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Task 1a unit 72 computer games - visual style gameplay elements (p1)
1. Unit 72 – Computer Games Design
Task 1 (a): Computer Games Visual Styles & Gameplay Elements
GAME DESIGNER NAME: Lewis Brierley
GAME VISUAL STYLE & GAMEPLAY:
In the exciting world of Computer Games, there exist many features and elements that
make a successful gaming experience. Landscapes, enemies, levels and weapons are typical
examples.
In your role as Gaming Designer, you have been requested to provide tutorial materials for
junior game designers on this topic.
TASK:
Create a detailed report on the Visual Styles and Gameplay elements that contribute to the
making of a Computer Game. Explain the following concepts (Use examples where
appropriate):
a) Terrain:
The terrain in a game is the ground and the environment that the game is
played on, the terrain is something that can be walked on and whatobjects
can be placed on. A good example of a game terrain is Crysis.
This is the terrain fromCrysis it shows a forestwith and a mountain, as you
can see this terrain is very detailed as it has a lot of objects and individual
pieces which are placed on the terrain.
2. Unit 72 – Computer Games Design
Task 1 (a): Computer Games Visual Styles & Gameplay Elements
b) Architecture:
Architecture in a game is usually the different types of buildings but it is also
the design inside the buildings such as how detailed the rooms areand how
they are shaped. A good example of an architecture in a video game is Anor
Londo in Dark Souls.
This is Anor Londo which is an area of Dark Souls, it is my favouritearea in
Dark Souls becauseof the architecture I think it is the bestlooking part of the
game as it is very detailed.
c) Objects:
3. Unit 72 – Computer Games Design
Task 1 (a): Computer Games Visual Styles & Gameplay Elements
Objects in a game are usually things that can be interacted with by the player
such as weapons or items that can be used to benefit the player like items
used to restorehealth. Objects from videos games are things such as
weapons a good example of weapons arefrom Halo.
Here is a picture of weapons from the Halo games they are futuristic
weapons.
d) Characters:
A character in a game, is a person that can speak and has emotions, they
usually contribute a lot to the story especially main characters such as Master
chief, and he is the main character in the Halo game series.
This is Master chief who is the main character and protagonistin the Halo
franchise.
4. Unit 72 – Computer Games Design
Task 1 (a): Computer Games Visual Styles & Gameplay Elements
e) Non-playing characters (NPC):
A non-playablecharacter in a game is a character that cannot be controlled by
the player and is controlled by artificial intelligence, an NPC could be enemies
or allies such as the noble team in Halo Reach.
This is the noble team fromHalo Reach which are NPC’s which are controlled
by Ai.
f) Feedback:
Feedback in a game could be the rewards thatyou get for doing something
good or accomplishing something in a game. For example with Xbox, if the
player completes a certain mission or task they will get an achieving which
will reward them with Gamerscore.
5. Unit 72 – Computer Games Design
Task 1 (a): Computer Games Visual Styles & Gameplay Elements
g) Interface:
This picture shows someonegetting an achievement in Crysis 2.
h) Perspectives:
Perspectives are the graphics of the game and how the game looks to
someone in their opinion, for example what someonethinks. Perspectives are
also the firstimpressions of a game by its looks. I think a game with good
perspectives is the Witcher 3.
Here is a picture of the Witcher 3.
i) Full-MotionVideo(FMV):
A full motion video or a FMV is a cut scene to a game, this is a scene that is
scripted and is something that the player does not interact with, these
scenes usually contribute a lot to the story and explain things that are going
on in the story.
https://www.youtube.com/watch?v=badsfl-QaNk
This is a video of a cut scene from Mass Effect 3.