IG2 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 70 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 70 P4/M4/D4 & unit 1 P3/M3/D3 
Evidence checklist
Task 1: 1 x completed purposes and functions of components of game engines analysis worksheet.
[ ]
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.
[ ]
Task 3: Evidence of produced concept artwork, final asset designs & final level designs uploaded in jpeg format.
[ ]
Task 4: 1 x workflow detailing the process of producing your 2D game in Construct 2. 1 x 2D gameplay video.
[ ]
Task 5: 1 x workflow detailing the process of producing your 3D arena level in Unity. 1 x 3D area level walkthrough video.
[ ]
Sources of information




Task 1 - The Purposes And Functions Of Components Of Game Engines
















Task 2 - Computer Game Production Budget






Monitor

Samsung S27D590C 27" Curved Full HD LED Monitor
http://www.ebuyer.com/666291-samsung-s27d590c-27-curved-full-hd-led-monitor-ls27d590cs-en?mkwid=sHr7e6jk9_dc&pcrid=51482416139&pkw=&pmt=&gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHquatvWCHwiQFBQ90S24396kNhI1SOb7VKj_ej5ny028aAqgI8P8HAQ


Mouse


Element Gaming Mouse Cobalt 220

http://www.ebuyer.com/630164-element-gaming-mouse-cobalt-220-esib-96y9?mkwid=suLy0D9zq_dc&pcrid=51482420699&pkw=&pmt=&gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHqu6WaAddduO2NZyY8id_-Rzp83Tgs0gIRW6jU3i9eKUaAjO88P8HAQ




CPU


AMD FX FX-8300 - processors (AMD FX, Socket AM3+, PC, FX-8300, 32-bit, 64-bit, L2)

http://www.tomshardware.co.uk/gaming-cpu-review-overclock,review-32901-4.html






PC Case


AMD 7870K Gaming PC with Radeon R7 graphics
https://www.scan.co.uk/products/scan-value-gaming-pc-g15a-amd-a10-7870k-8gb-corsair-ddr3-radeon-r7-apu-1tb-hdd-win-10?utm_source=google+shopping&utm_medium=cpc&gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHqog2hTEtNPgMLyUi3yMX3ZV4Mwt_kShjEExj1nrzUjkaAlD98P8HAQ


RAM


Corsair 32GBDDR3 1600MHz Vengeance Memory

http://www.ebuyer.com/340480-corsair-32gbddr3-1600mhz-vengeance-memory-cmz32gx3m4x1600c10?mkwid=s_dc&pcrid=51482421899&pkw=&pmt=&gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHqlsxHovFYtnfHACa7EqKKjFC4dBYmipSLxk7Aq9hSqoaAsHE8P8HAQ



GPU

MSI NVIDIA GeForce GTX 1080 8GB GAMING X
https://www.scan.co.uk/products/msi-geforce-gtx-1080-gaming-x-8gb-gddr5x-2560-core-vr-ready-graphics-card-with-twin-frozr-vi-plus-rg?utm_source=google+shopping&utm_medium=cpc&gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHqqyRx0Ulclp7rCOc3Xh4NBcf2bKZDG2FXM2Kmrxm6F0aAqvb8P8HAQ



Keyboard


Element Gaming Keyboard Thorium 100
http://www.ebuyer.com/630167-element-gaming-keyboard-thorium-100-esiy-8y32?mkwid=sWA3N2WiH_dc&pcrid=51630194939&pkw=&pmt=&gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHqmCyAuChR_b6GxWoCvFko_UC1H_eF1JVS_TEMXbJCWcaApvJ8P8HAQ


Operating System



https://softwaregeeks.co.uk/product/1770/?gclid=Cj0KEQjwyum6BRDQ-9jU4PSVxf8BEiQAu1AHquWmUzsbL59yfW62c8FrMPdKxoEYu8cXHvUt8uuZgmUaAq598P8HAQ







level designer


Level designers responsibilities would be to use this type of hardware to create the mapping and levels for the games.

Concept Artist

The concept artist responsibilities using this hardware would be to create 2D version of the games world using a variety of art tools.  

Asset Artist

The asset artists job responsibilities using this hardware would be to creat each of the worlds assets/objects such as trees, using high tech software to do so thanks to the hardware I chose.

Programmer 

The programmers job responsibilities using the hardware I chose would be to decide the games overall mechanics and coding, this would then give the game a smooth feel thanks to the hardware chosen.





Task 3 - Computer Game Planning











Above are some images that will give me some inspiration on how I would like my 3D arenas theme to be like. which would involve a 1940s abandoned hospital to add a creepy aura to my arena.




Above is a plan which shows how my arena is to look like, it will include things such as a graveyard and bedroom as well as multiple rooms and lighting. 



2D Game Planning























Task 4 - Using A 2D Game Engine

I first began to add a background for my game using a tiled background, doing this allowed me to constantly copy and paste the image to make it look like an even bigger one.


I then added a 2nd background for my game which was layered on top of my first background to represent the cloud's moving in the opposite direction from my 1st.

After adding my backgrounds I then began to add a series of tile sets to represent platforms that the enemy could be put onto.

Finally after creating the environment, I then began to add the sprites such as the Player, Enemy etc.. I also gave them different objectives and behaviors, for instance the Enemy's objective was to destroy the Player, whilst the Player's objective is to get as far as it can without dying into the game.


Above is a screenshot of the game in action with the HUB at the bottom representing the Player's health bar. 







Above is a video that shows the game in better depth.

Task 5 - Using A 3D Game Engine

Above are some screenshots that show the different angles of my graveyard within my arena. Using a cemetery pack from the asset store, I applied numerous gravestones to my yard to give it the creepy factor which my arena should have. I also applied oak trees to my yard stand out more including a gravel pathway also. As you can see, the first image has a camera icon meaning that the player would first spawn in that area when starting the game, whilst the second image shows a closer look at the different gravestones that I used to add to my yard.


Above are some screenshots that show the different angles of my courtyard also within the arena. Using a stair shape from the Probuilder tab and stone textures and railings from the asset store, I combined these things together to create an overall yard which would be the entrance to the abandoned hospital. The first image shows a birds eye view of my hospital whilst the second image shows a ground level view of it.


Above are also some images which show the inside of my abandoned hospital within the arena. The first image shows an abandoned room full of bunk beds that the old patients would have used using the abandoned hospital pack from the asset store to apply them with. I also added lighting to each of the rooms using the light tool within unity, whilst also applying light bulbs to each one. The second image then shows the basement which has 3 mysteriously empty dark rooms that the player can go into, whilst also adding dimmed lights for each of these rooms also.

Overall the images show the different areas and angles in my 3D arena which I created on Unity, the arena which is inspired by the 1940's abandoned hospital includes a graveyard which the player would start off in, and a few other rooms which the player can go into including a corridor full of bunk beds and underground basements that the player can also go into.








Above is a captured video which shows the arena in more detail and how the player would move in and around the arena. Overall I feel that the arena created on unity was good considering it was my first time using the software, although it had some errors like walking inside walls etc, I felt that I gained some experience when creating the arena as getting use to the tools was complicated at first. I also feel that this experience will come in hand when creating future projects within unity's software next year.