Tech-level Video games Unit 9 Level design



Tech-level Assignment Brief Qualification titleAQA LEVEL 3 TECHNICAL LEVEL ENTERTAINMENT TECHNOLOGYUnit code Y/507/6620 Unit title UNIT 9 LEVEL DESIGNLearner nameTutor/Assessor nameAssignment titleBULKHEAD INTERACTIVEDate assignment issuedSubmission DatePerformance CriteriaPassMeritDistinctionPerformance OutcomeP1,P2,P3M1D1P4,P5,P6M2,M3D2P7,P8,P9M4P10,P11,P12M5D3TasksPerformance criteria coveredTask 1P1, P2, P3, M1, D1Task 2P4, P5, P6, M2, M3, D2Task 3P7, P8, P9, M4Task 4P10, P11, P12, M5, D3Submission Checklist (please insert the items the learner should hand in)Confirm submission2D top down designs2D elevation drawing2D design including doors, pickup, enemies and level events2D designs including pathing routes, combat zones, cover positions and likely choke points2D line of sight analysisFirst iteration of maz levelTwo playthrough videos of intial levelEvidence of user-generated feedbackAnalysis of levelDocumentation of all changes to levelFinal Maze LevelLearner - please confirm that you have proofread your submissionLearner AuthenticationI 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 DateTutor declarationI 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 specificationFor marking purposes onlyMarking gridPerformance Criteria (PC) achievedPass1stsubmission / X*Resubmission / X*Merit **1stsubmission / X*Resubmission / X*Distinction**1stsubmission / X*Resubmission / X*P1P2P3M1D1P4M2D2P5M3P6P7M4P8P9P10M5D3P11P12Assignment Result / X*Not yet passedPassMeritDistinction*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.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.)FeedbackTutor name(print) and dateResubmission FeedbackTutor name(print) and dateASSIGNMENT BRIEFYou 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 OVERVIEWYou 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: Following the client brief in Appendix A, design in 2D a level plan from a top down perspective. (P1) Once the top down perspective has been created, develop an orthographic side view to implement level elevation features of the level. (P2) 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) Make a copy of the 2D level plans, develop enemy AI pathing routes and identify combat zones, cover positions and likely choke points. (M1) Analyse level plans with consideration for line of sight and explore appropriate modifications to provide a positive improvement on the gameplay experience (D1)Task 2: PO2 Produce 3D level in a games engine In this task you must: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) Implement pickup, enemy and event placement based upon 2D designs. (P5, P6) Develop the 3D block out by introducing level lighting to generate atmosphere and guide the player. (M2)Implement AI pathfinding based on level plans produced in (d) in Task 1. (M3) 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: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) Facilitate two different methods of gathering user?generated feedback using a minimum of three testers. (P8) Utilise user feedback gathered in (b) to improve on the level design documenting all changes. (P9) 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: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) 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). Implement one damageable environment element based upon 2D designs and testing. (M5)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)1738630-20701000APPENDIX ABulkhead 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 BRIEFBulkhead 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.SpecificationThe maze must have a beginning and finishImplement 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 testingImplement one damageable environment element based upon 2D designs and testingImplement an environmental event to the level, either to begin the level, end the level or develop thegameplay 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 competitiveART: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. ................
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