U17 computer games production

1,230 views

Published on

Support guide for Unit 17: Computer Game Production

Published in: Education
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,230
On SlideShare
0
From Embeds
0
Number of Embeds
4
Actions
Shares
0
Downloads
10
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

U17 computer games production

  1. 1. Health Warning Please remember that the Exam Board doesn’t provide MAs for anything beyond U4, so this is my best interpretation of the markgrids and other paperwork… Note: this one needs easy and frequent access to a decent digi camera.. Or two… and lenses… and printers… and paper…
  2. 2. Scenario This is a primarily research-based unit, so there’s a fair amount of Web-hopping here. BUT the info you’ll pick up will be interesting (I hope!) and might just come in handy in a future application form! Oh – and thanks again to the screen bean teams for their contributions on slides here…!
  3. 3. Scenario A small software company is looking to break into the educational games arena through health education. You need to set up a plan to manage the project and create the production plan… After you’ve found out what one is, of course!
  4. 4. Task 1: Who Does What? ‘No [one] is an island’: my cleaned-up 21st Century version of A Great Truth. So in games development, you need to research and explain Who Does What. You can use any appropriate format for this that you prefer, but the roles on the next slide are the absolute essentials…
  5. 5. Task 1: Who Does What? Games development teams: e.g.  market research  design  art and animation  programming  production  audio  testing
  6. 6. Markgrid – AO1 PASS  Candidates describe in broad terms some of the key game development team roles, but not necessarily with any depth of understanding.  Some limited examples are given
  7. 7. Markgrid – AO1 MERIT  Candidates give detailed descriptions of most of the of the key game development team roles, showing some depth of understanding.  A range of examples are given.
  8. 8. Markgrid – AO1 DISTINCTION  Candidates give comprehensive descriptions of all the key game development team roles, including the differences between individual levels and job titles.  A wide range of examples are given.
  9. 9. Task 2: The Big Cheese When you see the credits in the movies, do you ever wonder what the Producer actually does? Well in games production you are about to find out! Go through – in detail – each of the following elements of the role of the Producer…
  10. 10. Task 2: The Big Cheese The Producer’s role includes:  scheduling  budgeting  formulating technical and creative strategy  devising work pipelines and procedures  managing human resources and resources  facilitating team communications
  11. 11. Markgrid – AO2 PASS  Candidates list a producer’s (or project manager’s) responsibilities without necessarily covering any detail or depth of the different components of their job.
  12. 12. Markgrid – AO2 MERIT  Candidates show a good awareness of the producer’s roles and responsibilities in game development.  They list the qualities and skills that a producer needs in order to do the job effectively.
  13. 13. Markgrid – AO2 DISTINCTION  Candidates show a comprehensive awareness of the producer’s roles and responsibilities within game development.  They describe the qualities and skills that a producer needs in order to do the job effectively.  They highlight differences that may exist from one company to another, giving examples
  14. 14. Task 3: Taking it step bystep So everyone has a job – but how do they work together? What are the stages in creating the work? Look for four main stages, each with about four sub-stages, as I’ve put on the next slide, as a good foundation…
  15. 15. Task 3: Taking it step bystep Typical project stages:  initial concept  pre-production  game design  production planning Prototype:  art development  tools development  programming  level design
  16. 16. Task 3: Taking it step bystep Prototype production:  full production  art production  level building  programming  localisation plan Alpha and Beta builds:  testing, tuning, debugging  gold master
  17. 17. Markgrid – AO3 PASS  Candidates identify the main stages of game development and show an understanding of the basic logical order of production, but deeper understanding of causal relationships may be lacking.  There may be some gaps in the understanding of underlying concepts.
  18. 18. Markgrid – AO3 MERIT  Candidates identify all the stages of game development and show a thorough understanding of the order of production.  Dependencies and relationships between the stages are briefly explained and analysed.  Some examples from their research will be used.
  19. 19. Markgrid – AO3 DISTINCTION  Candidates exhibit an in-depth knowledge of the game development process and can accurately map the stages of game production, even indicating likely variations to the stages with different types of title development.  Dependencies and relationships are briefly explained and analysed.  Many examples from their research will be used.
  20. 20. Task 4: Behind the scenes… But the producer doesn’t know everything – there’s still a role we’ve not really reviewed, and without this person the whole product would be toast. Who? The publisher! Explain their role in:  financing  commissioning  strategic management  marketing  distribution
  21. 21. Markgrid – AO4 PASS  The role of the publisher is described in outline terms by the candidate. (But more than my comments on the last slide, OK?)
  22. 22. Markgrid – AO4 MERIT  Candidates show a sound understanding of the role of the publisher in game development.  They illustrate this understanding through reference to an existing game publisher
  23. 23. Markgrid – AO4 DISTINCTION  The publisher’s role is comprehensively described, showing an in-depth and accurate understanding of the industry and the way the different sectors interrelate.  They illustrate this understanding through reference to one or more existing game publishers.
  24. 24. Task 5: Cunning MasterPlan So. Now it’s your turn to create a production plan in all its glory for your new game. You can use specialist project planning software, such as MS Project, but this is not essential, & as part of U2 you’ll have seen other online and free products that are just fine.
  25. 25. Task 5: Cunning MasterPlan Project management and planning skills:  analysing a project into component tasks  scheduling  budgeting and resource allocation Project management tools and techniques:  risk analysis  critical path analysis  reporting structure Use of Project Management software tool (e.g. MS Project)
  26. 26. Markgrid – AO5 PASS  The production plan is complete for the most part, with simple project management techniques successfully applied to the basic scenario.  More advanced tools and analysis may be omitted.  In presentation, when tested against different scenarios and slippages, candidates have developed awareness of the issues but may not have developed sufficient techniques in order to accommodate them within their production plans.
  27. 27. Markgrid – AO5 MERIT  The production plan is well developed, with good application of the project management tools and techniques applied.  The plan proves to be robust when tested against various possible scenarios and slippages.
  28. 28. Markgrid – AO5 DISTINCTION  The production plan is detailed and comprehensive, with extremely thorough application of project management tools.  The plan proves to be extremely robust when tested against possible slippages and project pitfalls.  Candidates demonstrate that they have developed an almost instinctive flair for project problem solving.

×