Unit 22 Developing Computer Games Specification
Unit 22 Developing Computer Games Specification
The aim of this unit is to ensure learners know about different types of computer game, understand the
impact gaming has on society and are able to design, develop, test and document computer games.
Unit introduction
There are many different types of computer games available which vary greatly in their look and feel, style,
genre and complexity. Computer games can be played in a variety of ways, for example over the internet,
on mobile telephones, on personal computers and on any of a wide range of mobile or static gaming
platforms/consoles that are commercially available. A computer game is essentially a highly interactive
software application so, as with any complex piece of software, it requires suitable design, coding, testing and
documentation.
This unit is intended to prepare learners for the exciting and creative journey of designing, developing and
testing computer game solutions using suitable tools, environments and techniques. It is an ideal starting point
for learners considering a game development career path.
The unit content is divided between designing game components, implementing these using an appropriate
development environment, testing the game and producing suitable accompanying documentation for both
the target audience and technical personnel. Although it is recognised that the implementation phase is often
the most enjoyable for the developer, equal emphasis is purposely placed on design and testing to ensure that
the game is as fault-free as possible and meets the needs of the original specification.
It is of equal importance that learners are aware of the social impact, positive and negative, that computer
gaming has had on individuals and society as a whole. Learners will explore the issues surrounding gaming and
consider some of the research that has been carried out in this area.
Learning outcomes
On completion of this unit a learner should:
1 Understand the impact of the gaming revolution on society
2 Know the different types of computer game
3 Be able to design and develop computer games
4 Be able to test and document computer games.
PLTS: This summary references where applicable, in the square brackets, the elements of the personal,
learning and thinking skills applicable in the pass criteria. It identifies opportunities for learners to demonstrate
effective application of the referenced elements of the skills.
Delivery
This unit provides broad coverage of the development of computer games together with an overview of the
industry in which they are sold. Learners should be able to differentiate the computer game development
cycle from a normal application.
Tutors involved in delivery should have an understanding of the chosen programming platform as well as a
good understanding of the computer games industry.
LO 2 is concerned with understanding the different types of computer games and it is here that the tutor’s
knowledge of the industry is most required. This is an excellent opportunity for learners to experience
different types of platforms within the classroom. Any in-class game play should be structured and if resources
are permitting then the different genres and platforms could be made available for experiential learning.
Whilst discussing the different development areas it is important that learners understand the scale of
development of a modern computer game compared to a normal software application.
LO1 deals with the effects of games on society, which takes the focus off the industry and onto groups of
people and individuals. Learners may have difficulty initially transferring their attention from one to the other
and the tutor can aid their understanding with newspaper clippings or reports. Learners will need to discuss
and understand how computer games are perceived by some and the affects that they can have both positive
and negative. Discussions will be a key component to this part of the delivery as well as research. The
tutor should be careful as some violent incidents have been attributed to computer games and classroom
discussions could stray into uncomfortable territory.
It is likely that, for most learners, this will not be their first contact with formal programming; however it is
important that learners develop good habits and use a disciplined, systematic and methodical approach to
creating game components. This will be particularly valuable should they progress to further study or to
employment in the gaming sector. Object-oriented languages are particularly suited to game development so
this unit could follow delivery of Unit 15: Object Oriented Programming.
The game developed for this unit will probably be a simple 2D game that will contain some graphical
elements and a certain degree of complexity in terms of the programming expertise required in order to
develop the game.
Any appropriate language can be chosen as the basis of the practical aspects of this unit. A game should
include well-organised code, appropriate modules, objects and data structures and suitable interfaces
(screens, forms, printouts, etc). Learners could potentially continue with the programming language they have
used in previous programming units as long as the language has graphical interface abilities. The programming
language needs to be complex enough to provide all of the requirements of the assessment criteria. It is
possible to use Game Maker for this unit as long as the learner writes some code and references variables
within the code and not just using the graphical tabs that generate code.
It is recommended that learners begin to program early in the unit. To be most valuable, these programming
activities should steadily increase in complexity and provide lots of opportunity for formative feedback.
As larger and more complex activities are introduced, they can be provided in a context that shows learners
examples of how user needs and programme designs are considered and presented. These can set and
define learner expectations in terms of organisational requirements. Developing reusable modules is to be
encouraged.
This unit maps to some of the underpinning knowledge from the following areas of competence in the
Level 3 National Occupational Standards for IT (ProCom):
● 4.6 Human Computer Interaction/Interface (HCI) Design
● 5.2 Software Development.
Essential resources
Learners should have access to an appropriate hardware and software development environment for practical
programming tasks with online help and/or manuals, for example Dark Basic, C++, C#, Java, .NET.
Although PLTS are identified within this unit as an inherent part of the assessment criteria, there are further
opportunities to develop a range of PLTS through various approaches to teaching and learning.