• Visual style:
o omnipresent, e.g. area of vision
o avatar, e.g. line of sight.
• Input methods: Games and games console can have a wide range of inputs as discusses in previous weeks, in your game depending on the software that you have chosen to use you may be able to use the following;
o keyboard and mouse
o gamepad
o customisation of control, e.g. user configuration.
In most cases you will be able to customise these hardware tools to work in a way that you prefer, this could be through the games them selves or through third party software or hardware, for example XMapper.
• Asset integration, to include:
o graphical, e.g. raster, vector
o animation and video, e.g. cut scene, story, arc
o audio, e.g. syncing sound clips with visual displays
o texture mapping, e.g. applying texture to a mesh
• Advanced features, to include:
o artificial intelligence, e.g. search algorithms, learning algorithms
o 3D rendering, e.g. 3D environment, first-person view
o save game state, e.g. options to save, auto-save points
o multiple players, e.g. multiple player controls, via network
o player progression, e.g. achievements, leader boards.
Links to Learning Outcomes |
Links to Assessment criteria |
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Speaking:Speak to communicate clearly and purposefully; structure and sustain talk, adapting it to different situations and audiences; use Standard English and a variety of techniques as appropriate
Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.
Ratios: Calculating ratios, applying ratios, Scales e.g. Maps
Fractions: Sharing amounts, Calculating fractions, Comparing fractions
Length, weight, capacity, temperature: Measuring, using scales, ruler, tape measure, thermometer Recording and comparing results, converting, Choosing appropriate units and measuring instruments, estimating.
Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.