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BTEC First
Diploma in
Creative Media Production
Year 11

Unit 14: Deconstructing Computer Games
Unit 15: Computer Games Testing
Name:

...................................................................................................

Deadline: ...................................................................................................

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The Course
Welcome to the BTEC First Diploma in Creative Media Production. You will find this a
practical, work-related course on which you will learn by completing projects and
assignments based on realistic workplace situations, activities and demands.
We aim to help you to develop your creative and technical skills, as well as helping you to
gain an understanding of the underlying theory of digital media production. In addition to
learning about the employment area you have chosen, you will develop the skills needed to
start a career in the media industry.
To do this, you will be required to produce a portfolio of practical productions supported by
paperwork and theoretical research. To be successful in doing this, you will have to work
both independently and within groups in a professional manner, showing yourself to be
organised, resourceful, reliable, committed and being capable of meeting strict deadlines.
We hope that you will benefit from this challenging, yet rewarding course and that it will
lead to you continuing your studies or eventually finding a job in the media industry.

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Your Responsibilities


You are expected to treat all equipment and accommodation with care.




You are NOT allowed to bring food, drink or chewing gum into work areas.
You may NOT use mobile phones while you are working, unless otherwise instructed.



NEVER allow other students or friends to use equipment booked out to you, and do not
leave equipment unattended at any time. If it is damaged, lost or stolen, it is YOUR
responsibility!

If you experience any problems with equipment, ask for help from your teacher. Do not try
to repair equipment yourself.

Please remember
It is your responsibility to back up your work onto a memory stick at the end of every lesson. You
are responsible for saving your work to the hard drive of the computer and the safekeeping of your
original material. Please remember to take your memory stick at the end of every session, and only
use the memory stick to transport work. You must provide a folder for each unit and bring it to
every lesson. You will also be introduced to a referencing system to allow you to produce
comprehensive bibliographies of the materials you have used in your study.

How to contact your teacher…
Telephone: 0208 498 1300
Main E-Mail: zchristodoulou@kshsonline.com
Google Mail: zchristodoulou@kingsolomonhigh.com
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Unit 14: Deconstructing Computer Games
Unit Introduction
The aim of this unit is to give you an understanding of computer games and the platforms
that enable people to play them. You will examine game platforms and their limitations,
learn about essential components that contribute to a computer game, and deconstruct a
game.
In the games industry, ‘game deconstruction’ is a common technique used by game
developers to help build better games. It is the reverse-construction of a successful title in
an attempt to break it down to identify its parts and the ways in which those component
parts are put together. This unit develops understanding, language and focus points that
should enable you to deconstruct games. Entrants to the computer games industry need to
have a basic awareness of the differences between the capabilities of the platforms that
allow the games to run, and their associated special peripheral devices. They also need to
understand basic components that shape a final game, as well as have an awareness of
common genres of games, differences between the genres and the types of audience each
genre appeals to. In the modern games industry, to make the best profits, game titles are
seldom produced to be hosted on only a single platform. However, each platform has
different requirements, capabilities and peripherals and so it is important for you to
investigate the development of computer game platforms to identify limitations that affect
the games that can be played on them.
The technique of deconstruction is based on the understanding that each game has
building-block parts, and that these can be investigated. A major component of a game is
its visual style, and so to perform a full deconstruction, you should examine the visual style
of computer games and have opportunities to recognise its importance in engaging the
attention of players. Gameplay is a further main component of a game and you should
study core aspects of gameplay to find what makes games enjoyable. Games are built to
match the needs of an audience and in this unit, you will have opportunities to identify and
classify typical audiences for the games studied. You will investigate genres commonly
seen in computer games.
This unit gives you knowledge, understanding and practical experience of structured
gameplay. You will need to apply your learning by analysing a computer game to describe
its component parts in detail.
Learning Outcomes
1. Know about computer game platforms.
2. Know about computer game components.
3. Be able to deconstruct a computer game.
-----------------------------------------------------------------------------------------------------Page 4 of 13
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Unit 15: Computer Games Testing
Unit Introduction
The aim of this unit is to give you a basic understanding of computer games testing
techniques and the role played by the quality assurance (QA) departments of game
development studios. You will study the game production process and QA department,
learn about the phases of testing and defect types, and will run tests on a computer game
build.
The job of a computer games tester is one of the most important roles within the computer
games industry. A great deal of time, effort and money will be invested in making a game
so it is vital that developers ensure that a game is near bug-free before it is published and
released. Any major defects that remain can affect the reputation of the games companies
involved by diminishing the player experience through defective gameplay. A games test
job is very often seen as one way in which a recruit may enter the computer games
industry. To contribute efficiently to the development team, a games tester must
understand the role of the QA department and how it fits within the many departments of a
development studio, and recognise the responsibilities of their own test role. A good games
tester must not only know how to play games but must also be passionate enough to
maintain their interest through many repetitive test challenges. A tester must be
methodical, as well as a good communicator. This unit aims to provide you with
underpinning knowledge of the games production process and encourages you to examine
how well your personal traits match those required by the games tester role.
Tests conducted

on game builds

follow

an identifiable sequence throughout the

development of the game, reflecting the development stages of the game. Slightly different
test conditions are used at these various development stages and this unit enables you to
build your understanding of these different testing requirements.
You will gain an understanding of what causes bugs to appear within a game and what
types of defects can be found within a game. As well as looking at different phases of
testing during a game build and a classification of defect types, you will explore what kinds
of testing techniques are employed and will have opportunities to apply at least one of
these techniques in order to write comprehensive and well-documented bug reports.
Learning Outcomes
1. Know about the game development process.
2. Know about the phases of games testing.
3. Know about the types of defects that can be found within a game.
4. Be able to produce a bug report using a test technique.

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Assessment Criteria for Unit 14: Deconstructing Computer Games

P1 Outline the development
and capabilities of computer
game
platforms

P2 Outline the features of
computer game components

P3 Present a deconstruction
report for a computer game

M1 Describe the development
and capabilities of computer
game platforms with some
detail and with reference to
appropriate illustrative
examples
M2 Describe computer game
components with some detail
and with some reference to
appropriate illustrative
examples

M3 Present a detailed
deconstruction report for a
computer game with
appropriate illustrative
examples

D1 Explain the development
and capabilities of computer
game platforms with reference
to precise and detailed
illustrative examples

D2 Explain computer game
components with reference to
precise and detailed illustrative
examples
D3 Present a thorough
deconstruction report for a
computer game with precise
and detailed illustrative
examples and using correct
terminology

Assessment Criteria for Unit 15: Computer Games Testing

P1 Outline the game
development process

M1 Describe the game
development process with
some detail and with reference
to appropriate illustrative
examples

D1 Explain the game
development process with
reference to precise and
detailed illustrative examples

P2 Outline the phases of game
testing

M2 Describe the phases of
game testing with some detail
and with reference to
appropriate illustrative
examples

D2 Explain the phases of game
testing with reference to
precise and detailed illustrative
examples

P3 Outline defect types found
within games

M3 Describe defect types found
within games with some detail
and with reference to
appropriate illustrative
examples

D3 Explain defect types found
within games with reference to
precise and detailed illustrative
examples

P4 Present a bug report for a
computer game using a test
technique

M4 Present a detailed bug
report for a computer game
using a test technique
competently, and giving
appropriate illustrative
examples

D4 Present a substantial bug
report for a computer game
using a test technique to a high
standard, and giving precise
and detailed illustrative
examples

-----------------------------------------------------------------------------------------------------Page 6 of 13
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The Brief
As an avid gamer, you will be discussing the development of several video games platforms
and testing several video games across these range of platforms.
You will create reports and presentations that will include information about the history of
video games, how video games are made and what causes bug and glitches. These
presentations will also comprise of several bug reports that demonstrate your knowledge
and understanding of defective computer games.

Vanellope von Schweetz, the “Glitch” from Wreck-It Ralph

-----------------------------------------------------------------------------------------------------Page 7 of 13
------------------------------------------------------------------------------------------------------

Tasks
Task 1 (15 = P1, M1, D1)
Create a slideshow presentation that explains, with examples, what is involved in the
development of computer games.
Things to consider:
Developer departments (design, programming, sound, quality assurance, distribution);
stages of game development (concept development, pre-production, production, testing,
release); game tester job profile.
Deadline:
-----------------------------------------------------------------------------------------------------Task 2 (14 = P1, M1, D1)
Create a slideshow presentation that explains, with examples, the history of video games
platforms.
Things to consider:
Development of platforms (arcade, consoles, PC, mobile, hand-held, Internet); platform
limitations (processor capabilities, display capabilities, storage availability, connectivity
capabilities); peripheral devices (controllers, joysticks, cameras, force-feedback).
Deadline:
-----------------------------------------------------------------------------------------------------Task 3 (15 = P2, M2, D2)
Create a slideshow presentation that explains, with examples, the phases involved in
computer games testing.
Things to consider:
Alpha phase (developer-led testing); Beta phase (audience sample testing).
Deadline:

-----------------------------------------------------------------------------------------------------Page 8 of 13
-----------------------------------------------------------------------------------------------------Task 4 (15 = P3, M3, D3)
Create a slideshow presentation that explains, with examples, the defects that can be
found in computer games.
Things to consider:
Bugs; glitches; compatibility issues; hardware issues.
Deadline:
-----------------------------------------------------------------------------------------------------Task 5 (14 = P2, M2 D2)
Create a slideshow presentation that explains, with examples, the different types of
computer game components.
Things to consider:
Visual style (world, characters, storyline, perspectives); gameplay (player modes, rules,
difficulty, challenges, rewards); sounds; audience (demographics, psychographics); genre.
Deadline:
-----------------------------------------------------------------------------------------------------Task 6 (15 = P4, M4 D4)
Test at least two different computer games (from different platforms) for defects and
produce a bug report detailing these defects.
Things to consider:
Test technique (play testing); clear and concise writing style; full defect description;
screenshots.
Deadline:

-----------------------------------------------------------------------------------------------------Page 9 of 13
-----------------------------------------------------------------------------------------------------Task 7 (14 = P3, M3 D3)
Play two different video games and write a report that evaluates these games. The games
you play must be from two different platforms and from different genres.
Things to consider:
Platform; genre; gameplay; visual style; sound; audience; unique selling point (USP);
positive aspects; negative aspects.
Deadline:

-----------------------------------------------------------------------------------------------------Page 10 of 13
------------------------------------------------------------------------------------------------------

Task Deadlines

Task 1

Task 2

Task 3

Task 4

Task 5

Task 6

Task 7

Portfolio hand-in

-----------------------------------------------------------------------------------------------------Page 11 of 13
------------------------------------------------------------------------------------------------------

Recommended Reading

Key:
Author (year), Title (edition), Publisher.
ISBN

Branston and Stafford (2010) The Media Student’s Book (fifth edition), Routledge.
ISBN: 978-0-415-55842-6
Egenfeldt-Nielsen, Smith and Tosca (2012) Understanding Video Games (second edition),
Routledge.
ISBN: 978-0-4158-9697-9
Long and Wall (2009) Media Studies: Texts, Production and Context, Pearson Education.
ISBN: 978-1-4058-5847-2
Turow (2011), Media Today (fourth edition), Routledge.
ISBN: 978-0-415-87608-7

Develop Magazine – www.develop-online.net
Edge Magazine – www.edge-online.com
IGN Entertainment – www.ign.com
The Games Industry – www.gamesindustry.biz
The Independent Games Developers’ Association – www.tiga.org
The Independent’s games site – www.independent.co.uk/life-style/gadgets-and-tech/gaming
The Internet Movie Database – www.imdb.com
The Market for Home Computing and Videogames – www.mcvuk.com
The Sector Skills Council for Creative Media – www.creativeskillset.org

-----------------------------------------------------------------------------------------------------Page 12 of 13
Notes

Page 13 of 13

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Units 14, 15 Assignment brief

  • 1. BTEC First Diploma in Creative Media Production Year 11 Unit 14: Deconstructing Computer Games Unit 15: Computer Games Testing Name: ................................................................................................... Deadline: ................................................................................................... Page 1 of 13
  • 2. ------------------------------------------------------------------------------------------------ The Course Welcome to the BTEC First Diploma in Creative Media Production. You will find this a practical, work-related course on which you will learn by completing projects and assignments based on realistic workplace situations, activities and demands. We aim to help you to develop your creative and technical skills, as well as helping you to gain an understanding of the underlying theory of digital media production. In addition to learning about the employment area you have chosen, you will develop the skills needed to start a career in the media industry. To do this, you will be required to produce a portfolio of practical productions supported by paperwork and theoretical research. To be successful in doing this, you will have to work both independently and within groups in a professional manner, showing yourself to be organised, resourceful, reliable, committed and being capable of meeting strict deadlines. We hope that you will benefit from this challenging, yet rewarding course and that it will lead to you continuing your studies or eventually finding a job in the media industry. ------------------------------------------------------------------------------------------------ Page 2 of 13
  • 3. ------------------------------------------------------------------------------------------------ Your Responsibilities  You are expected to treat all equipment and accommodation with care.   You are NOT allowed to bring food, drink or chewing gum into work areas. You may NOT use mobile phones while you are working, unless otherwise instructed.  NEVER allow other students or friends to use equipment booked out to you, and do not leave equipment unattended at any time. If it is damaged, lost or stolen, it is YOUR responsibility! If you experience any problems with equipment, ask for help from your teacher. Do not try to repair equipment yourself. Please remember It is your responsibility to back up your work onto a memory stick at the end of every lesson. You are responsible for saving your work to the hard drive of the computer and the safekeeping of your original material. Please remember to take your memory stick at the end of every session, and only use the memory stick to transport work. You must provide a folder for each unit and bring it to every lesson. You will also be introduced to a referencing system to allow you to produce comprehensive bibliographies of the materials you have used in your study. How to contact your teacher… Telephone: 0208 498 1300 Main E-Mail: zchristodoulou@kshsonline.com Google Mail: zchristodoulou@kingsolomonhigh.com -----------------------------------------------------------------------------------------------Page 3 of 13
  • 4. ------------------------------------------------------------------------------------------------ Unit 14: Deconstructing Computer Games Unit Introduction The aim of this unit is to give you an understanding of computer games and the platforms that enable people to play them. You will examine game platforms and their limitations, learn about essential components that contribute to a computer game, and deconstruct a game. In the games industry, ‘game deconstruction’ is a common technique used by game developers to help build better games. It is the reverse-construction of a successful title in an attempt to break it down to identify its parts and the ways in which those component parts are put together. This unit develops understanding, language and focus points that should enable you to deconstruct games. Entrants to the computer games industry need to have a basic awareness of the differences between the capabilities of the platforms that allow the games to run, and their associated special peripheral devices. They also need to understand basic components that shape a final game, as well as have an awareness of common genres of games, differences between the genres and the types of audience each genre appeals to. In the modern games industry, to make the best profits, game titles are seldom produced to be hosted on only a single platform. However, each platform has different requirements, capabilities and peripherals and so it is important for you to investigate the development of computer game platforms to identify limitations that affect the games that can be played on them. The technique of deconstruction is based on the understanding that each game has building-block parts, and that these can be investigated. A major component of a game is its visual style, and so to perform a full deconstruction, you should examine the visual style of computer games and have opportunities to recognise its importance in engaging the attention of players. Gameplay is a further main component of a game and you should study core aspects of gameplay to find what makes games enjoyable. Games are built to match the needs of an audience and in this unit, you will have opportunities to identify and classify typical audiences for the games studied. You will investigate genres commonly seen in computer games. This unit gives you knowledge, understanding and practical experience of structured gameplay. You will need to apply your learning by analysing a computer game to describe its component parts in detail. Learning Outcomes 1. Know about computer game platforms. 2. Know about computer game components. 3. Be able to deconstruct a computer game. -----------------------------------------------------------------------------------------------------Page 4 of 13
  • 5. ------------------------------------------------------------------------------------------------ Unit 15: Computer Games Testing Unit Introduction The aim of this unit is to give you a basic understanding of computer games testing techniques and the role played by the quality assurance (QA) departments of game development studios. You will study the game production process and QA department, learn about the phases of testing and defect types, and will run tests on a computer game build. The job of a computer games tester is one of the most important roles within the computer games industry. A great deal of time, effort and money will be invested in making a game so it is vital that developers ensure that a game is near bug-free before it is published and released. Any major defects that remain can affect the reputation of the games companies involved by diminishing the player experience through defective gameplay. A games test job is very often seen as one way in which a recruit may enter the computer games industry. To contribute efficiently to the development team, a games tester must understand the role of the QA department and how it fits within the many departments of a development studio, and recognise the responsibilities of their own test role. A good games tester must not only know how to play games but must also be passionate enough to maintain their interest through many repetitive test challenges. A tester must be methodical, as well as a good communicator. This unit aims to provide you with underpinning knowledge of the games production process and encourages you to examine how well your personal traits match those required by the games tester role. Tests conducted on game builds follow an identifiable sequence throughout the development of the game, reflecting the development stages of the game. Slightly different test conditions are used at these various development stages and this unit enables you to build your understanding of these different testing requirements. You will gain an understanding of what causes bugs to appear within a game and what types of defects can be found within a game. As well as looking at different phases of testing during a game build and a classification of defect types, you will explore what kinds of testing techniques are employed and will have opportunities to apply at least one of these techniques in order to write comprehensive and well-documented bug reports. Learning Outcomes 1. Know about the game development process. 2. Know about the phases of games testing. 3. Know about the types of defects that can be found within a game. 4. Be able to produce a bug report using a test technique. -----------------------------------------------------------------------------------------------------Page 5 of 13
  • 6. ------------------------------------------------------------------------------------------------------ Assessment Criteria for Unit 14: Deconstructing Computer Games P1 Outline the development and capabilities of computer game platforms P2 Outline the features of computer game components P3 Present a deconstruction report for a computer game M1 Describe the development and capabilities of computer game platforms with some detail and with reference to appropriate illustrative examples M2 Describe computer game components with some detail and with some reference to appropriate illustrative examples M3 Present a detailed deconstruction report for a computer game with appropriate illustrative examples D1 Explain the development and capabilities of computer game platforms with reference to precise and detailed illustrative examples D2 Explain computer game components with reference to precise and detailed illustrative examples D3 Present a thorough deconstruction report for a computer game with precise and detailed illustrative examples and using correct terminology Assessment Criteria for Unit 15: Computer Games Testing P1 Outline the game development process M1 Describe the game development process with some detail and with reference to appropriate illustrative examples D1 Explain the game development process with reference to precise and detailed illustrative examples P2 Outline the phases of game testing M2 Describe the phases of game testing with some detail and with reference to appropriate illustrative examples D2 Explain the phases of game testing with reference to precise and detailed illustrative examples P3 Outline defect types found within games M3 Describe defect types found within games with some detail and with reference to appropriate illustrative examples D3 Explain defect types found within games with reference to precise and detailed illustrative examples P4 Present a bug report for a computer game using a test technique M4 Present a detailed bug report for a computer game using a test technique competently, and giving appropriate illustrative examples D4 Present a substantial bug report for a computer game using a test technique to a high standard, and giving precise and detailed illustrative examples -----------------------------------------------------------------------------------------------------Page 6 of 13
  • 7. ------------------------------------------------------------------------------------------------------ The Brief As an avid gamer, you will be discussing the development of several video games platforms and testing several video games across these range of platforms. You will create reports and presentations that will include information about the history of video games, how video games are made and what causes bug and glitches. These presentations will also comprise of several bug reports that demonstrate your knowledge and understanding of defective computer games. Vanellope von Schweetz, the “Glitch” from Wreck-It Ralph -----------------------------------------------------------------------------------------------------Page 7 of 13
  • 8. ------------------------------------------------------------------------------------------------------ Tasks Task 1 (15 = P1, M1, D1) Create a slideshow presentation that explains, with examples, what is involved in the development of computer games. Things to consider: Developer departments (design, programming, sound, quality assurance, distribution); stages of game development (concept development, pre-production, production, testing, release); game tester job profile. Deadline: -----------------------------------------------------------------------------------------------------Task 2 (14 = P1, M1, D1) Create a slideshow presentation that explains, with examples, the history of video games platforms. Things to consider: Development of platforms (arcade, consoles, PC, mobile, hand-held, Internet); platform limitations (processor capabilities, display capabilities, storage availability, connectivity capabilities); peripheral devices (controllers, joysticks, cameras, force-feedback). Deadline: -----------------------------------------------------------------------------------------------------Task 3 (15 = P2, M2, D2) Create a slideshow presentation that explains, with examples, the phases involved in computer games testing. Things to consider: Alpha phase (developer-led testing); Beta phase (audience sample testing). Deadline: -----------------------------------------------------------------------------------------------------Page 8 of 13
  • 9. -----------------------------------------------------------------------------------------------------Task 4 (15 = P3, M3, D3) Create a slideshow presentation that explains, with examples, the defects that can be found in computer games. Things to consider: Bugs; glitches; compatibility issues; hardware issues. Deadline: -----------------------------------------------------------------------------------------------------Task 5 (14 = P2, M2 D2) Create a slideshow presentation that explains, with examples, the different types of computer game components. Things to consider: Visual style (world, characters, storyline, perspectives); gameplay (player modes, rules, difficulty, challenges, rewards); sounds; audience (demographics, psychographics); genre. Deadline: -----------------------------------------------------------------------------------------------------Task 6 (15 = P4, M4 D4) Test at least two different computer games (from different platforms) for defects and produce a bug report detailing these defects. Things to consider: Test technique (play testing); clear and concise writing style; full defect description; screenshots. Deadline: -----------------------------------------------------------------------------------------------------Page 9 of 13
  • 10. -----------------------------------------------------------------------------------------------------Task 7 (14 = P3, M3 D3) Play two different video games and write a report that evaluates these games. The games you play must be from two different platforms and from different genres. Things to consider: Platform; genre; gameplay; visual style; sound; audience; unique selling point (USP); positive aspects; negative aspects. Deadline: -----------------------------------------------------------------------------------------------------Page 10 of 13
  • 11. ------------------------------------------------------------------------------------------------------ Task Deadlines Task 1 Task 2 Task 3 Task 4 Task 5 Task 6 Task 7 Portfolio hand-in -----------------------------------------------------------------------------------------------------Page 11 of 13
  • 12. ------------------------------------------------------------------------------------------------------ Recommended Reading Key: Author (year), Title (edition), Publisher. ISBN Branston and Stafford (2010) The Media Student’s Book (fifth edition), Routledge. ISBN: 978-0-415-55842-6 Egenfeldt-Nielsen, Smith and Tosca (2012) Understanding Video Games (second edition), Routledge. ISBN: 978-0-4158-9697-9 Long and Wall (2009) Media Studies: Texts, Production and Context, Pearson Education. ISBN: 978-1-4058-5847-2 Turow (2011), Media Today (fourth edition), Routledge. ISBN: 978-0-415-87608-7 Develop Magazine – www.develop-online.net Edge Magazine – www.edge-online.com IGN Entertainment – www.ign.com The Games Industry – www.gamesindustry.biz The Independent Games Developers’ Association – www.tiga.org The Independent’s games site – www.independent.co.uk/life-style/gadgets-and-tech/gaming The Internet Movie Database – www.imdb.com The Market for Home Computing and Videogames – www.mcvuk.com The Sector Skills Council for Creative Media – www.creativeskillset.org -----------------------------------------------------------------------------------------------------Page 12 of 13