Tech-level Assignment Brief AQA LEVEL 3 TECHNICAL LEVEL ENTERTAINMENT TECHNOLOGY Qualification title Unit code Y/507/6620 UNIT 9 LEVEL DESIGN Unit title Learner name Tutor/Assessor name Assignment title BULKHEAD INTERACTIVE Date assignment issued Submission Date Pass Performance Outcome Performance Criteria Merit P1,P2,P3 P4,P5,P6 P7,P8,P9 P10,P11,P12 M1 M2,M3 M4 M5 Tasks Distinction D1 D2 D3 Performance criteria covered P1, P2, P3, M1, D1 P4, P5, P6, M2, M3, D2 P7, P8, P9, M4 P10, P11, P12, M5, D3 Task 1 Task 2 Task 3 Task 4 Submission Checklist (please insert the items the learner should hand in) 2D top down designs 2D elevation drawing 2D design including doors, pickup, enemies and level events 2D designs including pathing routes, combat zones, cover positions and likely choke points 2D line of sight analysis First iteration of maz level Two playthrough videos of intial level Evidence of user-generated feedback Analysis of level Documentation of all changes to level Final Maze Level Learner - please confirm that you have proofread your submission Supported by Page 1 of 6 Confirm submission Learner Authentication I confirm that the work and/or the evidence I have submitted for this assignment is my own. I have referenced any sources in my evidence (such as websites, text books). I understand that if I don’t do this, it will be considered as a deliberate deception and action will be taken. Learner Signature Date Tutor declaration I confirm the learner’s work was conducted independently and under the conditions laid out by the specification. I have authenticated the learner’s work and am satisfied that the work produced is solely that of the learner. Tutor/Assessor Signature* Date *Please record any assistance given to the learner beyond the group as a whole even if within the parameters of the specification For marking purposes only Marking grid Performance Criteria (PC) achieved Pass 1stsubmission / X* Resubmission / X* P1 P2 P3 P4 P5 P6 P7 P8 P9 P10 P11 P12 Merit ** 1stsubmission / X* M1 M2 M3 Resubmission / X* Distinction** 1stsubmission / X* Resubmission / X* D1 D2 M4 M5 D3 Assignment Result / X* Not yet passed Pass Merit Distinction *Achieved () Not achieved (X) **Distinction and Merit criteria can be achieved only where the associated Merit and Pass criteria have been achieved first. Learners must achieve all the PCs relevant to a grade before they can be given that grade for the assignment. Page 2 of 6 Tutor summative feedback for learner (Note to tutors: this section should focus on what the learner has done well. Where a learner has not achieved a specific performance criterion or is likely to want to improve on a response to a performance criterion, then you may identify the issues related to the criterion, but should not provide explicit instructions on how the learner can improve their work to achieve the outstanding criteria.) Feedback Tutor name(print) and date Resubmission Feedback Tutor name(print) and date Page 3 of 6 ASSIGNMENT BRIEF You will start this assignment by demonstrating your understanding of the key concepts of level design to influence play. These ideas will be developed into an initial 2D level design which, over the duration of the assignment, will be developed into an in-game playable whitebox level prototype. TASK OVERVIEW You will use a series of games engine level designs/development tools in order to produce your prototypes. You will be required to test and analyse your levels during development to be able to iterate upon the design, based upon feedback and analytical results. Task 1: PO1 Produce 2D level design In this task you must: a) Following the client brief in Appendix A, design in 2D a level plan from a top down perspective. (P1) b) Once the top down perspective has been created, develop an orthographic side view to implement level elevation features of the level. (P2) c) Make a copy of the level plans and add placement of doors, pickups, enemies and level events to the 2D designs focusing on level flow and gameplay pacing. (P3) d) Make a copy of the 2D level plans, develop enemy AI pathing routes and identify combat zones, cover positions and likely choke points. (M1) e) Analyse level plans with consideration for line of sight and explore appropriate modifications to provide a positive improvement on the gameplay experience (D1) Page 4 of 6 Task 2: PO2 Produce 3D level in a games engine In this task you must: a) Following the client brief in Appendix A, develop 2D level plans from (a) and (b) in Task 1 into a 3D block out in a games engine. (P4) b) Implement pickup, enemy and event placement based upon 2D designs. (P5, P6) c) Develop the 3D block out by introducing level lighting to generate atmosphere and guide the player. (M2) d) Implement AI pathfinding based on level plans produced in (d) in Task 1. (M3) e) Finally, produce two playthrough videos: one showing each of the features off, including a voice over discussing them and one showing a critical path run through to complete the level in the shortest time. (D2) Task 3: PO3 Demonstrate understanding of iterative design and development In this task you must: a) Analyse 3D block out and document areas of the design which need improvement and make amendments. This analysis should focus on the key gameplay elements and the pacing and flow. (P7) b) Facilitate two different methods of gathering user-generated feedback using a minimum of three testers. (P8) c) Utilise user feedback gathered in (b) to improve on the level design documenting all changes. (P9) d) Use level analytics (this could be a simple screen recording of players and translating that into identification of choke points, preferred paths, player death locations etc) to test the 3D level against the original plans for combat, such as AI paths, making adjustments as required. (M4) Task 4: PO4 Design and implement level mechanics In this task you must: a) Implement level mechanics, the first of which is to implement at least two functional doors and a moving environment element based upon 2D designs created in Task 1. The moving element should include player feedback, for example if a lift requires a player to press a button to activate it, this should be clear through on screen prompts and feedback (P10, P11) b) Implement an environmental event to the level, either to begin the level, end the level or develop the gameplay experience through the level. An example of this would be including a camera fly through the level or a cut scene at the beginning or end of the level. (P12). c) Implement one damageable environment element based upon 2D designs and testing. (M5) d) Implement one usable cover mechanic which provides an advantage to the player. Placement of cover should be based upon 2D designs and testing and should enhance gameplay not restrict it. (D3) Page 5 of 6 APPENDIX A Bulkhead Interactive is an independent studio built from the ground up; started with nothing but a closet and some computers. Bulkhead has gone on to release and announce three titles on all major platforms. Bulkhead Interactive gained widespread support when we announced ‘Battalion 1944’ our WW2 Multiplayer FPS, due to hit alpha in May 2017. Our second title ‘The Turing Test’ will be released in August 2016 and is poised to be the best First Person Puzzler of the year. Currently based in Derby, the team have a strong work ethic and operate in a great friendly atmosphere, built by friends making games together under near impossible circumstances. CLIENT BRIEF Bulkhead are prototyping levels for a First Person Puzzler codenamed ‘Realm’. Realm is set in a post-apocalyptic medieval world. Realm is an arcade style first person puzzler. The player is dropped in a maze, the objective is to get to the other side, as quickly as possible whilst navigating through doors, avoiding unstable floors/platforms and stealthy evading enemy AI without the use of weapons. The idea behind Realm is ‘designer vs player’. There are no tools, weapons, or equipment - simply decision making and trying to outthink the game designer. You are tasked with the design and creation of one level which we will use in a pitch to the major publishers such as Valve Steam, Sony Playstation and Microsoft Xbox. DESIGN: Please design a maze using cube based walls. You must set a start point and a finish point for the player. The player will never see the level from the top-down, they will only view it from the first person perspective. Your job as the designer is to guide the player through the level with the use of assets, colour and lighting. However, you do not want the player to find your level too easy or get frustrated and give up. There is a very fine line here where you will need to find the middle ground. Specification The maze must have a beginning and finish Implement a moving environment element into the level, based upon 2D designs and testing (Lift) Implement at least two functional doors based upon 2D designs and testing Implement one damageable environment element based upon 2D designs and testing Implement an environmental event to the level, either to begin the level, end the level or develop the gameplay experience through the level. (Cut scene) Implement one usable cover mechanic which provides an advantage to the player. Placement of cover should be based upon 2D designs and testing. The maze will be made preferably out of modular pieces (Fallout 4 modular level design) A good blockout/whitebox is crucial to the design. Please don’t waste our time and money on art before the maze is FUN and competitive ART: Please stick to our art style, we’re looking for stone/dry stone walls, similar to building materials that would have been used in medieval times. We’d like to see you use colour and lighting to direct the player but still keep the environment appealing. The player should never be ‘lost’, please use creative ways to subtly mark paths, direction, and key points. This will help the player build up a mental map of the area. Page 6 of 6
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