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| Layers Jigsaw Exercise |
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| Layers Manipulation Exercise |
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| Selection Exercise |
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Qualification
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90 Credit Diploma in Creative
Media Production - Games Design
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Unit
number and title
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Unit 3 –
Research Techniques for the Creative Media Industries - partial
Unit 73 –
Sound for Computer Games - partial
Unit 78 – Digital Graphics for Computer
Games - partial
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Assessor
name
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Harry
Arnold
Jordan
Eastwood
Iain Goodyear
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Date
issued
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03/09/2015
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Hand
in deadline
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22/09/2015
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Assignment
title
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Introductory Assignment – EGI Platformer
Pitch
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The purpose of this assignment is
to demonstrate that the learner is introduced to:
• Applying
a range of research methods and techniques
•
Creating sound assets for a computer game
following industry practice
•
Creating digital graphics for a computer game
following industry practice
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Scenario
Joining the games
design course at Eccles Sixth Form Centre, you have become a member of EGI,
Eccles Games Incubator and your first assignment will assess your strengths,
weaknesses and suitability for the course.
Over the next
three weeks you are going to devise a concept for an original platformer game
to be pitched via a presentation on a blog.
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Task 1
Carry out visual and written research
into classic and contemporary platform games. Publish your findings to your
Introductory Assignment blog.
This
provides evidence Unit 3 – P2, M2, D2
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Task 2
Generate a wide range of ideas for
your platform game, paying particular attention to the objective, setting,
character and mechanics. Evidence this in your Introductory Assignment blog.
This
provides evidence Unit 3 – P2, M2, D2
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Task 3
Produce a detailed written overview
of your game, and character profile. Evidence this in your Introductory
Assignment blog.
This
provides evidence Unit 3 – P2, M2, D2
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Task 4
Create a prototype which
establishes the mechanics of one level of your platform game. Evidence this
in your Introductory Assignment blog.
This
provides evidence Unit 3 – P2, M2, D2
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Task 5
Create a minimum of three dialogue sequences and three
sound effects for your character. Evidence this in your Introductory
Assignment blog.
This
provides evidence Unit 73 – P3, M3, D3
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Task 6
Create concept artwork for your character and background
designs for one level of your game. Evidence this in your Introductory
Assignment blog.
This
provides evidence Unit 78 – P3, M3, D3
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Evidence checklist
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Tick
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Platform game
research
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Game ideas
generation
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Game mechanics
prototype
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Audio assets
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Art assets
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This level introduces weak walls that break upon contact. The way this level is designed forces the player to wall jump onto the weak walls and thus teaches the player what they do and they have adequate time to jump back to the safe wall and advance through the level. A lot is learned from this level as the design forces them to learn even though there is no tutorial, this gives the player great satisfaction because it feels like the player learned this mechanic by themselves and it pushes them forward. Later in the game different mechanic are combines to test the skills of the player so it pushes their game knowledge to the edge and forces them to learn different ways to tackle stages.
This level introduces a new mechanic which is moving death-traps. There is plenty of time before you encounter these saws in the level so you know what they do. You have to plan your route through the level with extra caution because you have to learn the rhythm on the saw blades so you don’t get killed. This level sets you up for the rest of the game as the moving saw blades are a recurring theme in this game and you will see them in most levels even in the later stages. The level puts you in situations that happen all the time in this game for example, jumping to a wall over a saw blade and quickly reacting to jump up to a higher platform.
You play as Isaac, he is an ordinary monkey who just want to try new food, there were previous concepts for Isaac each were a bi different but it was the same concept, the idea of a front facing came from the fact that it would take lots more actions and work to create more sprites for right facing animations and left facing animations. Isaac has a base set on animation for Idling, jumping and moving left/right, these are basic animations which