documentation for a specific media production.

Unit 1 LO3: Be able to apply pre-production planning for a specific media production.
Scenario
You have started up your own Game Development Studio and your new product has sparked interest across the industry. You will formally announce your company name and game you are working on with multiple major publishers. Publishers will expect an in depth written analysis report on your process in research for game engines, including their purposes and functionality via Industry Terminology.
In addition to this, publishers have asked to view your game prototypes produced in Construct 2 and Unity. Publishers have also requested the development workflows to analyse your ability to develop a solid game prototype. This will have to include industry standard techniques and terminology before they can give you the funding for your product. They will ask you to look into the areas of:
·         Self-Analysis
·         Development theory and application
·         Technology Analysis and work plans

They also want you to develop a new prototype using the Unity 3D Engine while sticking to the same design process as the 2D engine. This should also include a thorough 3D workflow and design plan to support your prototype when presented to one of the publishers.
Task 1 – The Purposes and Functions of Components of Game Engines
You must produce a report to show case your process of thought on how you came up with the engine for your product; this includes looking at the purpose of game engines, functionality of game engines supported with industry terminology, analysis and research.
When evidence is produced it must be uploaded to your blog in the task 1 section. The title of this blog post is: The Purposes and Functions of Components of Game Engines

This provides evidence for unit 70 P1/M1/D1 & P2/M2/D2
Task 2 – Computer Game Production Budget
Produce a report & a budget that outlines the specific requirements for a computer game  production with supporting research & hardware/software costs:
·         Describe what job roles will need staffing (level designer, concept artist, asset artist & programmer) and be able to define the job responsibilities of these roles.

·         Equipment needed and daily costs (researched with links to hire or purchase software and equipment)
Produce a budget expenditure spread sheet in Excel that outlines expenditure to a budget of £4000 and what this will be spent on.
*Your budget and any company quotes & links must be evidenced on your IG2 blog using the following title: Computer Game Production Budget
This provides evidence for unit 1 P1/M1/D1
Task 3 – Computer Game Planning
Produce content specific pre-production planning for your chosen 2D game & 3D arena level design idea.
This should include a broad selection of the following:
·         Initial concept art work
·         Draft and final asset designs
·         Draft and final level designs
*Your pre-production & planning evidence must be uploaded your IG2 blog using the following title: Computer Game Planning
This provides evidence for unit 1 P2/M2/D2
Task 4 – Using a 2D Game Engine
This task must include an understanding and playable 2D level to industry standards using the Construct 2 engine. Evidence for this task should also be accompanied by an extensive 2D workflow that showcases the ability to adhere and develop to industry level standards.
You will need to produce a short desktop captured video to evidence your 2D game in play.
*When evidence is produced it must be uploaded to your blog in the task 4 section. The title of this blog post is: Using a 2D Game Engine                                                                                                                                                                       
This provides evidence for unit 73 P3/M3/D3 & unit 1 P3/M3/D3  
Task 5 – Using a 3D Game Engine
This Task must include an understanding and playable 3D level to industry standards using the Unity 3D engine but should also be accompanied by an extensive 3D workflow that showcases the ability to adhere and develop to industry level standards.
You will need to produce a short desktop captured video to evidence your 2D game in play.
*When evidence is produced it must be uploaded to your blog in the task 3 section. The title of this blog post is: Using a 3D Game Engine
This provides evidence for unit 73 P4/M4/D4
Evidence checklist
Task 1: 1 x completed purposes and functions of components of game engines analysis worksheet.
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Task 2: 1 x job role description document for level designer, concept artist, asset artist & programmer. 1 x computer budget research document detailing costs of hardware and software needed to produce a computer game with supporting images and URL links. 1 x completed excel budget sheet detailing costs of hardware and software needed to produce a computer game.
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Task 3: Evidence of produced concept artwork, final asset designs & final level designs uploaded in jpeg format.
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Task 4: 1 x workflow detailing the process of producing your 2D game in Construct 2. 1 x 2D gameplay video.
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Task 5: 1 x workflow detailing the process of producing your 3D arena level in Unity. 1 x 3D area level walkthrough video.
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Sources of information





Task 1 The Purposes and Functions of Components of Game Engines















Task 2 Computer Game Production Budget

(level designer, concept artist, asset artist & programmer) 

Level Designer- The level editor is the one who creates and designs the interactive playing field for a certain part of the game or all of the game, this includes plants, buildings, cars and more.
The level Editors is the one who gives the game a path to a story line.
For example if a dark mysterious character was to be created but put in a fairy tale kind of settings with lots of bright colours it would show the game story line to be a joke. instead of the dark character being in somewhere dark and gloomy like a graveyard, this would show the game to be about darkness and death.

Concept artist- Is the one who creates and draws out all possible ideas for a project for a game that they are working on, the concept art can be anything in the game from the main player model,weapons cars and environment, the art is 2D and when the final idea is picked and every concept art that is liked and then taken further to be put into the game it is no longer the concept artist job.

Asset artist- The asset artist is one who creates all the assets for the game once it as come from the concept artist, the asset artist is the one who finalises the work and makes a full product for the game from the work produced from the concept artist.

Game Programmer- 
The Game Programmer is the one who programs the game and makes the game work and the one who can implement the controls for the characters and any other asset in the game.
The Game programmer is the one who can control how everything moves and looks like, but when doing this he needs to take in to considartion of how the artist and animators wanted it to look and move in the game.

Task 3 Computer Game Planning

2D Assets

These are the assets that i used in my final piece, the pieces i used where created on Piskel and i enjoyed making them, and i'm proud of the outcome.









3D Level design



Even though these drawings are very simplistic, its what helped me create a base for what i was doing, the more mathematical development was that x60 y120 z40.
Apart from middle it was z45.
These was the terms that helped me develop my build and it was very simple but very detailed in design.


Task 4 Using a 2D Game Engine




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Task 5 Using a 3D Game Engine

 3D HOSPITAL BUILD 
This is the corridor for the main walk ways into the main area of rooms for the patients of the hospital, the walls are all extruded from one block and where easy to maintain through out the build 

This is one of the main halls of rooms to where all the patients will stay and will be kept when treated for an illness or injury, the hall is wide and holds up to 8 patients with individual rooms.


This is the main stairwell to the other floors. The main stairs are the center ones to take you to a different level when gone up, each level had a break from the left to the right to lead to main halls and rooms for the patients.

All the floors are the same and are a mirrored image of each size, which was 4 by 6 by 4 which was the width, length and height.
The room itself was small but enough room to go around.

this is one of the gloomy corridors from the main area that leads from left and right, The corridor is gloomy because it gives off a apocalypse feel to not knowing what is ahead