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eG, ‘TABLE OF CONTENTS. Main Objective of the Assessment... Description of the Assessment. Learning Outcomes and Marking Criteria, Format of the Assessment. Submission Instructions. Avoiding Plagiarism... Late Coursework. Prototype Game and Video Dr, Derek Groen w/e 03/10/2017 11/12/2016 (03/01/2017 Threshold coursework 60 Hours N/A Individual MAIN OBJECTIVE OF THE ASSESSMENT This assessment (referred to ask Task 1 in the study guide) requires you to demonstrate your learning in three distinct ways: (1) through the development of a game prototype using the MonoGame development environment; (2) by designing the game prototype; and (3) by delivering a full working version of the game prototype. Allof the threshold learning outcomes for the module are assessed through the coursework: LO1: Identify and explain the key concepts in digital media and game development (including architectural and design methodologies, patterns and notations) LO2: Design and critically evaluate console, mobile and web based entertainment and gaming systems (assessing and utilising a range of digital media). Los: implement and critically evaluate a game using a recognised game development environment. The game prototype will be 2 shoot-’em-up game (see details below); you are open to choose any game story. The game itself should use the tools and techniques covered in the Lab sessions. After developing your game, you will produce a short video (5 minutes duration at most) summarising the game description, story, target audience, rules and the digital media elements used within it, Your video and game code will be submitted via WiseFLOW. DESCRIPTION OF THE ASSESSMENT The project entails developing a prototype game that uses 2 number of digital media elements (sound, images, 3D graphics, etc.). From week 3, you will be undertaking several lab sessions that focus on the technical approaches to developing a game (starting with the Game loop, graphics, sound and interaction}. The game itself must be a shoot~em-up (a.k.a. shump); as the name suggests the game has the player controlling a spaceship with quick-firing weapons. Enemies attack the player's ship and the objective is usually to destroy them as quickly as possible, Here is a lst of shumps you can take as inspiration: Asteroids (Atari), Galaxian (Namco}, Scramble (Konami), Robotron 2048 (Williams Electronics), Xevious (Namco), Gradius Updated September 2017 aot a 8 © & os 2) re a 2 3 ey S i) (3) ra I) Py is o 3 s — oO % @ fa) (Konami), R-Type (Irem/Nintendo), Ikaruga (Trasure, G.rev), TUMIKI Fighters (ABC Games/Kenta Cho) and Geometry Wats (Bizarre Creations). You will design and develop at least 2 levels of incremental difficulty with the objective of reaching the end of the level (players can win extra weapons or abilities by completing the level) and a third final level called “boss”. The game boss will act as a “gatekeeper”. The gatekeeper would try to stop the player from progressing and complete the mission, i. winning the game, After producing and critically evaluating a viable narrative game concept and developing a working (compiling and correctly executing) prototype game, you will submit a Video, 5 minutes duration at most, in either MP4 or Mov file format. The video itself should contain (as a minimum) the following elements: (a) Game description (b) Game story (c). Target audience (a) Game rules (e) Description of the digital media elements used within it LEARNING OUTCOMES AND MARKING CRITERIA Learning outcomes for the assessment ‘Assessment and marking criteria for determining | threshold pass A viable narrative game concept (LO 1,2) 3 implemented levels: 2 levels of incremental difficulty and a third level with 2 final boss. (L0 3) 2 digital media elements used in your implemented LO1: Identify and explain the key concepts in digital media and game development (including. architectural and design methodology, patterns and notations) LO2: Design and critically evaluate console, mobile and web based entertainment and gaming systems (assessing and utilising a range of cigital media} LO3: Implement and critically evaluate a game Using a recognised game development environment. game are listed (image, sound, 3D graphics, etc.). (LO 2) Game code must be attached that includes graphical and sound functionality. (LO 3) A critical evaluation of the game is provided. (LO 1,2,3) Higher quality work could include: References to academic or grey literature Detailed descriptions of the media elements. ‘Annotated examples of key CH code. Analytical and reflective analysis of both the final prototype and the development journey. FORMAT OF THE ASSESSMENT The threshold coursework assessment requires a single submission, Task Leaming | Group/ _Release Dat poe Pere Cuan fer Produce a 101,102, Individual Week 3 Week 12 Week 15 prototype game 103 and supporting video 9° October 2017 11" December by 3" January 2018 2017 at 23:59 Further information will be provided in lecture and lab sessions. ‘The maximum grade that you can achieve for this assessment is D-, which demonstrates performance in the ‘module at threshold level. Passing the threshold coursework means that you have passed the module overall. ‘The assessment of this coursework (referred to as Task 1in the study guide) will be confirmed by the Panel of Examiners in January 2018 and, if necessary, the Board of Examiners will offer a reassessment of Task 1 in Term 2, subject to the re-assessment limitations of SR2. Updated September 2017 aot ® 1s] < a (J a ras By 2 3 ry 3 i) (3) = ° v4 c Go] iS =] — c 2 o a ‘A student who fails to achieve grade D- in Task 1 at both the first and second attempt will not be eligible for any further assessment/re-assessment in the module (including Task 2, the end-of-year examination). ‘SUBMISSION INSTRUCTIONS Coursework must be submitted electronically via the University’s WiseFLOW system by 11 December 2017 at 23:59 GMT. The required file format for video are MP4 or Mov (.mp4 or mov). The video file plus the whole source code and executable files for the project must be submitted in a zip file (zip ONLY PLEASE)... You can follow the link to WiseFLOW through the madule’s section on Blackboard Learn or login in directly at hittos://ukwiseflow.net/brunel. The name of your file should follow the normal convention set out in the student handbook, and must therefore include your student ID number (e.g., 06123456.pal). It can also include the module code (e.g., CS3005_06123456 pdf) IMPORTANT: Its your responsibility to ensure that you have submitted the correct version of your coursework. AVOIDING PLAGIARISM Please ensure that you understand the meaning of plagiarism and the seriousness of the offence. Information Con plagiarism can be found on the Colloge’s Student Handbook Late CourseWworK ‘The clear expectation is that you will submit your coursework by the submission deadline stated in the study guide. In ine with the University's policy on the late submission of coursework (revised in July 2016), coursework submitted up to 48 hours late will be accepted, but capped at @ threshold pass (D- for undergraduate or C- for postgraduate). Work submitted over 48 hours after the stated deadline will ‘automatically be given a fail grade (F Please refer to the Computer Science Student Handbook, available on Blackboard Learn, for information on submitting late work, penalties applied and procedures in the case of mitigating circumstances, Updated September 2017 aot

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