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Unit_44_Games_Engine_and_Scripting_RQF22

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Unit_44_Games_Engine_and_Scripting_RQF22

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Unit 44: Games Engine & Scripting

Unit code F/618/7480

Unit level 5

Credit value 15

Introduction
Professional game development typically represents a significant investment in time,
effort, skill and money. This is further complicated by the generally increasing
differences in hardware platforms (such as PCs, Mac, Xbox, PlayStation, tablets and
other mobile devices). Before the use of a games engine, a developer would need
highly-detailed and specific knowledge relating to the platform, device drivers and
operating system calls. They would also need to be capable of writing efficient low-
level maths functions to simulate physics, gravity, calculate trajectories and determine
object collisions in 2D and 3D environments, including designing image transition
algorithms. Using a games engine, a developer can implement more features more
quickly and more effectively, and deploy them on more platforms than ever before.
Despite using a games engine, however, there are still plenty of unique challenges to
be solved.
This unit introduces students to the origin and evolution of games engines and their
effect on game design. After being introduced to the core services of most engines
and their advantages, students will evaluate a range of different engines and debate
their features. While students assimilate, reflect on and consider the advantages and
technical challenges of a games engine they will be issued with an existing Game
Design Document (supported with all appropriate assets) and challenged with
planning and using a specific engine to develop the design into a functional game.
Students will review and reflect on the experience, and formally assess their
functional game against the Game Design Document and user expectation.
Among the topics included in this unit are: games engine evolution and purpose,
player expectation, types of engine, design documentation, research, system and user
requirements, game design, ad management, monetisation, usage analytics, build
services, graphics and animation, adding physics, storing world data, artificial and
automated intelligence, collision detection, user interface and user control methods,
gameplay, assets and asset management, hardware platforms, development tools
and techniques, integrated development environments, scripting languages,
debugging, testing, software versions and quality assurance.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


414 Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
On successful completion of this unit, students will be able to analyse the evolution,
impact and possible future of games engines in terms of game development and
expectation, evaluate the features and architecture of different games engines, use an
existing Game Design Document (with assets) to synthesise key features of a selected
games engine into a playable game, and assess and plan improvements to a playable
game by evaluating its performance against its Game Design Document and user
expectation. As a result, they will develop skills such as communication literacy, critical
thinking, analysis, reasoning and interpretation, which are crucial for gaining
employment and developing academic competence.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
415
Learning Outcomes
By the end of this unit students will be able to:
LO1 Analyse the evolution, impact and possible future of games engines with regards
to game development and expectation
LO2 Evaluate the features and architecture of different games engines
LO3 Use an existing Game Design Document (with assets) to synthesise key features
of a selected games engine into a playable game
LO4 Assess and plan improvements to a playable game by evaluating its
performance against its Game Design Document and user expectation.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


416 Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
Essential Content

LO1 Analyse the evolution, impact and possible future of games engines with
regards to game development and expectation

Evolution of games engines:


Identify what a games engine is by researching the purpose and history of games
engines.
Assemble and evaluate a timeline illustrating milestones and linking the release
of pivotal games with the development and use of games engines.

Future of games engines with regards to games development and expectation:


Research, debate and agree current gaming trends.
Discuss the evolution of player expectation and its influence and effect on games
development.
Analyse trends, predict a possible future for games (short-, mid- and long term),
including the development and use of games engines.

LO2 Evaluate the features and architecture of different games engines

Features and architecture of a games engine:


Discuss the core features of games engines, including ad management,
monetisation, usage analytics, build services, multiplayer support, developer
collaboration, debugging, 2D and 3D graphics and animation services, particle
and lighting systems, physics and database services, multiple language support,
virtual reality, artificial and automated intelligence, collision detection, user
interface and user control methods.
Investigate the implementation and technical challenges associated with
identified features.
Discuss game engine architecture, including game and update loops, assets and
memory management, graphics manipulation, scripting, collisions and physics
engine, math libraries and user interface.
Evaluate a range of different types of published games, including the type of
features commonly embedded in each.
Evaluate the strengths and weaknesses of a range of games engines.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
417
LO3 Use an existing Game Design Document (with assets) to synthesise key
features of a selected games engine into a playable game

Game Design Document with games engine features:


Evaluate existing Game Design Document with the features of a specific games
engine to create a development plan.
Peer review development plan, including communicating effectively and
defending ideas and reasoning.
Modify plan to reflect any new insights or considerations.

Creating and testing a playable game:


Use the Game Design Document (with assets) with the development plan to
create a playable game.
Adopt an appropriate level of testing to identify, debug and fix issues.

LO4 Assess and plan improvements to a playable game by evaluating its


performance against its Game Design Document and user expectation

Performance of a playable game:


Analyse factors that influence the performance of a playable game in terms of
game genre, style and player expectation.
Undertake a critical review of the performance and development of the game
against all identified factors, including use of any games engine features.
Critique the overall success of the game and identify any new areas of personal
insight.

Planning improvements to a playable game:


Evaluate the overall strengths and weaknesses of the game against its Game
Design Document.
Discuss and plan in detail possible revisions (including implementation) in terms
of improving game performance.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


418 Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
Learning Outcomes and Assessment Criteria

Pass Merit Distinction


LO1 Analyse the evolution, impact and possible future of
games engines with regards to game development and
expectation LO1 and LO2

P1 Compare different games M1 Discuss the origin, type D1 Critically analyse each of
engines and explain how and chronological evolution the games engines
their evolution has impacted of games engines, associating evaluated.
on game design and them with influential titles
development. that had a significant impact
on video game design and
development, and explain
how this affected player
expectation.

M2 Provide evidence of
current gaming trends and
technology and use it to
predict the future of games
engines, explaining how this
could affect designers,
developers and gamers.

LO2 Evaluate the features and architecture of different


games engines

P2 Compare the features of M3 Evaluate the features and


different games engines and architecture of different
explain the purpose and games engines and explain,
operation of each feature. giving technical detail, the
purpose and operation of
P3 Review different
each feature.
published games and
determine the types of M4 Use a selected games
features embedded in each engine to create simple
game against the features prototypes that demonstrate
available in a selected games features commonly
engine. embedded in games.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
419
Pass Merit Distinction
LO3 Use an existing Game Design Document (with assets)
to synthesise key features of a selected games engine into
a playable game

P4 Using an existing Game M5 Interpret peer-review D2 Improve the playable game


Design Document plan the feedback and identify by adding support for
development, testing and opportunities not previously animation, sound, end of level
review of a playable demo, considered. detection, player victory and
documenting feedback loss conditions, and level
M6 Extend the playable demo
given. restarting.
into a game that supports
P5 Use a Game Design splash screens, credits,
Document, supported with scoring and losing player life.
a development and test
plan and a selected games
engine, to develop a
playable demo.

LO4 Assess and plan improvements to a playable game by


evaluating its performance against its Game Design
Document and user expectation

P6 Review the M7 Evaluate the strengths D3 Critically evaluate the


performance of the and weaknesses of the strengths and weaknesses of
playable demo or game playable game against player the playable game against
against the Game Design expectation. player expectation and explain
Document. opportunities for
improvement and further
development.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


420 Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
Recommended Resources

Textbooks
Gibson, J. (2021) Introduction to Game Design, Prototyping, and Development.
New Jersey: Pearson Education.
Gregory, J. (2018) Game Engine Architecture. 3rd edn. United States: Taylor.
Madhav, S. (2013) Game Programming Algorithms and Techniques.
USA: Addison-Wesley.
Nystrom, R. (2014) Game Programming Patterns. USA: Genever Benning.
Rogers, S. (2014) Level Up! The Guide to Great Video Game Design. UK: John Wiley and
Sons Ltd.
Schell, J. (2014) The Art of Game Design: A Book of Lenses. USA: A K Peters/CRC Press.

Links
This unit links to the following related units:
Unit 42: Game Design Theory
Unit 43: Games Development.

Pearson BTEC Levels 4 and 5 Higher Nationals in Computing


Specification – Issue 4 – May 2023 © Pearson Education Limited 2023
421

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