Tech-level Entertainment Technology: Video Games Art – Scheme of Work Unit 10: Games Mechanics Unit type: Centre Assessed Guidance notes: This Scheme of Work (SoW) illustrates how this 90GLH unit could be delivered using a 5 hour working day for 18 weeks. Consideration should be given to the content in other units within this qualification when planning your unit and lessons. This is not one of the units identified as being required to deliver the transferable skills as detailed at aqa.org.uk/tech-levels/transferable-skills however opportunity exists for the practice of the transferable skills of verbal and written communication. Supported by Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Week number 1 Specification reference Key learning objectives Consider inclusion and differentiation (as appropriate and relevant). Equality and Diversity in BLUE (to be enhanced by unit teacher as appropriate for learner group). Game Mechanics Introduction to Unit Introduction to Game Mechanics Learning activities and resources Plenary What will be learner led? What will be tutor led? Topics for plenary? Homework? Classroom based or off-site? Employer engagement? How will learner progress be checked? Evidence requirements? Stretch and challenge in RED (to be enhanced by unit teacher as appropriate for learner group). Autumn Term Tutor Led: Introduction to the unit and the assessment, outlining the overall project to complete a character based proof of concept demo. The tutor should specify which engine is being used and show any elements which are being provided such as art assets etc. Tutor Led: Presentation focused on introducing games, game theory and game mechanics. The presentation should cover the following: Introduction to games theory Definitions of a ‘game’ Theories of play and why we play. Definition of a games mechanic Each learner’s presentation will show level of understanding of taught elements. Embedding or contextualising. (Opportunities for skills development). Maths in PURPLE. English in GREEN. Speaking and listening skills used in the presentation Learners posting mechanics breakdown of their favourite game to their blog / journal / forum thread. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 2 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Learners to be given a short amount of time to prepare a very short presentation on their favourite game using a single image. The image can be anything that shows the game, box art, screen shot etc. The learners should think about why they enjoy the game and why they feel it is a good game. The key question they should be looking to answer is “why do they like to play THAT game above any other game?” Learner Led Presentations: Learners should deliver their presentations covering the key points from the task above. This task is designed to get students to feel comfortable talking about their experience with games and what makes those games enjoyable for them. The tutor should attempt to link the learners comments with a relationship to mechanics, highlighting that the things they like about games are typically either mechanics or elements of the game governed by multiple mechanics. Tutor Led: Presentation discussing mechanics types in more detail. This presentation should include discussion of the mechanics listed in the unit content including movement, combat, reward, maths and emergence amongst others. Using Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 3 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics examples of games that contain these mechanics will help learners to relate the technical concepts with their own gameplay experience. Learner Led: Learners to spend the rest of session breaking down their favourite game, listing all of the mechanics from the game and where possible finding evidence of the mechanic in action. This exercise should allow learners to develop an appreciation for the large number of mechanics that are required to make the games they enjoy playing. Stretch Challenge: Learners could take the above task further by trying to break the mechanics down to include control inputs and values such as distances, damage amounts, movement speeds etc. Homework Activity: Learners to be encouraged to post the final activity to their online blogs / journal / forum threads and treat it as a research activity. Whilst this isn’t being assessed for the performance outcomes, the task will allow the tutor to gauge the level of understanding as well as the students to have a reminder of the mechanics types in their favourite games. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 4 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Week number 2 Specification reference Key learning objectives Consider inclusion and differentiation (as appropriate and relevant). Equality and Diversity in BLUE (to be enhanced by unit teacher as appropriate for learner group). Player Mechanics Player Mechanics Design Assessment PO1 (P1, P2, M1) Learning activities and resources Plenary What will be learner led? What will be tutor led? Topics for plenary? Homework? Classroom based or off-site? Employer engagement? How will learner progress be checked? Evidence requirements? Stretch and challenge in RED (to be enhanced by unit teacher as appropriate for learner group). Tutor Led: Presentation into player mechanics, explaining what makes each character different from a gameplay perspective, focusing on movement characteristics and mechanics. Learner Led: Learners to be given a short amount of time to research into / reflect upon two different playable game characters, noting what gave each one of those characters their recognizable gameplay features. Learners should be encouraged to consider all elements of the characters gameplay experience in order to express their ideas and opinions without worrying about specific terms or design areas. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Tutor Led Discussion: Tutor to lead a discussion about the task the Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Embedding or contextualising. (Opportunities for skills development). Maths in PURPLE. English in GREEN. Development of research skills when researching character traits games. Development of oral communication skills when discussing / presenting their character research. Development of problem solving and technical skills when implementing 5 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics previous learner led task, the tutor should ask each learner to briefly explain which characters they considered and what they feel defines that characters gameplay experience. Learner Led: Learners to produce a character profile for their game character. The profile should define the movement characteristics and capabilities of their game character. Learners should consider including examples of similar game characters for use as a comparison or influence. This should be posted to their development blog / forum / journal for the assessment of P1. systems into the games engine. Development of numeracy skills when setting up control response systems using input variables. Tutor Led: Demonstration on how to setup a playable character in a games engine, focusing on how to implement the designed characteristics such as walk speed, jump height etc. The demonstration will also need to include how to setup basic movement controls to move the character and activate jump and crouch mechanic in order to test the implemented characteristics. Depending on the games engine, it may also be necessary to include a run/walk modifier button. At this stage this should be kept to simple keyboard controls. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 6 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Implementation of designed characteristics onto a provided character model (default game engine characters such as the Epic Mannequin 2.0 are fine) as demonstrated. Evidence of the character working in engine should be posted to their blog / forum / journal for assessment of P2. Homework Activity: Learners to complete any of the tasks from the session to ensure they are ready for the next session. The setup of controls for movement will start learners working towards the assessment of P4. 3 Player Mechanics Pickups & Health Systems Assessment PO1 (P3, M2) Tutor Led: Tutor presentation into playable character design with consideration for character attributes included but not limited to those listed in the unit content (movement speed, health, jump height, etc.). This presentation should discuss how a playable characters attributes affect the whole game design, for example how the jump height of a character affects the height of objects in a level. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. There is a good resource for discussion of this applied to Mario here: http://thegamedesignforum.com/features/RD_S MW_3.html Development of problem solving and technical skills when implementing systems into the games engine. Development of numeracy skills when setting up additive and subtractive health functions. The presentation should also discuss how Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 7 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics games often modify certain attributes to modify gameplay with the use of pickups etc. Stretch Challenge: Learners could look further into a chosen game (perhaps one of those they discussed in the previous weeks lesson) and investigate how the game is built around the character’s attributes similar to the article listed above. Learner Led: Learners to build upon their character profile to include considerations for which character attributes they would modify during gameplay. Each modifiable attribute should be accompanied by a simple sentence to justify why that attribute should be variable rather than constant. This should be posted to their development blog / forum / journal for the assessment of M1. Tutor Led: Demonstration of how to implement a health system onto a character including setting up variables and functions to add and remove health. The system should also include some element of feedback to the player; this could be in the form of a particle system, screen overlay, health bar or other suitable system. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 8 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Learners to implement health system onto their characters as demonstrated. Evidence of the functional system should be posted to their blog / forum / journal for assessment of P3. Learner Led: Learners to implement two gameplay-based character mechanics changes based on pickups. These mechanics changes should modify the attributes outlined in their expanded character profile earlier in the session. Evidence of the functional systems should be posted to their blog / forum / journal for assessment of M2. 4 Player Mechanics Scoring Systems and Scoring Models Assessment PO1 (D1) Tutor Led: Presentation on scoring systems models. The presentation should include the breakdown and analysis of a few existing games discussing how players can ‘score’. The presentation should encourage learners to consider both mid-game and end of level scoring systems where, for example pickups may provide points during gameplay and remaining time is converted into additional points at the end of the level. Homework Activity: Learners to complete any of the tasks from the session to ensure they are ready for the next session. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Development of research skills when researching scoring methods. Development of problem solving and technical skills when implementing systems into the games engine. Development of Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 9 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Research task into the scoring methods of two chosen games. Learners should identify and list all elements of score within their chosen games. Learners should identify any examples of negative score in their chosen games such as health (or lack of) in survival games. numeracy skills when identifying scoring systems and bonus score calculations. Development of numeracy skills when setting up scoring systems in the games engine. Tutor Led: Demonstration on how to implement various score systems into the games engine. This should include where to store the score values (including when it is more suitable to store values on the player or in the game logic), methods of giving and calculating score (such as pickups, time systems, simple bonus score systems such as a health based bonus). Learner Led: Learners to design and implement a score system for a game type which suits their character design. Learners will need to define their game style before designing their scoring system/s. Evidence of a completed scoring system should be posted to their blog / forum / journal for assessment of D1. Homework Activity: Learners to complete any of the tasks from the session to ensure they are ready for the next session. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 10 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 5 Player Control Setup Control Systems Assessment PO2 (P4, P5, working towards M3) Tutor Led: Presentation into control system design for different control options. This should include discussion of a variety of control systems using different controllers such as mouse & keyboard, dual stick controllers (such as Xbox or PlayStation), motion controllers (Nintendo Wii, PlayStation Move), camera based controllers (PlayStation Eye, Kinect) and purpose built controllers for specific games such as music controllers, light guns etc. The presentation should cover an overview of the effect of context sensitive mechanics on a control system. A great example to use for this is the control system in the Assassin’s Creed games where Y (or triangle) is used to assassinate targets when an assassination can take place but is otherwise unavailable and does nothing in normal situations. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Development of problem solving and technical skills when designing and implementing control systems into the games engine. Learners posting appropriate control layout design on their blog / forum / journal. Learner Led: Learners to design a mouse/keyboard layout and control layout using a controller (dual stick advisable) for their character, ensuring to include controls for each of the player movement mechanics including jump, crouch, sprint etc. Tutor Led: Demonstration to remind learners how to setup Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 11 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics key binding and assignment of controls in the game engine and how to implement input based events and functions into the game and player logic / code / script. Learner Led: Learners to implement designed control system onto their character for both control systems. Evidence of the functional systems should be posted to their blog / forum / journal for assessment of P4 and P5. Tutor Led: Now learners have a playable character which moves, the tutor should introduce the additional requirements of the player character including an action and two context sensitive control elements. A short presentation showing a variety of potential action and context sensitive controls should be delivered. This should begin to get learners thinking about possible key gameplay mechanics that might be suitable for their character & game. 6 Player Control Setup Cameras Assessment PO2 (P6) Tutor Led: Presentation covering the different types of camera systems available in games. This should take a brief look at the obvious difference between first and third person and Homework Activity: Learners to develop an ideas list of possible key gameplay mechanics and post it to their blog / forum / journal, this will begin them working towards M3 and elements of PO3. Learners posting evidence of progress, assignment development and Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Development of problem solving and technical skills when implementing camera systems 12 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics then move on to look at different types of third person camera setups to focus on the assessment camera option. The presentation should focus on the effects that camera position and style has on the gameplay experience. completed activities on their blog / forum / journal. into the games engine. Learner Led: Learners to plan a camera system for their character / game. Tutor Led: Demonstration into how to setup a controllable camera for the third person character. Use of the mouse of right analogue stick could be introduced to rotate the camera around the player. Learner Led: Learners to implement a standard third person camera onto their character based on the demonstrated techniques. Tutor Led: Demonstration into camera swapping. For this a system such as a button press (R3) could be implemented to provide a quick look back camera, allowing the camera to look behind the player without needing to rotate the camera. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 13 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Learners to implement a look back camera based on the demonstration. Tutor Led Discussion: Tutor to discuss and suggest a variety of other camera control options including collision, zooming etc. Stretch Challenge: Learners could implement a camera swapping system that uses a world camera when the player walks into a set region, similar to Silent Hill 1. This camera type can be used to give the player a better view of a small space or focus their attention on something specific in the level. Learner Led: Learners to implement their designed camera system, making modifications to their design based on the tutor led discussion; video evidence should be posted to their blog / forum / journal for assessment of P6. Homework Activity: Learners to continue any of the tasks from the session to further develop their character system. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 14 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 7 Player Control Setup Player Control Refinement This session should be used to allow learners to refine and improve (and in some cases catch up) with the development of their player controls so far. Tutor Led: Introduction to the session, emphasising the importance of natural, intuitive and responsive control systems. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Learner Led: Learners to work on their current build to polish their player mechanics and control systems that they have developed so far. The tutor should take the time to go and try the learners work and give feedback and advice upon the work, the tutor should also be willing to provide technical solutions where required to help learners develop a good playable system. Development of analytical and reflective skills when reviewing current build to identify issues which require polish. Development of problem solving and technical skills when improving mechanics. Homework Task: Learners to complete all of the previous elements of the player mechanics and control systems to fulfil all of the assessment areas of PO1 and PO2. Evidence of completion should be provided on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 15 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 8 Key Gameplay Mechanics Key Gameplay Mechanics Design Assessment PO3 (P7) Tutor Led: Presentation discussing USP and Key Gameplay mechanics. Learner Led: Learners should undertake a research task into 3 games, identifying each game’s USP and / or Key Gameplay mechanics. Learners should produce a brief analysis of each game’s USP including the following elements: Overview description of the mechanic. Requirements for activation / use of mechanic. Control / Inputs for mechanic. Outputs & Results of the mechanic including audio, visual, vibration, reward etc. Learners posting complete key mechanics design ideas on their blog / forum / journal. Development of problem solving and technical skills when implementing camera systems into the games engine. Stretch Challenge: Learners could attempt to recreate a rough prototype of one of the mechanics they researched into. The target should not be to make a fully polished version but a system which has similar inputs, activation and outputs. Tutor Led: Short presentation / discussion of what is expected of learners with regards to the key gameplay mechanics design required for the assessment of P7. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 16 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 9 Key Gameplay Mechanics Assessment PO2 (M3) and PO3 (P8) Implementation of Player Based Mechanics Learner Led: Learners to begin designing their key gameplay mechanics following the outline from the research task earlier. The mechanics do not need to be unique and can be influenced by their research, the mechanics should ideally work with the style of character the learner outlined earlier in the unit. Homework Activity: Completion of key mechanics design posted on to their assessment blog, journal or forum including images, written elements and influence \ example videos for the assessment of P7. Tutor Led: Presentation explaining context sensitive mechanics including how to implement context sensitive with the use of conditions to modify the effect of a control input. Learners completing each of the tutorial / demonstrations for themselves. Learner Led: Learners to complete a tutorial to implement a simple context sensitive mechanic into an existing system using a trigger volume to modify the result of a single control input. This should be something simple that allows learners to get to grips with swapping functionality of a control input. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Development of problem solving and technical skills when implementing camera systems into the games engine. 17 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Learners to implement their previously designed context sensitive mechanics using the techniques from the previous activity for the assessment of M3. Evidence of completion should be provided on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. Tutor Led: Presentation covering an overview of how to implement game mechanics which involve more than one entity including (but not limited to): Player & world communication Player & level object communication Player & game logic communication Player & NPC communication Tutor Led: Practical demonstration of each of the areas covered in the presentation. Learner Led: Following each demonstration, learners should be given the necessary assets to complete the same task, gaining experience with building mechanics where multiple actors / assets communicate with each other and the world. Homework Activity: Learners to complete the implementation of their two designed mechanics for the assessment of P8. Evidence of completion should be posted on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. It is important learners complete this ready for the analysis and reflection (P9) during the next session. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 18 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Stretch Challenge: Learners could be given a specific mechanic to try and implement using the techniques and understanding developed during the tutorials. 10 Key Gameplay Mechanics Mechanics Analysis and Reflection Assessment PO3 (P9) Learner Led: Learners to begin implementation of the mechanics they designed in the previous week. The tutor should engage with the students to offer critique and technical support. Tutor Led: Presentation explaining available processes for collecting user based test data which is best suited to the class size & available software. Learner Led: Learners to try each other’s current character and gameplay mechanics to provide feedback, critique and testing data. This can be facilitated by learners watching peers play their game or by using screen capture for analysis later. Tutor Led: Presentation on how to utilise testing data to analyse and reflect upon test data to draw conclusions about the current functionality of mechanics. Learners posting analysis and reflection of current mechanics along with an improvement task list on their blog / forum / journal. Development of analytical and reflective skills when reviewing current build to identify issues which require polish. Homework Activity: Learners to complete their review of collected data and finalise their improvement / polish task list for iterations ready for the next class as post as mentioned above. Development of problem solving and technical skills when improving mechanics. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 19 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Learner Led: Learners to review feedback, critique and testing data in to develop a task list for required fixes & adjustments to improve the quality of gameplay. Conclusions and task list should be posted on their assessment blog, journal or forum for the assessment of P9. 11 Key Gameplay Mechanics Mechanics Refinement Assessment PO3 (PM4, M5) Tutor Led: Tutor to remind learners of the assessment element M4 and M5. Learner Led: Learners should be given most of this session to refine their two implemented mechanics following an iterative process based on the reflection from the previous week. They should focus on the mechanics timing and interaction with the player. Learners posting evidence of mechanics refinement on their blog / forum / journal. Homework Activity: Learners to post evidence of their refined mechanics onto their journal or forum in the form of screenshots and quick screen capture videos for the assessment of M4. They should also reflect upon their refined mechanics in a short discussion on their journal or forum thread for the assessment of M5. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Development of analytical and reflective skills when reviewing current build to identify issues which require polish. Development of problem solving and technical skills when improving mechanics. 20 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 12 Key Gameplay Mechanics Assessment PO3 (D2) User Interface Elements for Player Feedback Tutor Led: Tutor to remind learners of the assessment element D2. Tutor Led: Short presentation on the use of user interface elements to inform the player of how to use gameplay mechanics. This could be on screen prompts such as a button icon. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Development of problem solving and technical skills when implementing feedback systems into the games engine. Tutor Led: Demonstration of how to set up quick, prototype user interface elements. At this stage, it is not necessary for these to be visually pleasing at this stage, functionality should be the main focus. Learner Led: Learners should be given the rest of the session to complete any additional refinements to a single, chosen mechanic (based upon the reflection from the previous homework activity) and implement prototype user interface elements towards the assessment of D2. Stretch Challenge: Learners could build upon the user interface element by adding in audio cues and/or controller vibration to help identify where a mechanic could be used. Homework Activity: Learners to post evidence of their chosen mechanic with prototype user interface elements onto their journal or forum in the form of screenshots and quick screen capture videos for the assessment of D2. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 21 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 13 Proof of Concept / Tech Demo Production Proof of Concept Development Tutor Led: Presentation introducing the requirements of a proof of concept / tech demo. Learner Led: Learners to develop a task list, listing all of the mechanics they will need to include in their proof of concept. Tutor Led Discussion: Discussion relating to how each of the mechanics could be shown in a proof of concept. For example, showing the character jump height using a range of different height environment elements. The tutor should engage with learners and get them to suggest ideas, this will get them engaged with the process ready to decide how to show each of their mechanics. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal Development of analytical and planning skills when developing a task list. Development of problem solving and technical skills when improving mechanics. Learner Led: Learners to expand their task list by adding details of how each of their mechanics will be shown in the proof of concept. Learners should be expected to also include details of any assets / scripts etc. will be required to show the mechanic and also decide if it’s best to show a mechanic from the player perspective or using a temporary camera. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 22 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Stretch Challenge: Learners could develop ideas for how to show multiple mechanics in a single area, event or interaction, for example showing walk/run speed mechanics in an area which also involves having to jump such an obstacle course. Learner Led: Learners should be given the rest of this session to continue development to refine and improve their gameplay mechanics so far, working towards the proof of concept. 14 Proof of Concept / Tech Demo Production Gameplay Mechanics Refinement This session should be used to allow learners to refine and improve their gameplay mechanics so far, working towards the proof of concept. Tutor Led: Introduction to the session, emphasising the importance of the key gameplay mechanic being functional and useable. Learner Led: Learners to work on their current build to polish their gameplay mechanics that they have developed so far. The tutor should take the time to go and try the learners work and give feedback and advice upon the work, the tutor Homework Activity: Learner to finalise and post their completed task lists to their blog / forum / journal ready for the next session. Learners posting evidence of mechanics refinement on their blog / forum / journal. Homework Task: Learners to complete all of the previous elements of the gameplay mechanics to fulfil all of the Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Development of analytical and reflective skills when reviewing current build to identify issues which require polish. Development of problem solving and technical skills when improving mechanics. 23 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics should also be willing to provide technical solutions where required to help learners develop a good playable system. 15 Proof of Concept / Tech Demo Production 3D Test Environment Assessment PO4 (P10, M6 and working towards D3) Tutor Led: Presentation of the importance of a test environment for a proof of concept demo. Learners should be made aware of the need to include an area to demonstrate all of their character’s mechanics including movement, actions, pickups, context sensitive and key gameplay mechanics. Learner Led: Learners should be given the rest of the session to produce the testing environment. The focus should be on functionality and ease of navigation not on visual aesthetics although the use of a few meshes for events or interactions may be beneficial. assessment areas of PO3. Evidence of completion should be provided on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Development of 3D spatial skills when building 3D environments. Development of problem solving and technical skills when building 3D test environment in the games engine. Homework Activity: Learners to continue developing their test environment for the proof of concept. Evidence Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 24 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics 16 Proof of Concept / Tech Demo Production Onscreen Prompts Gameplay Tutorials Assessment PO4 (P11 and working towards D3) of progress (and completion) should be provided on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. The evidence of the finished environment should be posted for the assessment of P10 and M6. Tutor Led: Presentation on gameplay tutorials and the use of onscreen prompts to help players to learn how the character and game mechanics function. Tutor Led: Demonstration of how to implement gameplay tutorial zones in a test environment and how / when to activate on screen prompts. On screen prompts should be done with a simple user interface and avoid the use of debug prints. Learners posting evidence of progress, assignment development and completed activities on their blog / forum / journal. Development of problem solving and technical skills when designing gameplay tutorials and on screen prompts. Learner Led: Learners should be given the rest of the session to build gameplay tutorial areas with onscreen prompts into their levels. They should focus on making their instructions clear, concise and easy to understand. They should ensure that instructions are shown at the correct time and do not obscure the players view. Learners should be made aware of the importance for the onscreen prompts to guide the player through the level (P11) and Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 25 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics showcase the polished USP/key Gameplay mechanic (D3) 17 Proof of Concept / Tech Demo Production Proof of Concept Refinement Homework Activity: Learners to continue implementing tutorial elements into their test environment for the proof of concept. Evidence of progress (and completion) should be provided on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. Evidence of the implementation of onscreen prompts should be posted for the assessment of P11 and D3. This session should be used to allow learners to refine and improve their proof of concept so far. Tutor Led: Introduction to the session, emphasising the importance of proof of concept featuring clear areas which show each of their mechanics including the player movement and key gameplay mechanics. Learner Led: Learners to work on their current build to polish their demo and testing environment that they have developed so far and make any final changes to their gameplay mechanics based on issues that have arisen during the creation of the demo. The tutor should take the time to Learners posting evidence of proof of concept refinement on their blog / forum / journal. Homework Task: Learners to complete all of the previous elements of the proof of concept demo to fulfil all of the assessment areas Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Development of analytical and reflective skills when reviewing current build to identify issues which require polish. Development of problem solving and technical skills when improving mechanics. 26 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics go and try the learners work and give feedback and advice upon the work, the tutor should also be willing to provide technical solutions where required to help learners develop a good playable system. 18 Proof of Concept / Tech Demo Production Tech Demo Video Production Assessment PO4 (P12) Tutor Led: Presentation on the requirements for Tech Demo Videos. Tutor Led: Demonstration on how to capture game footage. If this unit is taught after level design and / or animation then this should only need to be a refresher. If this is taught first, the demonstration should be slower and more indepth. which are required for PO4 (except P12) ready for production of the tech demo video during the final week. Evidence of completion should be provided on their assessment blog, journal or forum in the form of screenshots and quick screen capture videos. Learners posting tech demo video on their blog / forum / journal for the final assessment. Development of presentation and problem solving skills when producing tech demo video. Learner Led: Learners to capture gameplay of their tech demo, showing each element individually to facilitate inclusion of titles and / or voice overs. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 27 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Stretch Challenge: Learners could record a live play through with a voice over. Whilst this is more prone to making mistakes with both playing and the voice over, having experience in this area may prove useful when showing mechanics ideas / game ideas in the group project unit. This will be more difficult in a class room environment and may be better suggested as part of the homework activity. Tutor Led: Demonstration of editing videos in an appropriate video editing package such as Adobe Premier, Adobe After Effects or similar. This should include: How to trim footage How to add overlays for titles How to combine footage from multiple pieces of play-through footage. Homework Activity: Learners to finalise tech demo videos and produce / include voice overs where appropriate. The completed video should be posted to their blog / journal / forum thread for the assessment of P12. Learner Led: Learners to compile and produce a first attempt at their tech demo video using the techniques demonstrated. The time given for this activity should be fairly long to allow leaners to re-record any footage they feel could be improved Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 28 of 29 Tech-level Video Games and Art Scheme of Work –Unit 10 Games Mechanics Tutor Led: Discussion into the use of voice-overs to explain gameplay. Learners should be encouraged to be willing to explain their footage from a technical perspective focusing on the design and implementation of mechanics rather than simply the functionality visible to the player. Scheme of Work Unit 10 Games Mechanics AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 29 of 29
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