M1 Identify and apply strategies to find appropriate solutions
An effective approach to study and research has been applied.
To achieve M1 you must identify a range of appropriate static and dynamic 3D elements and explain the relationships of different game elements to one another. (Task 1)
M2 Select / design and apply appropriate methods / techniques
The selection of methods and techniques/ sources has been applied and justified.
To achieve M2 you must prove that you know how to effectively employ cameras from 3D game engines to implement points of view in a computer game. Justification must also be made for the choices made. (Task 2)
M3 Present and communicate appropriate findings
An appropriate structure and approach has been used (in the control systems implementation).
To achieve M3 you must apply an appropriate and structured approach to the implementation of the system of input for controlling a computer game working to a good standard acceptable to an employer or client. (Task 3)
A coherent, logical development of principles/concepts has been employed or the intended audience.
To achieve M3 you must develop a playable mod for a gameplay genre using a 3D game engine, working to a good standard acceptable to an employer or client. (Task 4)
D1 Use critical reflection to evaluate own work and justify valid conclusions
Conclusions have been arrived at through synthesis of ideas and have been justified.
To achieve D1 you must fully justify your findings. (Task 1)
D2 Take responsibility for managing and organising activities
Substantial activities, projects or investigations have been managed and organised.
To achieve D2 you will take responsibility for implementing effective camera points of view from 3D game engines in a computer game. You must ensure that you manage and organise your planning effectively. (Task 2)
Autonomy/independence has been demonstrated.
To achieve D3 you must work independently during the production of a playable mod, working to a high standard acceptable to a client. (Task 4)
Innovation and creative thought have been applied.
To achieve D3 you must be able to demonstrate that you have applied innovative and creative thought to your implementation of the system of input for controlling a computer game to a high standard acceptable to a client. (Task 4)
Unit number and title
Unit 49: 3D Computer Game Engines
Pearson BTEC Level 5 HND Diploma in Creative Media Production
W/C 23rd September 2013
W/C 17th January 2014
3D Interactive Game Concepts and Functionality
Purpose of this assignment
This unit aims to develop your understanding of computer game engines, and provide you with the skills needed to use them when developing a new game.
The Sales Concept Team at your games company has approached a leading media company and proposed to them that they could use a game to encourage new customers to use their services. This “link bait” method is intended to entice an entirely new and untapped audience onto the potential client’s website with the aim of introducing them to their products and services.
The target media company has shown an initial interest but understandably want to know what they’d be getting for their money. It’s your job to produce a sample playable mod for a gameplay genre using a 3D game engine, designed to convert the prospective client into a paying customer.
Task 1: (LO 1: 1.1 and M1, D1) DATE FOR SUBMISSION: 11th October 2013
To understand the relationships between 3D computer game elements you must describe how static and dynamic 3D elements relate to one another in a computer game. This should take the form of a written report, which may be supported by an accompanying slideshow. You must keep all of your research notes and records and must use a range of sources for your research.
The topics you must cover to show that you understand the relationships between 3D computer game elements include, but are not limited to:
Dynamic elements: animated 3D meshes, eg non-player characters, foliage, background props, physics-enabled geometry; entities, eg items the player can pick up, waypoints for artificial intelligence pathfinding, information used to initialise the game; dynamic lights (point lights, spot lights, directional lights); trigger objects; invisible volumetric objects that control gameplay, eg water volumes, fog volumes, blocking meshes
Relationships between game elements: game rules; balancing gameplay; ending conditions (victory, loss); feedback (positive, negative)
In order to achieve M1 you must identify the most appropriate static and dynamic 3D elements and explain the relationships of different game elements to one another.
To achieve D1 you must fully justify your findings by way of fully sourced and respected references.
Task 2: (LO 2: 2.1 and M2, D2) DATE FOR SUBMISSION: 15th November 2013
You must be able to use cameras from 3D game engines to implement points of view in a computer game to produce example real-time (in-game) video clips. You must ensure that your choices demonstrate different virtual camera parameters, are justified in terms of the game’s genre (this may be inferred by quality of clip) or by means of annotated storyboards.
To demonstrate that you are able to implement points of view in computer games using cameras from 3D game engines you must include the following in your video clips:
Point of view: first-person, eg Unreal Tournament, Half-Life, Mirror's Edge; third-person, eg Oni, Tomb Raider, Shadow Of The Colossus, Okami; context-sensitive, eg Alone In The Dark, Resident Evil, Broken Sword 3; aerial point of view, eg Rome: Total War, Myth
Virtual camera parameters: field of view; orthographic projection; clipping planes (near clip, far clip); transforms (position, rotation); interactive movement
To achieve M2 you must effectively employ the cameras to a high standard, and justify the choices made. This may not be inferred, but rather must be recorded, perhaps by means of annotated storyboards.
To achieve D2 you will take the responsibility for implementing effective camera points by producing intuitive planning materials.
Task 3: (LO 3: 3.1 and M3, D3) DATE FOR SUBMISSION: 13th December 2013
You will produce different types of input device for controlling a computer game. This will demonstrate the relationships between input devices and the virtual 3D world and the relationships between input devices and cameras. These controllers may be via keyboard, mouse or some other medium, must be evident within a submitted level and must be accompanied by some form of instructional material. You must work to a standard acceptable to an employer or client.
Evidence to show that you are able to implement control systems in computer games using input devices via 3D game engines
Input devices: implementation of PC devices, eg keyboard, mouse; understanding of console controllers, eg Sony Playstation controller, Nintendo Wii remote; understanding of handheld device inputs, eg Apple iPhone, Nintendo DS
Relationships between input devices and virtual 3D world: controls to manipulate objects in the world, eg interacting with doors to open them, keyboard movement for player character; controls to cue events, eg cutscene animations
Relationships between input devices and cameras: navigation of 3D environments; control of player's point of view
To achieve M3 you must apply an appropriate and structured approach to this implementation by means of some form of structured planning materials.
To achieve D3 you must be able to demonstrate that you have applied innovative and creative thought to your implementation by means of detailed, structured planning materials.
Task 4: (LO 4: 4.1 and M3, D3)DATE FOR SUBMISSION: 17th January 2014
You will develop a sample playable mod for a gameplay genre using a 3D game engine, working to a standard acceptable to an employer or client. This application must then be fully demonstrated during an informal presentation.
To complete this task, you must show that you are able to export 3D models for use in computer game engines by using one or more of the following examples:
Export: model properties, eg mesh, up-vector, animation, morphs, skins, material data, UV coordinates; file formats, eg .obj, .dxf, .fbx; game engines requirements
Mods: gameplay modification, eg creation of new ‘capture the flag’ levels in Unreal Engine 3,new Team Fortress ‘control point’ levels in Source Engine
Gameplay genres: platformer; puzzle; construction and management; massively multiplayerrole-playing games
3D Game Engines: appropriate use of level editing software, eg Unreal Development Kit,Source Engine, CryEngine, Unity3D; gameplay scripting; game logic; sequenced events
To achieve M3 the playable must be produced to a good standard acceptable to an employer or client. Well structured planning work will also help to improve your grade.
To achieve D3 you must work independently working to a high standard acceptable to a client.