Week 1 T&L Activities:

A1 Principles of games design

Visual style:

There are a number of different visual styles available to games designers and developers, these can be;

  1. Realistic: This style aims to create a world that looks as close to reality as possible, with attention to detail in everything from textures to lighting. This style is often used in simulation and sports games.

  2. Cartoonish: This style features exaggerated and stylized characters and environments, often with bright colours and simplified shapes. This style is often used in platformers and puzzle games.

  3. Pixelated: This style uses retro, 8-bit graphics that harken back to the early days of video games. This style is often used in indie games and retro-inspired titles.

  4. Cell-shaded: This style uses shading and outlines to make 3D models look like hand-drawn cartoons or comics. This style is often used in action games and RPGs.

  5. Minimalistic: This style uses simple shapes and colours to create a minimalist aesthetic. This style is often used in puzzle and arcade games. A fantastic example of this type of visual style can be seen in the game Limbo, using just shades of black and white the game provides a very immersive experience without needing high-quality detailed graphics. 

     

  6. Grungy: This style features dark and gritty environments with worn textures and muted colours. This style is often used in horror and post-apocalyptic games.

  7. Steampunk: This style features a Victorian-era aesthetic combined with steam-powered machinery and sci-fi elements. This style is often used in RPGs and adventure games.

  8. Cyberpunk: This style features a futuristic, dystopian world with neon lights, high-tech gadgets, and an overall gritty atmosphere. This style is often used in action and RPG games.

These are just a few examples of the many visual styles that can be used in game design, and often times, different games will combine multiple styles to create a unique and memorable look.

Create a simple infographic that discusses the different visual styles within game design and development. You should provide at least 2 different games for each of the visual styles chosen. When creating this infographic you should look to include the following in your work;
- What the game is and what it is about
- How the visual style affects the user experience
- What do you like and dislike about the visual style
- What could be added or changed 
 

 

world, terrain, object.

 

Direction:

Direction refers to the way the game guides and directs the player through their experience. It's all about making sure that the player knows what to do and where to go, and that the game is engaging and enjoyable to play.

Anticipation is an important aspect of direction in game design. It involves building up excitement and anticipation in the player by hinting at what's to come. For example, a game might foreshadow a big boss battle by dropping hints and clues along the way, building up anticipation and excitement for the player.

Change is another key aspect of direction. A game that never changes can quickly become boring and predictable, so it's important to keep things fresh and interesting by introducing new challenges and gameplay mechanics as the player progresses. This can help to keep the player engaged and motivated to keep playing.

The focal point refers to the way the game draws the player's attention to key elements or areas of the game. This can be done through visual cues, sound effects, or other means. By creating a focal point, the game can help to guide the player's attention to the most important parts of the game and ensure that they don't miss anything crucial.

 

Behaviour:

In the principles of game design, behaviour refers to the actions and reactions of game elements such as characters, objects, and environments. It is the way these elements behave and interacts with each other and with the player that makes a game engaging and interesting.

Believable events and behaviour involve designing game elements to act in a way that is realistic and believable. For example, characters should have reactions that make sense within the context of the game's world and story. If a character is afraid of heights, they should act accordingly when they encounter a high ledge or bridge.

Overlapping events and behaviour refers to the way that different game elements can interact with each other in meaningful ways. For example, a character might throw a ball and another character might catch it, or a player might shoot a target and cause it to fall over.

Physics refers to the way that objects move and interact within the game world. A game with realistic physics will have objects that behave in a way that is consistent with the laws of physics, such as gravity and momentum. This can add a sense of realism to the game and make it more engaging.

Sound is another important aspect of behaviour in game design. Sound effects and music can help to enhance the mood and atmosphere of the game, as well as provide feedback to the player. For example, the sound of footsteps can indicate that an enemy is nearby, or a dramatic music cue can indicate that the player has accomplished a difficult task.

Overall, behaviour is a crucial aspect of game design that helps to create an immersive and engaging experience for the player. By designing game elements with believable events and behaviour, allowing for overlapping events and behaviour, incorporating realistic physics, and using sound effectively, game designers can create a game that is both fun and engaging.

Progression:

pace

The Pacing of a game is important when it comes to the level and game design,  it can be quite a complex concept to deal with. The pace can affect the player's perception of the level, and what is it that sets a well-paced level apart from a poorly-paced one. Any game needs to consider the flow, and how a player may need to be slowed in one area of the level to enable them to understand a concept or operation of the game that is key to the player's movements through the game, world or levels.

objective.

When in the game players will need to have some kind of objective, be it on the level of the platform that the player is in, the world in which they find themselves in or the level. In the image below the game of fallout has a number of objectives within it. These objectives can be more significant the further the player gets into the game. In some games the objectives stay the same, however, the number of assets the player needs to collect increase.

 

Environment:

In game design, the environment refers to the world or setting in which the game takes place. It can include things like landscapes, buildings, weather, and other elements that make up the game world.

The environment is a key aspect of game design because it sets the tone and mood for the game, as well as provides a backdrop for the player's actions. The environment can be designed to be realistic or fantastical, depending on the type of game and the desired atmosphere.

The environment can also play a role in the gameplay itself. For example, a platformer game might feature environments with different types of obstacles that the player must navigate, such as pits, spikes, or moving platforms. A racing game might have different types of tracks with varying terrain and obstacles that affect the player's speed and handling.

Overall, the environment is an important part of game design that helps to create an immersive and engaging experience for the player. It can be used to convey a sense of atmosphere and challenge, as well as to provide a rich and detailed world for the player to explore.

 

Method:

linear design

A linear game is one that works on moving or guiding a player or object through a set of paths in the gameplay. There are a large number of examples of linear games like the;

Uncharted series

 

Call of Duty

Battlefield single-player campaigns

Dead Space

Within linear games, players essentially work their way down a set path like a level or map from point A to point B. Players are able to use different weaponry or objects in the games there could even be a few shorter extra paths or routes, similar to the world warp in Mario World, however, the structure is the same, you have to progress through the game in the order the developers have set.

objective based.

 

Foundation

Foundation is an essential aspect of the player experience. The game should be designed to provide a fun and engaging experience that keeps players coming back for more. This can be achieved by creating challenging yet rewarding gameplay mechanics, providing a clear sense of progression, and offering a variety of gameplay options.

Another critical element of the foundation is communication. The game should communicate its rules and mechanics clearly to players, without being overly complex or confusing. This can be achieved through intuitive UI design, clear in-game messaging, and tutorial systems.

The game's appeal is a crucial aspect of its foundation. The game should be designed to appeal to its target audience, whether that be casual gamers, hardcore gamers, or esports players. This can be achieved by creating a compelling visual style, a strong narrative, or exciting gameplay mechanics that cater to specific player interests.

 

Conclusion

The conclusion of a game can be based on any number of conditions. A player of a game will be given an objective to either collect all collectables to exterminate all bosses and enemies, or, to the achievement of the highest scores. 

 


Files that support this week

English:

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

sentences with different forms: statement, question, exclamation, command



Assessment:

Learning Capture - Teachers allocate time at the end of the session for the group to write down what they think they have learned. The information shared helps the teacher to see which content he may need to revisit and so shapes future planning.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim A: Understand the principles of game design


Awarding Organisation Criteria:

A.P1 Explain the principles of game design.

A.P2 Explain how the principles of game design impact on making games.

A.M1 Compare the design principles for different games genres.

A.D1 Evaluate the impact of the design principles for different games genres and their targeted audiences.


Maths:

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data

Statistic extracting information: Tables, Diagrams, Charts and Graphs


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 2 T&L Activities:

A2 Elements of an esports game

Gameplay:

gameplay mechanics, e.g. running, jumping, shooting

Game Controller Vectors by Vecteezy

 

The mechanics within gameplay are important to its success. Movements such as running, jumping, shooting, crouching, and in some games rolling and crawling need to be considered. When considering the creation of a game these elements can be quickly forgotten. These mechanics may provide another level of depth to a game, enabling for a more immersive gameplay, closer realism to the real-world practices. 

goals

All games that have been created have some form of goal, these could be to collect a number of items, score more than your opponent, or to reach the end of a level, world or map. These goals should be clear to the users of the game, and, they should be made quickly to enable better engagement in the game. At the beginning of most games, a mini training/ orienteering section to the user is provided to support the user in the game mechanics and the types of goals and messages that they might experience on the way.

 

Progression

Once the game begins your players will need to move through the game, how is this done? Games like uncharted follow a game-long story that is broken into different quests and tasks that the player needs to complete, these quests provide skills and potential new abilities to the game's character. 

 

Balance

In an esports game, balance refers to the concept of ensuring that all characters, abilities, and strategies in the game are roughly equal in power and effectiveness. The goal of balance is to ensure that no single player or team has an unfair advantage over others, and that success in the game is primarily based on skill and strategy rather than on having access to overpowered elements.

Achieving balance in an esports game can be a complex process that involves analyzing data, testing different strategies and elements, and making adjustments to the game over time. Game developers and designers work to ensure that every character, ability, and strategy has strengths and weaknesses that balance each other out.

For example, in a game with multiple characters, each character may have unique abilities and stats that give them an advantage in certain situations but also have weaknesses that can be exploited by other players. This ensures that no one character is overpowered and that success in the game requires players to use strategy and skill to overcome their opponents.

Balance is a critical element of gameplay in esports games because it ensures that the game is fair and enjoyable for all players, regardless of their skill level or experience. By ensuring that all elements of the game are balanced, players are more likely to have a fun and engaging experience, and the game is more likely to be successful as an esports title.

 

Winning Condition

The winning condition is important to giving your game an end objective, however, the condition for each game will be different. 

Consider 3 games that you have played, what are the conditions for the completion of a level, or the complete game? Consider not only traditional games, but also educational games, ie Mathletics.

Many games have complexity settings on them, these range from beginner and novice to expert and veteran. These complexities may change the winning conditions of some games removing "allowances" to game characters where they do not have to complete specific tasks or collect specific items to achieve. 

strategies.

 

 

Interaction model:

In game design, an interaction model is a framework that defines how the player interacts with the game world and its elements. It provides a set of rules and constraints that determine the player's abilities and limitations, as well as how they can interact with the different objects and characters in the game.

The interaction model can be broken down into different areas, including the avatar, characters, vehicle, and omnipresence. Here's a brief overview of each:

  1. Avatar: The avatar is the virtual representation of the player within the game world. It can take on many forms, such as a humanoid character, an animal, or a vehicle. The avatar's abilities and limitations will be determined by the interaction model, such as how fast it can move, how high it can jump, and what actions it can perform.

  2. Characters: Characters are other entities within the game world that the player can interact with. These can include NPCs (non-player characters) that provide quests or information, enemies that the player must defeat, or allies that assist the player in their quest.

  3. Vehicle: In some games, the player may have access to a vehicle that they can use to navigate the game world. The interaction model will define the vehicle's abilities and limitations, such as its speed, manoeuvrability, and durability.

  4. Omnipresence: Omnipresence refers to the ability of the player to interact with the game world in ways that transcend their physical location within the game. This can include things like pausing the game, accessing menus and inventory, or using special abilities that affect the game world in unique ways.

Overall, the interaction model is a crucial aspect of game design that helps to define the player's experience within the game world. It provides a set of rules and constraints that help to create a sense of immersion and challenge, while also giving the player the freedom to explore and interact with the game world in their own unique way.

 

 

Single player.

Single player mode is an essential element of esports games that allows players to compete against AI opponents in various game modes. This mode is particularly important for players who want to practice and hone their skills before competing in multiplayer matches.

One example of a game with a robust single-player mode is Starcraft II. Starcraft II is a real-time strategy game that features a detailed single-player campaign, where players take control of one of three factions and progress through a series of missions. The campaign offers a great way for players to learn the game mechanics and strategy, as well as the lore and story behind the game.

Another example is Street Fighter V, a popular fighting game with a deep and challenging single-player mode. In this mode, players can compete against AI opponents of increasing difficulty, unlocking new characters and content as they progress. The mode is designed to help players master the game's complex mechanics and develop their skills before taking on other players in online matches.

One more example is Super Smash Bros. Ultimate, a fighting game that features a robust single-player mode called "World of Light." In this mode, players take on a series of challenges and battles to rescue characters from the game's extensive roster, each with unique abilities and strengths. The mode offers a great way for players to learn the game mechanics and practice their skills, as well as unlock new characters and content.

Single-player mode is an essential element of esports games that offers players a way to practice and improve their skills, learn the game mechanics and strategy, and unlock new content and rewards. It also adds depth and replayability to the game, making it a more engaging and enjoyable experience for players.

 

Multiplayer

 

Ethics

Game design ethics are principles that guide the creation of games that are fair, enjoyable, and safe for players. In the context of esports, game design ethics can play a significant role in ensuring that competitions are fair and balanced, while also maintaining the integrity of the game itself. Here are a few examples of gameplay aspects related to ethics in game design, along with some examples linked to esports:

  1. Balancing gameplay mechanics: Game developers must ensure that the game is balanced and that no single strategy or character is overpowered. In esports, games like League of Legends and Overwatch have teams composed of different characters or heroes, and it is important to ensure that each character has a unique and balanced set of abilities.

  2. Addressing cheating: Cheating can ruin the integrity of competitive gameplay, so game developers must take steps to prevent it. In esports, cheating can come in the form of exploiting bugs or glitches, using third-party software to gain an advantage, or even physical cheating (such as using performance-enhancing drugs). Developers of games like Counter-Strike: Global Offensive have implemented anti-cheat software to help prevent cheating.

  3. Ensuring player safety: Games must be designed with player safety in mind, both physically and emotionally. In esports, this means ensuring that players are not subjected to harassment or other forms of toxicity while competing. Game developers and esports organizers have taken steps to address this issue, such as implementing systems to report and punish toxic behaviour.

  4. Transparency and fairness in monetization: In-game purchases can be a significant source of revenue for game developers, but it is important to ensure that players are not exploited or misled. In esports, games like Hearthstone and League of Legends use a "loot box" system where players can purchase virtual items with real money. It is important that these systems are transparent and do not exploit players.

  5. Morals and Morality: Desensitising of historical events that could promote acceptance of radical views or ideologies that in them selves could influence others in to following, promoting or undertaking in simular events. A highly publicised example was the airport scene in the Call of Duty story mode.  

Rules

The use of rules in a game enables limits and restrictions to the gameplay that can make for a more enjoyable experience for the players. Some rules in games are often overlooked and taken as the norm, for example, a character not being able to walk outside of the map within the game, or, carrying on playing with zero health. Rules are boundaries to keep a game on a path of completion. 

Consider some of the rules that you have come across in your games. Discuss amongst yourselves the importance of rules in the games. Create an argument to rules that you would like to remove from a game

 

The guidance that rules provide to a game can remove any ambiguity around how to play the game, think of them as a Do and Don't sheet. 

Things that might need to be covered are; 

Environment, Player, Competitions, Progression, Multiplayer, Single Player, Goals/Targets/Achievements, Codes of Conduct for team talk, Codes of Conduct for text chat.

 

Challenges and rewards.

In most games nowadays there are mini-challenges or quests that run alongside the main game. These challenges and quests provide the game player with another level of interactivity with the game. A classic example of this can be seen in the Fortnight game. In the image below players can see weekly and daily quests that enable them to build their XP to allow them to improve their playing ability and open other perks and rewards.

Image taken from Epic games

Rewards in games can be earnt as discussed above, however, in some game titles, the developers have opened their own currency that players can purchase to buy perks, weapons, skins, and much more.

 

 

Player mechanics.

Mechanics are a way for players to achieve game goals, take player actions, and advance strategies to help them progress throughout the game.

A great discussion on Game and Player Mechanics from www.GameDesignSkill.com says 

Game mechanics are the interlocking pieces of the game that can interact with each other in a meaningful way. It doesn’t matter if you’re designing a roleplaying game (RPG), a first-person shooter (FPS) or an action adventure game. There are parts of the game that have meaningful consequences, and parts that are fluff.

Mechanics are the bits with consequence. The exact same thing can be a mechanic in one game and fluff in another. If you fire a flaming arrow in one game, and it burns away a patch of vines revealing a path, it’s a mechanic; it can meaningfully affect the game world.

In another game, the exact same concept, a flaming arrow, might trigger an amazing VFX of burning grass, but otherwise act just like a normal arrow. In that case, the fire is fluff; it has no meaningful effect on gameplay.

Games Design Skills

If we take the Mario Game we can see that the player Mechanics are;

    • Landing on an enemy should trigger a unique reaction in each enemy. Here are some examples we’ve brainstormed:
      • Goomba – squishes flat, dies after a moment
      • Koopa – retreats into its shell, moves again if Mario runs into it later
      • Spiny – hurts Mario (should not be dealt with this way – fireball instead) 
      • Buzzy Beetle – retreats into shell, immune to fireballs.
      • Lakitu – dies and leaves his cloud behind
      • Lakitu Cloud – lets you ride and control the cloud. (note: delayed till a future game due to technical limitations)

Player skill level:

grass roots

When looking at player skills and abilities Grassroots events provide an opportunity to create and nurture new talent, but a safe space for diversity and inclusion. These are normally community-led and allow for new and potential future esports greats to emerge. 

amateur

Amateur players are those that have interests in the competitive arenas, they normally have no membership or alliance with any team in esports and participate in a casual manner.

semi-pro

Semi-pro players fall into a bracket where they are part-time. This may mean that participation in competitions and events may fall inside times when they are not working. Semi-professional players can have sponsorships and team memberships however this may not be the sole provider of any revenue streams that the individual may have.

professional.

Professional players are individuals who are at the top of an elite few who are considered the best players within a title. These players may compete as part of a team or individually, and they can be found to participate in many competitions and championship events. Professional players may also use their membership and sponsorship as their main source of income allowing them to further practice and compete in events.

Game structure.

The game structure is an essential element of esports game design that refers to the rules and mechanics that govern how the game is played. It encompasses the various game modes, objectives, win conditions, and progression systems that shape the player experience.

One example of a well-structured esports game is League of Legends (LoL). In LoL, two teams of five players each compete to destroy the enemy team's Nexus, a heavily guarded structure at the heart of the opposing team's base. The game features several modes, including Summoner's Rift, the main competitive mode, and ARAM (All Random All Mid), a more casual game mode.

Another example is Overwatch, a team-based first-person shooter that has gained popularity in the esports scene. In Overwatch, two teams of six players each compete to complete objectives and eliminate the opposing team. The game features a diverse cast of heroes, each with unique abilities and playstyles, and several game modes, including Assault, Control, Escort, and Hybrid.

A well-designed game structure is crucial for the success of an esports title. It provides a clear framework for competitive play, facilitates the creation of balanced and engaging gameplay, and encourages players to keep coming back for more.

Rocket League is another great example of a well-structured esports game. It combines elements of soccer and driving to create a unique and exciting gameplay experience.

In Rocket League, two teams of up to four players compete to score goals by hitting a giant ball into the opposing team's goal. The game is played in a large, enclosed arena with boost pads scattered throughout, which players can use to increase their car's speed and manoeuvrability.

Rocket League features several game modes, including Standard (3v3), Doubles (2v2), and Solo Duel (1v1). The game also includes a robust ranking system that allows players to progress through the ranks by winning matches and earning points.

The game's simple yet challenging mechanics, fast-paced gameplay, and accessible controls make it an excellent choice for both casual and competitive players. Rocket League's structured game design and competitive scene have helped to establish it as a popular esports title, with several high-profile tournaments and leagues held annually.

 

Targeted audience.

The audiences that a game has can vary depending on its content and genres. Therefore if a specific audience is required to be targeted the development of key features within it must appear and appeal to those who are being targeted. Classic examples of games that have been developed for a specific audience are the mobile game "paper toss" and "Cut the Rope" these games have been designed to hit a casual game player that may not be a Gamer. 

 

Assignment Support

For distinction standard, learners will provide a clear and structured evaluation of the principles of game design for two esports games in two different genres. As part of the evaluation, research into the target audience for specific titles will be wholly considered. Learners will provide clear examples of the principles of game design and how they are used to develop games in the industry, as well as games in esports. Learners must make comparisons between games that are used for esports and games that are not, discussing what factors make them more viable as an esports game. The report, which can be a document, blog post, voice recording or presentation, will demonstrate high-quality written/oral communication through the use of accurate and fluent vocabulary to support a well-structured and considered response that clearly connects all aspects together.

For merit standard, learners will show a clear understanding of how the principles of game design affect and influence games genres. The findings must be rational and well balanced, showing discussions on why some of the principles are used to design a game. These findings will be supported with some relevant research and case studies between at least two esports games, each from different genres. Learners must be technically accurate and demonstrate a good quality of written/oral communication and skills.

For pass standard, learners will provide basic knowledge of the principles of game design and how they are used to create games. The descriptions must be supported by examples of games that are used in esports e.g. League of Legends, Overwatch, Rocket League, and how the games use the principles of game design. Learners will investigate these principles and provide an explanation of how they are used individually and why they are important to the development of games.

 


Files that support this week

English:

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the reader

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data



Assessment:

Question and Answer - Verbal discussion with learners to quantify understanding

One-Minute Verbal Assessment - The teacher asks learners to prepare and deliver a one minute verbal summary of a forthcoming or completed activity, session or topic.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim A: Understand the principles of game design


Awarding Organisation Criteria:

A.P1 Explain the principles of game design.

A.P2 Explain how the principles of game design impact on making games.

A.M1 Compare the design principles for different games genres.

A.D1 Evaluate the impact of the design principles for different games genres and their targeted audiences.


Maths:

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data

Collect and record data: Questionnaires, Observation, Tally

Statistic extracting information: Tables, Diagrams, Charts and Graphs


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 3 T&L Activities:

B1 Idea generation

Brief.

In this section of the report for any proposal, it is key to provide a section on the requirements. This introduction outlines clearly the "problem/challenge/project" that you have been provided. This enables the clarification of the "clients" requirements. This is an opportunity early on in any project that can provide the opportunity to stop any potential misinterpretation of the brief as well as re-affirming understanding and knowledge

 

Concept.

What is the idea that you have, and what is the aim and objective of idea? In this section of idea generation you will need to present your idea in a way that others can understand or appreciate, remember, your explanation of the idea can give different images to those that you have in your head.

In small groups, nominate one person to read the following and the rest of the group to close their eye "You are standing in a field, there are mountains in front of you, a tree is to the side of you, under it are some animals." Now ask the following questions

1. Was there snow on the mountains?
2. What type of field was you standing in?
3. What side was the tree on?
4. What animals were under the tree?
5. Did the tree have leaves on? if so what colour were they?

The above activities demonstrate the issue of written and explained interpretations of an idea so be careful.

 

Visual style

The visual style of the proposed idea is essential to the understanding of the potential genre and target audiences that are intended. The visual style that are available are;

 

realism,

The creation of characters in a computer game can be soo realistic that they can all in to the "Uncanny Valley" categorisation. The term "Uncanny Valley" was created by Japanese Roboticist Masahiro Mori in 1970 when he hypothesised that "a sense of familiarity can vary according to human likeness on a continuum from the extremely un-humanlike (an industrial robot) to completely human (a healthy living person)" Exploring The Uncanny Valley (uncanny-valley.co.uk) 

Examples, where games have used realisum, can be seen below.

Last of Us

 

stylised,

An example of a stylised game would be Borderlands. 

 

pixel,

 

toon,

 

cel-shaded 

 

Moodboards.

A mood board can be used to help establish the overall visual style, aesthetic, and tone of the game. By gathering a collection of images, colours, and text that align with the intended theme of the game, a mood board can provide a reference point for the game's art direction, character design, and environment design. This can also help to communicate the desired atmosphere and player experience to the rest of the development team. Additionally, a mood board can be used to present the game's concept to potential investors or publishers, providing a visual representation of the game's vision and direction.

 

Mind Maps.

Mind maps are a tool that can be used in game design to help organize and visualize ideas. They can be used to brainstorm concepts, plan levels, or map out the progression of the game. A mind map is a diagram that starts with a central idea and branches out to related ideas, allowing the designer to see how different concepts are interconnected.

Mind maps can be useful for game design in a number of ways. For example, they can be used to outline the overall structure of the game, including the main story, side quests, and characters. They can also be used to plan the design of levels and environments, and to identify the different elements that will be needed to create a cohesive and immersive game world. Mind maps can also be used to map out the player's experience, identifying key moments and challenges that will keep the player engaged and motivated.

It's a very flexible and dynamic tool, that allows you to add new ideas and change existing ones easily. Mind maps can be created and modified by the whole team, and can be shared with other members of the development team, allowing everyone to contribute to the design process.

 

Genre, e.g. sport, action, first-person shooter (FPS), multiplayer online battle arena (MOBA),

 

combat.

 

 Target platform:

 desktop

 

 console

 

 mobile

 

handheld.

 

 


Files that support this week

English:

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

sentences with different forms: statement, question, exclamation, command

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the reader



Assessment:

Just a Minute - At the end of the lesson teachers ask learners to summarise their learning. The comparison of these summaries against learning objectives informs planning.

 



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim B: Research and generate ideas for an esports game concept


Awarding Organisation Criteria:

B.P3 Produce appropriate ideas and concepts for the game design document.

B.P4 Review own ideas and research with feedback from peers.

B.M2 Produce a development of the games concept, incorporating the feedback and self-evaluation.

B.D2 Justify decisions made, showing how the design ideas and research will influence the game design document.


Maths:

Organising and Representing data: Drawing tables, charts and graphs

Using numbers: Written or mental methods, using a calculator, rounding and estimating, problem solving

Length, weight, capacity, temperature: Measuring, using scales, ruler, tape measure, thermometer Recording and comparing results, converting, Choosing appropriate units and measuring instruments, estimating.


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 4 T&L Activities:

B2 Review and refine ideas

  • Presentations.
  • Community feedback.
  • Peer feedback.
  • Critique template.
  • Planning.
  • Recording.
  • Testing.
  • Market research:
    • audience
    • age
    • gender
    • gaming communities
    • game genres.
  • Case studies.

Files that support this week

English:

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the readerReading:

Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

Listening: Listen and respond to speakers ideas and perspectives, and how they construct and express meanings



Assessment:

Question and Answer - Verbal discussion with learners to quantify understanding

Clarifying Learning Objectives - Using coloured discs and/or peer explanation, check to ensure that learners have understood the learning objectives.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim B: Research and generate ideas for an esports game concept


Awarding Organisation Criteria:

B.P3 Produce appropriate ideas and concepts for the game design document.

B.P4 Review own ideas and research with feedback from peers.

B.M2 Produce a development of the games concept, incorporating the feedback and self-evaluation.

B.D2 Justify decisions made, showing how the design ideas and research will influence the game design document.


Maths:

Statistic extracting information: Tables, Diagrams, Charts and Graphs

Using Numbers: Counting, Place value, adding and subtracting, multiplying and dividing.

Fractions: Sharing amounts, Calculating fractions, Comparing fractions


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 5 T&L Activities:

C1 Purpose of a games design document

Unique selling point.

In game design, a unique selling point (USP) is something that makes the game stand out from others and gives players a reason to choose it over other options. It could be something like a unique game mechanic, an innovative use of technology, or a compelling story. For example, a game that allows players to control multiple characters at once, or a game set in a completely original and imaginative world could be considered to have a strong USP.

A USP is important for game developers because it helps them to identify what makes their game special and to communicate that to potential players and investors. It's like the "hook" that grabs the attention of players, and makes them want to try out the game. It's also a key factor in building a successful marketing strategy, allowing to target the right audience and attract them to the game.

Think of it like the cherry on top of the sundae, it's the thing that makes your game irresistible.

 

Sales pitch.

A sales pitch is a persuasive message designed to convince potential customers or investors to buy into a product or service that is aimed at the esports industry. The sales pitch will typically highlight the unique selling points of the product or service and emphasise how it can meet the needs of the esports community.

Game treatment.

 

Concept document.

 

Design document.

A game design document (GDD) is a comprehensive document that describes the design and development of a video game. It is used by game developers to communicate the game's concept, mechanics, and vision to the entire development team, as well as to stakeholders and investors.

The content of a GDD can vary depending on the specific game, but it typically includes the following sections:

  • Game Concept: A brief overview of the game's overall idea and inspiration, including the game's genre, target audience, and key features.

  • Gameplay Mechanics: Detailed descriptions of the game's mechanics and controls, including the player's abilities, enemies, and level design.

  • Story and Characters: The game's narrative, characters, and dialogue.

  • Art Style: The game's visual design, including the art style, colour palette, and character designs.

  • Sound and Music: The game's audio design, including the music and sound effects.

  • Technical Requirements: The game's technical specifications and the hardware and software required to run it.

  • Production Schedule: A plan for the game's development, including milestones and deadlines.

  • Marketing and Distribution: Information on how the game will be marketed and distributed to the public.

The GDD is a living document and it's updated throughout the development process as the game's design evolves and changes, it's an essential tool for the game design process and it helps the team to communicate and understand the game vision.

 

Selection of genre:

  • First Person Shooter (FPS)
  • Massive Online Battle Area (MOBA)
  • sports
  • racing
  • Massive Multiplayer Online (MMO).

 

Placement of gameplay elements.

Gameplay elements are the various components that make up the gameplay experience in a video game. They include things like mechanics, rules, objectives, and challenges that the player must interact with and overcome in order to progress through the game.

Some common gameplay elements include:

  • Mechanics: The physical actions the player can perform, such as jumping, shooting, or moving.

  • Rules: The constraints and conditions that govern the player's actions, such as gravity or collision detection.

  • Objectives: The goals or tasks that the player must complete in order to progress through the game, such as reaching a certain level or defeating a boss.

  • Challenges: The obstacles or enemies that the player must overcome in order to complete objectives.

  • Progression: The way the game changes over time, through levels, difficulty, or other means, to keep the game interesting and challenging.

  • Feedback: The way the game communicates the player's progress, such as through points, health bars, or visual effects.

  • Story and Characters: The narrative and characters that give context and meaning to the gameplay experience.

  • Aesthetics: The visual and audio design of the game, which can enhance the gameplay experience.

  • Replayability: The ways in which the game can be played again and again, either through different paths, different playstyles, or different characters.

These elements are carefully crafted to create a cohesive and enjoyable gameplay experience that keeps the player engaged and motivated to keep playing.

 

Links to esports games that are in the market

e.g.: League of Legends, Rocket League, Overwatch, Hearthstone, Fortnite.


Files that support this week

English:

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the reader

Sentence Structure: Use a range of sentence structures for clarity, purpose and effect, with accurate punctuation and spelling.

Organising Information: Organise information and ideas into structured and sequenced sentences, paragraphs and whole texts, using a variety of linguistic and structural features to support cohesion and overall coherence.



Assessment:

Progress Tracker - The teacher matches activities to learning objectives and creates a Graphic Organiser on which to record progress. Learners assess and record progress as they complete the planned activities.

 



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim C: Develop a game design document for an esports game


Awarding Organisation Criteria:

C.P5 Produce a game design document for the chosen game genre.

C.M3 Produce a detailed game design document for the game genre chosen, showing technical and practical requirements needed.

C.D3 Produce a comprehensive game design document for the game genre chosen, showing valid reflection of own choices with consideration.


Maths:

Organising and Representing data: Drawing tables, charts and graphs

Collect and record data: Questionnaires, Observation, Tally

Decimals: Counting

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 6 T&L Activities:

C2 Document Production

  • Games design document.
  • Style of game.
  • Visual styles.
  • Genre.
  • Format, e.g.: Word document, graphic design software, web-based programs.
  • Formatting factors:
    • font
    • file type
    • aesthetics
    • editing.
  • Intended platform for game:
    • related esport.
  • Writing style.
  • Presentation style.
  • Resources, e.g.:
    • content
    • references
    • ideas.

Files that support this week

English:

sentences with different forms: statement, question, exclamation, command

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the reader

Sentence Structure: Use a range of sentence structures for clarity, purpose and effect, with accurate punctuation and spelling.

Organising Information: Organise information and ideas into structured and sequenced sentences, paragraphs and whole texts, using a variety of linguistic and structural features to support cohesion and overall coherence.



Assessment:

Simple Self Assessment - Learners compare their work against success criteria given to them by the teacher and identify ways to improve the work done so far.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim C: Develop a game design document for an esports game


Awarding Organisation Criteria:

C.P5 Produce a game design document for the chosen game genre.

C.M3 Produce a detailed game design document for the game genre chosen, showing technical and practical requirements needed.

C.D3 Produce a comprehensive game design document for the game genre chosen, showing valid reflection of own choices with consideration.


Maths:

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data

Organising and Representing data: Drawing tables, charts and graphs

Collect and record data: Questionnaires, Observation, Tally

Using Numbers: Counting, Place value, adding and subtracting, multiplying and dividing.

Decimals: Counting


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 7 T&L Activities:

Workshop session to complete your assessment


Files that support this week

English:

sentences with different forms: statement, question, exclamation, command

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the reader

Organising Information: Organise information and ideas into structured and sequenced sentences, paragraphs and whole texts, using a variety of linguistic and structural features to support cohesion and overall coherence.

Sentence Structure: Use a range of sentence structures for clarity, purpose and effect, with accurate punctuation and spelling.



Assessment:

Question and Answer - Verbal discussion with learners to quantify understanding

Simple Self Assessment - Learners compare their work against success criteria given to them by the teacher and identify ways to improve the work done so far.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim A: Understand the principles of game design

Learning aim B: Research and generate ideas for an esports game concept

Learning aim C: Develop a game design document for an esports game


Awarding Organisation Criteria:

A.P1 Explain the principles of game design.

A.P2 Explain how the principles of game design impact on making games.

A.M1 Compare the design principles for different games genres.

A.D1 Evaluate the impact of the design principles for different games genres and their targeted audiences.


B.P3 Produce appropriate ideas and concepts for the game design document.

B.P4 Review own ideas and research with feedback from peers.

B.M2 Produce a development of the games concept, incorporating the feedback and self-evaluation.

B.D2 Justify decisions made, showing how the design ideas and research will influence the game design document.


C.P5 Produce a game design document for the chosen game genre.

C.M3 Produce a detailed game design document for the game genre chosen, showing technical and practical requirements needed.

C.D3 Produce a comprehensive game design document for the game genre chosen, showing valid reflection of own choices with consideration.


Maths:

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data

Ratios: Calculating ratios, applying ratios, Scales e.g. Maps

Statistic extracting information: Tables, Diagrams, Charts and Graphs

Decimals: Counting

Using Numbers: Counting, Place value, adding and subtracting, multiplying and dividing.

Collect and record data: Questionnaires, Observation, Tally


Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →