bestschoolessays Essay Writing

Reading homework helpKIT207 Game Design and ProductionThis is a group assignment; you will work in teams of 3–4 students (from the same tutorial group). Your task is to produce detailed design documentation for an original game. You will (typically) work in the same teams as for the concept pitch and on the same game idea (unless instructed otherwise).You will document key aspects of your game design. Those key aspects will vary from game to game. There is precise format required for the documentation; instead choose a format that suits your project. Regardless of the format, the documentation should be:· Brief and to the point: it should not contain more information than necessary, or more detail than necessary. Developers should be able to read the document quickly and understand the concepts. It should allow developers to understand the intention of the designers, but not stifle their own imagination (and hence miss an alternative or better implementation). On the other hand, developers should rarely have to return to the designer for clarification. There is no page limit, but it is expected that 10-20 pages of text and 10-20 pages of diagrams will be sufficient.· Well organized: all stakeholders should be able to find what they are looking for quickly and be able to easily direct other readers to sections of interest. Sections should have titles and be outline numbered; page numbers (or copious hyperlinks) should be included. You should include an overview similar to parts of your concept document as an introduction.· Consistent and correct: the document should not contradict itself. It should be kept up-to-date at all times and should therefore be up-to-date at the time of submission.· Readable: the document should be easy to read and should not contain spelling or grammatical errors that make the meaning ambiguous or difficult to understand. Diagrams (preferably black and white) should be used appropriately to help explain concepts, and should be accompanied by a caption and explanatory text. Any format (pdf, docx, html, wiki) is OK, but it must be easily printed (by the marker) and readable in printed form.Documentation should also include:· Credits and/or references: for art, models, sounds, music, animations, textures, scripts, tools, templates, testers, etc. etc. This should include sources such as websites (e.g. Unity website, 3DSMax website, wikis and tutorials, Gamasutra, model and texture archives, sound repositories, etc.), class mates and other individuals, anything or anyone who helped in any way. Please provide links or contact details if possible. The more the better, this is a sign that you have utilized all resources available to you.· An appendix detailing any clarification that you think will assist the marker. For example, the components of your submission that should be assessed.· An appendix containing the testing plan.· A clear indication of who wrote each section. It is expected that everyone will contribute to the documentation, but there should be one person nominated to collate, format and maintain the documentation. The primary author or authors for each section should be clearly indicated.No template is provided because the best template would be different for every game. Some teams will choose to structure their document by game levels, other teams will structure their document by game entities, other teams will choose a combination of both – or some other scheme. It is suggested that you write a document that suites your team first and foremost; with all of the information that you think is important, structured in a way that you think is appropriate. Then check the marking scheme below to see if you have missed anything – adding it to the correct section or creating a new section as appropriate. Do NOT just have a section for each item in the marking scheme!All design documentation will be submitted as a single file via a MyLO group dropbox. In addition, submit a readme file explaining what items you want assessed (see below). You will also submit individual peer assessment forms (see below).Your documentation will be assessed under simulated real world conditions. A design document is not something that is ever likely to be read from cover to cover, it is a reference document for your team.The marker will use the following process:1. Read the introduction to familiarize themselves with the game concept2. For each section:a. Imagine a few questions that a member of the development team (programmer, artist or designer) might ask before or during work on this aspect of the gameb. For each question:i. Search for the information in the documentii. Judge whether the information provided is sufficient without being overly prescriptiveFor example, when assessing game mechanics, a question might be: “How do I implement the jumping mechanic?” The mark will be an indication of how difficult it was to find that information and the quality of the information itself.This means that it is unlikely that your entire document will be read, although parts of every section will be.There will be a number of assessed components and teams will choose which components are most suitable for their game and team. Each component is worth a certain number of points. Teams of size 3 should attempt around 80 points of work, teams of size 4 should attempt 100 points, and teams of size 5 should attempt 120 points. If you attempt more than required, only the best components will contribute to your mark. If you attempt less than required, you overall mark will be scaled down accordingly.You should plan individual workloads and check the plan with your tutor as soon as possible.KIT207 Game Design and ProductionThis is a group assignment making up 15% of the overall unit assessment. The assessment criteria for this task are:1. As a team, develop a game design document.2. As a team, document (some of) the following aspects of your game design:a. Game worldb. Charactersc. Storyd. User Interfacee. Gameplayf. Game mechanicsg. Level designs3. As a team, develop a prototype of the game. You will:a. Choose the scope of the prototypeb. Develop art assetsc. Implement level designsd. Communicate the style and atmosphere of the gamee. Demonstrate aspects of gameplay and game mechanics· developing an abstract game design· using a game engine to develop a game prototype· evaluating strengths and weaknesses of game prototypes–3· presenting the game design using different modes of communication: orally, visually, and in writing· working independently and collaborating in teams considering economic, social, and ethical consequences of game design decisions1, 2, 310ptsSome teams will not need to document characters, and may skip this section. Documentation for characters should include a physical and emotional description, and possibly a backstory for the character.10: if story is significant and documentedMay see lecturer if you think you’re somewhere in betweenSome teams will not need to document story, and may skip this section. This section does not need to include scripts or dialogue trees. It should detail the major plot events and the relationships between them. This will probably be discussed in relation to level progression. May also describe mechanisms for advancing the plot.Detailed documentation for each level plus documented level progression for all game levels. This will typically include: level progression diagram with some discussion (e.g. how it relates to story), level blueprints for each level, asset lists for each level, descriptions of level specific gameplay and game mechanics, brief textual summary of each level.10pts10pts Who managed the production and overall quality of the document itself?10pts Conceptualisation and documentation0 / 10pts0 / 10pts5pts10pts15pts15pts per level15pts per level10pts


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