The document outlines tasks for AO6 which asks the student to demonstrate the playability of their game concept. The tasks include:
1. Writing a walkthrough for a short sequence of their game.
2. Storyboarding a cut scene to fit within the walkthrough sequence.
3. Designing a bonus game that fits in the walkthrough and writing a walkthrough for it.
4. Choosing a short sequence from the walkthrough and describing how the control mechanism and game output would work for AO5.
2. AO6 asks you to demonstrate the playability of your
game by writing a walkthrough for a short section.
It also asks you to demonstrate some other visual ideas
about your game concept by storyboarding a sequence
– a cut scene – and by identifying and writing a
walkthrough for a bonus game
As a part of this you are also going to finish work on
AO5 by choosing a brief sequence and describing
clearly how you would use your control mechanism to
play that sequence and how the game's output would
work for that sequence.
3. So you are going to...
● Write a walkthrough for a short sequence of your
game
●Storyboard a cut scene which would fit with your
walkthrough sequence
●Design a bonus game that would fit within your
walkthrough sequence and write a walkthrough for the
bonus game
●Chose a short sequence of your walkthrough and, for
AO5, describe the use of your control mechanism and
response of the game screen and sound
4. Write a walkthrough for a short
sequence of your game
●Think of this as a 'cheat' guide that you might look up online for a level you just
can't get through
●It should be detailed and specific enough to describe clearly how you get
through the level
●It should set out at the beginning objectives to be achieved in the level by using
the walkthrough
●It should be comprehensive – it should help you achieve everything in the
sequence– find every gold piece, every energy boost, every ammunition dump...
●It's not a set of instructions for a Game Tester – it doesn't need to check the
workable physics of every pixel on the screen– and it doesn't need to be precise
about using the control mechanism unless that is absolutely necessary (and
sometimes it might be)
●It should be for a complete 'task' – not a whole level but, for example, getting
from A to B and getting through the fight/race/maze when you get to B
5. Storyboard a cut scene that fits within
your walkthrough
* You need a cut scene that fits with your
walkthrough sequence
* This could be a standard 'success' or 'failure' cut
scene that might turn up at any time in the game
but that fits here, or something more specific
* Use a standard Storyboard form (available from
me) and work on 6 to 12 frames. Remember to
think about sound as well as images
6. Design a bonus game to fit in your walkthrough
sequence and write a walkthrough for it too
●Your bonus game could be in the style of your main
game or could be completely different – a self-contained
flash game?
●It should fit into the narrative of the scene – for
example, you have to play a screen of a platform game on
a computer in a locked room in order to learn a password
to open a door and get out of the room
●You can write a walkthrough for anything – PacMan and
Space Invaders had walkthrough guides back in the day
7. Show the use of game controller and audio-visual display
for two short key sequences in your walkthrough
●This task completes AO5 to Distinction level
●The sequences you choose can be brief – 20 seconds of busy
car racing or the killer moves to finish a fight?
●You need to provide the full details of exactly how to use the
controller to achieve the results on screen. Numbered or
bullet-pointed lists would be good here.
● You need to describe, design or draw the game screen for the
sequence.
●You need to describe the audio for the sequence and you
should provide one or more .mp3 files of music or sound
effects that would feature in the sequence.
8. Presentation
All of your work need to be posted on
your blog - storyboards and other visual
designs may need to be scanned.
9. Assessment
Pass – You identify and define a very simple game interface and control
mechanism for your game, although the underlying concepts may not be fully
grasped.
Merit – You demonstrate a good understanding of interfaces and control
mechanisms, which are well defined.
Distinction – You demonstrate a thorough understanding of interfaces and
control mechanisms incorporating some advanced concepts in Human –
Computer Interaction Design. You produce an excellent interface design and
control mechanics specification for the game.
The tasks are designed so that if you complete them in
full you should be working to Distinction