Friday, 5 September 2014

Unit 70 - Assignment Brief

Using a 3D Game Engine

Task 3

This Task must include an understanding and playable 3D level to industry standards using the Unity 3D engine but should also be accompanied by an extensive 3D workflow that showcases the ability to adhere and develop to industry level standards.

You will need to produce a short desktop captured video to evidence your 2D game in play.

When evidence is produced it must be uploaded to your blog in the task 3 section. The title of this blog post is: Using a 3D Game Engine.

Workflow:





Play Test:

Using a 2D Game Engine

Task 2

This task must include an understanding and playable 2D level to industry standards using the Game Maker engine. Evidence for this task should also be accompanied by an extensive 2D workflow that showcases the ability to adhere and develop to industry level standards.

You will need to produce a short desktop captured video to evidence your 2D game in play.

When evidence is produced it must be uploaded to your blog in the task 2 section. The title of this blog post is: Using a 2D Game Engine.

Gameplay: 

Workflow:

The Purposes and Functions of components of Game Engines

Task 1

You must produce a report to show case your process of thought on how you came up with the engine for your product; this includes looking at the purpose of game engines, functionality of game engines supported with industry terminology, analysis and research.

When evidence is produced it must be uploaded to your blog in the task 1 section. The title of this blog post is: The Purposes and Functions of components of Game Engines.




DEMO:

This video shows the fifa 15 playable demo. This is a perfect example of what I hope to accomplish with my demo.



BETA:
This video shows the in game footage of someone playing (testing) the game, destiny, while it is in its beta stage. A good example of the stage my creation will go through.




ALPHA:

This video shows Destiny in its alpha stage of testing, I hope that my game will have the opportunity to go through  this same stage of testing so that most of the bugs can be fixed.



PRE-ALPHA:

This video show what a game looks like while in pre-alpha, a stage in which core game mechanics and the game engine is tested to find any flaws.




GOLD:

This video shows the gold, or final, stage of a game. The finished product, useful so that you can final market your creation.



DEBUG:

This video shows the debugging process taking place. A stage, which without, would mean the game will, most likely, not work.



AUTOMATION:

This video shows someone testing out their automation system.



WHIT-BOX TESTING:

This video explains what whit box testing is. A process that is useful to help check all of our code is in fully working order ready for the games first stage of testing.




BUG:

This video shows a bug/glitch found the the game fifa 15, understanding what a bug/glitch is an extreme advantage when trying to troubleshoot problems that are being reported during, pre-alpha to beta testing.




VERTEX SHADER:

This video shows vertex shading as well as vertex shaders and the importance of vertex shaders. Without these objects wouldn't look as good as they should.


PIXEL SHADER:

This video shows the workings of a pixel shader, something that makes game environments look amazing.



POST PROCESSING:

This video is a perfect example of what post processing is, this is a tutorial that goes in depth on all of the details.

http://www.comsol.com/video/postprocessing-tutorial-creating-plot 
RENDERING:

This video shows a scene in a game engine, and some objects, rendering. Along with detailed real time rendering.

https://www.youtube.com/watch?v=00gAbgBu8R4

NORMAL MAP:

This video shows what normal maps are, in great and extensive detail. As well as comparing them to non-normal maps.



ENTITY:

This video is a representation of what entity is in game engines, it also shows different types of frameworks.



UV MAP:

this video shows the basics of UV mapping, a very important skill to have when creating a game.

https://www.youtube.com/watch?v=iIvTUDgaXik

PROCEDURAL TEXTURE:

This video is a beginners guide to procedural texturing. It goes into detail on what it is and how to use it.



PHYSICS:

This is a video demonstrating the graphical capabilities of a high performance GPU. it is being tested by showing physics, i this case water, within a game.




COLLISION:

This is a tutorial video on how to add collision detection in a java script onto a game engine.



LIGHTING:

This video shows not only what to use lighting and what it is, but how to use it effectively. A skill most important when creating visual pleasing game aesthetics.



ANTI ANALYZING:

This a quick video demonstrating the process of anti analyzing.



LEVEL OF DETAIL:

This is a tutorial video on what level of detail is and how to make it, use it and applying correctly.



ANIMATION:

This is a video which was created as a means to introduce people to animation on the unity game engine.



SPRITE:

A demonstration video on how to make a sprite. It also tells us what a sprite is, in the game maker engine.




SCENE:

This a tutorial on how to create your own, simple, video game scene using the unity 3D game engine.



LIBRARY:

This a video that shows off the unity game engines library, as well as a tutorial on using it effectively.



UI:

This is a video that shows the brand new, unity 4.6, user interface system.



FRAMES:

this a video that explains what frame rate is. In extensive detail.



CONCEPT:

This video shows a video game concept for a game called; "Sound Of Silence".



EVENT:

This is a tutorial video on how to make an event on the unity game engine.



PATHFINDING:

This a pathfinding tutorial on how to intelligently program your AI so that it doesn't walk into things when moving around a complex bit of scenery.