Tech-level Games Art – Scheme of Work Unit 7: User Interface Design and Implementation for Games Guided Learning hours: 90 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. Within this unit, learners will be presented with opportunities to successfully evidence the transferable skills of oral communication (P4) and research skills (P3) to the required standard in order to achieve the qualification. The required standards and associated recording documentation for all transferable skills covered within this qualification can be found at aqa.org.uk/tech-levels/transferable-skills It is important that sufficient time is spent developing this skill and that teachers familiarise themselves with the AQA Technical Level standard for team working. See Appendix A of the specification for more information about transferable skills. Supported by Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games Week number 1 Specificati on reference Understand the principles of User Interface design and their application 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). Project planning techniques and resource gathering. 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 to introduce the unit Tutor to outline purpose of unit, i.e. to develop an understanding of how user interfaces are designed and their application. Tutor to introduce the difference between technical game engine work and design. Explain the importance of these two elements working together to create a polished outcome. Tutor to outline the hand in dates for the assignment and to ensure students know what is expected on these dates. Homework exercise: Find images/videos of 3 different user interfaces. Construct a small paragraph as to why they think the interface is good. Post all onto an online forum (to be updated weekly) Embedding or contextualising. (Opportunities for skills development). Maths in PURPLE. English in GREEN. Research Skills in ORANGE Written communication skills when posting onto the forum. Early analysis skills which will grow over the weeks. Tutor led deconstruction of a user interface that will get the learner thinking about the topic much deeper and highlight areas that will be Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 2 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 2 PO1 – P1 Understand the principles of User Interface design and their application The relationship between User Experience, Usability and Utility covered in the coming weeks. Tutor is to stress the importance of design and its subjective nature. Tutor led: Tutor to explain the basic design principles of user experience, usability and utility. Tutor to provide user interfaces examples that the learner can apply these principles towards. Provide good and bad examples of user interfaces that can be used as a discussion point in class. Learner led: Learners to work in groups to analyse the user interfaces presented by the tutor. Learners should specifically be using the principles taught prior. Tutor led: Tutor should give the learners time to form opinions of the examples and voice them before the tutor provides a deconstructed analysis of the user interfaces. The tutor should be clear in outlining where good or bad usability, user experience and utility have been used Homework exercise: Repeat the same task as the last week homework but ensure the 3 basic principles are now covered. Post onto an online forum. Group communication skills, working in a group when discussing design principles. Written communication skills when deconstructing user interfaces for the online forum submission. Oral skills when discussing (https://www.youtube.com/watch?v=ODtNK5N 1_6w – Great example of a great experience through UI) Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 3 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 3 PO1 – P2 Understand the principles of User Interface design and their application How typography can impact design Tutor led: Tutor to explain the differences between sans and sans-serif typefaces. Tutor to explain the appropriate applications of these fonts when it comes to digital and print production. Tutor to highlight the importance of typefaces in logo design and the readability of fonts for the user. Tutor to show examples of typography used in games to be analysed by the class. Learner led: Learners are to discuss the typefaces presented by the tutor in groups. Learners must then discuss their opinions in class. (http://type.method.ac/ - Game teaching the importance of Kerning) (http://www.hongkiat.com/blog/creative-usestypography-video-games/ - Creative typography in games) Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Homework exercise: Learners are to create a set of typefaces they believe complement each other using the knowledge taught in class. This set of typefaces should be posted to the forum. Group communication skills, working in a group when discussing design principles. Skills in being able to present themselves well digitally as learners will know which fonts work well in different situations. Visual communication skills when creating their own combination of typefaces. Oral skills when discussing 4 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 4 PO1 – P3 + M1 Understand the principles of User Interface design and their application Research and analysis of the relationship between art and design Tutor led: Tutor to outline the importance of aesthetics and art style. Tutor to outline basic colour theory relationships and common uses of colour. This is not to be confused with the application of colour in the design stage. It should be a brief introduction to colour and their importance. Tutor to show some examples of common colour pallets and common colours used to draw the attention of the audience. Tutor to show examples of user interfaces that can be analysed. Learner led: Learners are to work in groups to discuss the user interfaces presented by the tutor. They are expected to deconstruct the user interface from the perspective of colour theory. (https://color.adobe.com/create/colorwheel/?base=2&rule=Shades&selected=2&na me=My%20Color%20Theme&mode=rgb&rgbv alues=0,0.75,0.5488525222252179,0,0.5,0.36 590168148347857,0,1,0.7318033629669571,0 ,0.25,0.18295084074173928,0,0.9,0.65862302 66702614&swatchOrder=0,1,2,3,4 – Easy way to start considering and applying colour theory) Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Homework exercise: To choose a user interface not yet used in class and prepare a 10 minute presentation deconstructing all of the principles that have been discussed up to this point (user experience, utility, usability, typography, art style / colour theory) Group communication skills, working in a group when discussing design principles. Skills in being able to present themselves well digitally as learners will know which colours work well in different situations. Presentation preparation, working to a time limit. Oral skills when discussing Research a current game user interface 5 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 5 PO1 – P4 + M1 Understand the principles of User Interface design and their application Presentation week Tutor led: Tutor to mark how well learners cover the topics previously covered in class. Homework exercise: No homework Learner led; Learners are each to deliver a 10 minute presentation on a user interface of their choice coving the topics learned in previous weeks. An opportunity to present their ideas and thoughts about design, a topic which requires some selfconfidence and expression to properly convey. Oral skills when presenting 6 PO2 – M2 + D1 Understand the principles of User Interface design and their application Preparing documentation for the production of a user interface Tutor led: Tutor to discuss what needs to be in user interface documentation and why it is important. Tutor to explain the role of a user interface designer in a team and how they need to communicate with different departments. Tutor to explain information architecture and wireframe design. Tutor to produce examples of information architecture and wireframe design. Tutor to present a few case scenarios to the class in which they must pick one to make. These case scenarios could be anything such as a sci-fi shooter or an rpg. The case Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Homework exercise: To produce a full design document adhering to the case scenario brief. Learners are expected to make justifiable decisions when it comes to the principles taught in class up to this point and to make a good case for the architecture suggested. An opportunity to solve a problem and present a justifiable course of action. Confidence in creative ideas. Written skills as the document needs to be presented to the tutor for evaluation. 6 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games scenarios must each have a document accessible to the students that outline what the user interface needs to include but never goes into too much detail. It should be seen as a creative brief not a template. Learner led Learners are given the rest of the time in the session to start researching and planning based on whichever case scenario they pick. 7 PO2 – P5 Produce a prototype design for a user interface Colour theory (http://webdesignbyolga.com/aglocreations/ima ges/wireframe_glb_big_big.jpg - Example of wireframe design) (http://bitstrategist.com/img/work/infodesign/sit e_map_sample.gif - Example of information architecture) Tutor led: Tutor to re-introduce the importance of colour theory, it is very important to re-establish this connection as it dramatically influences design. Tutor to introduce the colour wheel, explaining what primary, secondary and tertiary colours are. Tutor also needs to introduce examples of colour relationships and produce guidance as to how to create interesting relationships. Tutor to enforce the principles of using a base colour which dictates the direction of the user Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) This document must also have a critical analysis of the work and comparisons to other user interfaces. The document needs to be submitted to the tutor for approval Homework exercise: Learners are expected to be exploring the principles taught in class. Learners will research and provide 3 colour swatches that they think will fit the design brief they have chosen and An opportunity to solve a problem and present a justifiable course of action. Confidence in creative ideas and visual communication. Skills in being able to present 7 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games interface and the use of relationship colours to add flare and dictate interesting design. Tutor to explain the emotions typically associated with different colours and explain how using these colours can easily create a connection with the audience. fit well with the document they have submitted. themselves well digitally as learners will know which fonts work well in different situations. Tutor to show examples of user interfaces and deconstruct their colour theory in depth, highlighting why certain colours are used in different circumstances to draw the eye or make block colours feel interesting Learner led: The learner is to find an existing game logo, desaturate it and apply new colours that change the theme and feel of the intended design. (http://www.colour-affects.co.uk/psychologicalproperties-of-colours - Psychological aspects of colour) (http://static1.squarespace.com/static/5315576 6e4b0be1dc505821e/t/561ee5eee4b06ac998b ff612/1444865528879/?format=750w – Example of good colour theory) Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 8 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 8 PO2 – P5 Produce a prototype design for a user interface Photoshop 1 Tutor led: Tutor to recap on the last week colour theory lecture. Tutor to introduce the concept of style sheets and show examples. Tutor to explain exactly what is needed to make a comprehensive style sheet and to consider all of the elements needed to make a user interface. Homework exercise: Use the techniques taught in class to mimic 3 silhouettes of buttons used in current game user interfaces. An opportunity to creatively problem solve. An opportunity for learners to learn from established examples and gather resources. Tutor to show Photoshop and its basic functionality. This should include the user interface, setting up a new file, setting up the grid, creating a simple shape that snaps to the grid, basic shape manipulation and the properties pane. Learner led: Learners to open Photoshop and get used to using the tools in the package. Learners to start manipulating shape and encouraged to come up with interesting silhouettes. Tutor led: Tutor to introduce more complex functionality that will further help create interesting silhouettes. Tutor to introduce Rasterizing which leads on to further editing techniques such as the transform tools, copy and pasting, merging layers and Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 9 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games creating interesting silhouettes using the various selection tools. Learner led: Learners to continue using Photoshop and get used to manipulating rasterized images. Learners are expected to use this time to get used to package and further create some interesting silhouettes. 9 PO2 – P5 Produce a prototype design for a user interface Photoshop 2 (http://image.shutterstock.com/z/stock-photomultimedia-black-icons-set-audio-and-videoplayer-user-interface-buttons-white-silhouettes361140611.jpg - The importance of silhouette) Tutor Led: Tutor to recap the tools learned in the previous week. Tutor to introduce layer masks, how to create them and how they could be used to create complex shapes quickly. Learner led: Learner to experiment with making masks. Learners are expected to gather resources and find suitable images from the internet to use as a base for good masks. Homework exercise: Learners are expected to continue the work set in class and post their results to an online forum. An opportunity to creatively problem solve. An opportunity for learners to learn from established examples and gather resources. Tutor led: Tutor to introduce the application of colour in Photoshop. How to apply base colour, the Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 1 0 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games manipulation of colour and how blending modes can affect the colours end result. Tutor to introduce FX and all of the different properties associated with the layer style panel. Tutor to talk about the importance of adding hand painted details to assets, not relying exclusively of FX and basic shapes. Tutor to introduce filters and some common basic uses such as the Gaussian Blur and Noise. Tutor to demonstrate these techniques by creating a copy of an already existing button from an existing user interface. This asset should utilise as much of the techniques shown and give learners an understanding of the basic workflow. Learner led: The learner is expected to find 3 user interface assets from any game they wish and create copies of those assets using techniques taught in class. (http://www.soultravelmultimedia.com/wpcontent/uploads/2013/01/Photoshop-LayerStyle-67.jpg - Example of a button using the techniques outlined) Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 1 1 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 10 PO2 – P5 Produce a prototype design for a user interface Information types and asset placement Tutor Led: Tutor to introduce the different information types seen in game user interfaces such as buttons, text boxes, combo boxes etc. Tutor to explain the different information types when creating user interfaces for console or PC. Tutor to use example screenshots to show the different uses of information types. Homework exercise: Learners are expected to have their finalised visual styles ready for the coming week and to start using them in the next session. An opportunity here to achieve transferable skills in creativity and problem solving when creating an art style Tutor to explain the visual theory behind asset placement. Explain that the asset placement directly effects user experience and how the user interacts with the user interface. Tutor to explain how target platform and scaling of assets can dramatically alter design considerations and potentially break assets/design. Tutor to provide examples of user experience through asset placement and give good/bad points on the designs chosen. Learner led: Learners are to start planning out wireframe images of how they want their user interfaces to look. This should include paths to all the information found in the brief. These user Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 1 2 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games interfaces will be tested next week. (http://www.usability.gov/how-to-andtools/methods/user-interface-elements.html Information types and elements) 11 PO2 – P6 + M3 Produce a prototype design for a user interface Testing Tutor Led: Tutor is to load a select a number of student’s work and run a series of hypothetical drills with the images provided of each screen. Some examples of this could be. How do I turn on subtitles? How do I load a saved game? This is to be used as an example as to how to deconstruct user interface design and try to highlight potential problems in future implementation. Learner led: Learners are to work in groups to deconstruct other learners’ user interfaces and provide feedback to each other. Learners are expected to make a note of all the feedback to be posted onto the online forum. Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Homework exercise: Learners are expected to post the feedback acquired to the online forum and iterate on the design. Written communication skills when constructing their feedback to be posted online. Oral communication when working in groups, learning to accept feedback and work iteratively. 1 3 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games 12 13 PO2 – P7 + M3 + M4 + D2 Produce a prototype design for a user interface PO3 – P8, + P9 Implementat ion Techniques Self-evaluation Learner led: This is an entirely learner led session in which learners have the opportunity to evaluate their work and compare it to user interfaces seen in games. The aim of this session is to give learners dedicated to time to truly criticise their design and understand how they could iterate on their design one last time before learning how to implement their assets. Art asset preparation Tutor Led: Tutor to demonstrate how to save individual assets from Photoshop as well as what file types to save them out as. Tutor to explain the theory behind lossless formats and why we use certain file types to save images Tutor to explain how certain file types work with opacity channels and the best practices for Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Homework exercise: Learners are expected to post their evaluation of their work onto the online forum with final recommendations for changes. Learners are also expected to have finalised designs by the next session. These final designs should also be posted online. (P03 – P8) Homework exercise: Ensure all art assets are saved out as individual files and are ready to be imported in the next session. An opportunity for learners to assess themselves and understand what the creative process of design really entails. Gives the learner the chance to be proud of their work and want to make an impact Written communication skills when posting critique online. An opportunity for the learner to follow strict technical instruction and to understand exactly why things are done in a certain way. Understand the 1 4 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games ensuring opacity works as intended. mathematical principles behind 9 point scaling and how it works. Tutor to explain 9 point scaling in game engines and how to ensure images will scale correctly. Learner led Learner to save out all aspects of their user interface in the correct file types using lossless formats. Learner to ensure that any 9 slice scaling for their assets will work by following the guides set out in class. 14 PO3 – P9 Implementat ion Techniques Game Engine import settings (http://www.centigrade.de/blog/wpcontent/uploads/9slicescaling1.gif - How 9 slice scaling works) Tutor Led: Tutor to demonstrate importing assets into the chosen game engine. Tutor to highlight the different import options and to ensure learners know exactly which settings needs to be changed when importing different types of images Homework exercise: Ensure all art assets are imported into engine with correct file types and with working 9 point scaling. Tutor to explain file structures inside of the game engine and to highlight the importance of proper data management to ensure files can be found easily and multiple users can navigate Learner to ensure that their saved project is accessible online Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) An opportunity for the learner to follow strict technical instruction and to understand exactly why things are done in a certain way. Building a knowledge base of 1 5 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games the asset list. Tutor to introduce the chosen game engines image manipulation tools and how they can be used to enhance or change the learner’s art assets. and there is a backup of the project that can be accessed and updated. game engines and image filter types. Homework exercise: Ensure that the exercises set out in class An opportunity for the learner to follow strict technical Learner led: Learner to import all of their art assets and create an appropriate file structure. Learners are also encouraged to explore the image manipulation tools in the game engine and to experiment with different effects. Tutor led: Tutor to explain how to save a project file in the chosen game engine so the file can be worked on outside of the classroom. Learner led: Learner to save out their project file for use in the coming weeks. (https://docs.unrealengine.com/latest/INT/Engin e/Content/Types/Textures/Importing/index.html - Importing art into UE4) 15 PO3 – P10 + P13 Implementat ion Information Interaction Tutor Led: Tutor to demonstrate how to construct buttons, text boxes, combo boxes, sliders and drop down menus in the chosen game engine. Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) 1 6 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games Techniques Tutor to demonstrate how to apply the learner’s art assets to these information types as well as how to display them on the screen when the project file is compiled and executed. are complete and that a version of the project has been saved for future use. Learner led: Learner to construct all of the information types needed for their user interfaces. Building a knowledge base of information types and how they work. These same information types are used in various other digital media. Learner to position and display these information types on screen and ensure that they are working as artistically intended 16 PO3 – P11 + P13 + M5 Implementat ion Techniques Functionality Tutor Led: Tutor to outline the basic functions needed to ensure the user interface has utility. These functions should include Button functions Opening levels Selecting characters Tutor to outline the basic option functions needed to ensure the user can change aspects of the visuals and audio. This functionality should include Video settings Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) instruction and to understand exactly why things are done in a certain way. Homework exercise: Ensure that the exercises set out in class are complete and that a version of the project has been saved for future use. An opportunity for the learner to follow strict technical instruction and to understand exactly why things are done in a certain way. Building a knowledge base of game engines and how basic functionality works. 1 7 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games This skill is crucial for pseudo coding and understanding basic code. Audio settings Input settings Learner led: Learner to start implementing the functionality for their user interface. Each learner will have different goals for how they want their user interface to operate so support is essential in this session. (https://docs.unrealengine.com/latest/INT/Engin e/UMG/ - Getting started with UMG) 17 PO3 – P12 Implementat ion Techniques Animation Tutor led: Tutor to outline the animation tools in the chosen game engine. Tutor to demonstrate basic button effects such as Idle Roll over Roll out Down Release These button animations should not only include the transitions from state to state but also looping animations when in a prolonged state. Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Homework exercise: Ensure that the exercises set out in class are complete and that a version of the project has been saved for future use. An opportunity for the learner to follow strict technical instruction and to understand exactly why things are done in a certain way. Building a knowledge base of animation and how key frames work. This knowledge is not restricted to game engines; it 1 8 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games Learner led: Learners to create animations for their buttons using the techniques taught in class applies directly to traditional and digital animation. Tutor led: Tutor to demonstrate basic screen transition animations such as fades and screen wipes. Tutor has the option to include camera oriented transitions if there is a 3d scene to use as a back drop for the project. Learner led: Learner to create transitions for their user interface. The transitions chosen is entirely up to the learner and they are encouraged to choose something which fits the theme of the brief. 18 PO3 – M6 + D3 Self-evaluation (https://docs.unrealengine.com/latest/INT/Engin e/UMG/ - Getting started with UMG) This session should be strictly left open as a support session for any issues the learner has when it comes to implementing any work into the game engine. Each learner will have different ideas about animations, art and transitions. It is important to identify the issues and help as much as possible without doing the work. Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) Learners are to analyse and critically evaluate their work. This should include comparisons to currently used user interfaces in games, suggestions for Written communication skills when posting critique online. 1 9 of 20 Tech-level Video Games Art and Design Production Scheme of Work –Unit 7 User Interface Design and Implementation for Games Support should be given in the way of technical and theoretical assistance, not to do the work for them. Any problems encountered should be solved by the learner but guided by the tutor. Scheme of Work Unit 7-User interface AQA Level 3 Technical Video Games (Art & Mechanics, Art & Animation, Art & Design, Art & Design Production) further improvements and how the task would be approached if the work had to be done again. (M6 + D3) 20 of 20
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