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This paper 'Games Development and Architecture' tells that This course is composed of different teaching and learning activities, such as lecture sessions and participating in practical tasks.Author has discovered that answering the question ‘what is game design’ is not as easy as I thought it would be…
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Extract of sample "Games Development and Architecture"
of Learning Session? Game Design The way lesson was conducted? This is composed of different teaching and learning activities, such as lecture sessions and participating in practical tasks.
What have I learned from the lecture session?
I have discovered that answering the question ‘what is game design’ is not as easy as I thought it would be. Another question which naturally follows the first one is what is a ‘game’ exactly? Is it a toy? Is it always fun? And what is fun? Considering these questions, I have learned that game is not a toy and a toy is not a game. However, we can say that a game is a type of play activity supported by rules to achieve specific goals. One obvious observation is that a game is interactive. Games provide us with different states of feelings. We can refer to these feelings as sensation, challenge fellowship and by many more descriptive terms. These feelings we can describe come about as the result of the game designer’s work.
What have I learned from the practice session?
At this stage of our practical tasks, we tried to align mirrored walls to create an interesting leveled environment. The second part of the practical lecture was about giving Boots, a character, some intelligence.
How well (or badly) did it go ?
I managed to complete the tasks we were given. I struggled with the mirror option at the beginning, but by the end of the session I managed to solve the problem successfully.
How do I feel/thing about this?
After every practical session I have enjoyed working with the editor more and more.
Comp1132 Games development and architecture
Title of Learning Session?
Implementation 1
The way lesson was conducted?
This course is composed of different teaching and learning activities, such as lecture and completing practical tasks.
What have I learned from the lecture session?
During the eighth lecture, we continued looking at the process of game development by focusing on the game production timeline. This included inspiration, concept, prototyping, production, testing and retail. Every single step or stage of the development process is very important for developing a successful game. A good Idea is followed by a concept in which the idea is more fully shaped. The next step is prototyping where the game gets its basic 3D models. After this stage, the game could be built either by using a game engine or from scratch. Using game engines saves a lot of money. Another step of the game development process is the testing of the game in which a large number of people are involved. After testing the game, it is usually placed on the market. However, it still can have some known issues. Therefore the beta version is placed on the market in which it is understood that all features are to be revised. Sometimes the beta version is followed by the Gold and final version of the game.
What have I learned from the practice session?
The practical session took us through the usage of scripted triggers. For example, we have created a special trigger which was followed by an action such as giving a sound to the movement of the doors.
How well (or badly) did it go?
During the implementation and application of these skills, I did not notice any kind of problems when the game level was developed.
How do I feel/thing about this?
The successful completion of the given tasks has inspired me to put these ideas in to my game level for the assignment’s practical part.
Comp1132 Games development and architecture
Title of Learning Session?
Implementation 2
The way lesson was conducted?
This course is composed of different teaching and learning activities, such as lecture and completion of practical tasks.
What have I learned from the lecture session?
The ninth lecture took us through the ideas of concept art, 3D modelling, programming and texturing. The term game art covers a range of things created by artists. Game art is very important for the look and atmosphere of the game. However, the artists are restricted by the technical potentiality of the equipment. Concept art starts with a rough sketch and then is followed by the 3D modelling phase. Then we looked at the polygons and how influential using polygons can be on game’s budget and overall design. Using textures is another way to increase a game’s design interface. There is a different way of creating textures from creating polygons. Textures can by drawn in Adobe Photoshop software whereas the polygons must be created in the specific 3D modelling software to be used for final game design. The final look of the game can be improved by adding lights, objects, bump maps and shadows which increases the realism.
What have I learned from the practice session?
At the practical session we dealt with the building terrain option. Practising this increases the options for the levels look and gave us a whole new perspective on how to create an immersive environment.
How well (or badly) did it go?
Practising these skills helps me to use the editor software for creating an outside theme.
How do I feel/thing about this?
The tremendous opportunities that the game editor has impressed me. There are lot of options and you can be really creative.
Comp1132 Games development and architecture
Title of Learning Session?
Implementation 3
The way lesson was conducted?
This course is composed of different teaching and learning activities, such as lecture and involvement in practical tasks.
What have I learned from the lecture session?
The subject of the tenth lecture was computer graphics, linking art and programming. We spoke about the graphics pipeline. The ‘graphics pipeline’ refers to a process where objects and textures are taken from the artists and drawn in to the game. In order to understand how the graphics pipeline draws objects, the topic of coordinate systems needs to be considered. The graphics pipeline is a process of transforming objects from one coordinate system to the next. Another important element to consider is Translation. Translation is the process of moving all of the vertices of an object to another position. Once the objects in a game are in their correct positions in a game, the task of actually drawing them can begin. We also spoke about cameras and how important they are in order to put the player at the right angle.
What have I learned from the practice session?
At the practical session, we created an outside environment for our game level. To get a feeling of an outside environment, we had to learn the use of adding a skybox to our level.
How well (or badly) did it go?
I managed to complete the given task of creating an outside environment by adding the skybox to the level.
How do I feel/thing about this?
The fact that I have learned another important skill about the usage of the unreal game editor makes me feel ready to start working on my own game level for the assignment.
Comp1132 Games development and architecture
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