Game Design Lesson Plan
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- Arnold Patterson
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1 LESSON INFORMATION Title: Game Competition :Audio Design Creative Genre: Media / ICT Anticipated Learning level: Suitable for all learners aged between 13 and 19 Length of Lesson: Can run across multiple lessons LESSON EQUIPMENT REQUIREMENTS AND PREPARATION: This session can be run with any group, using a variety of equipment. Although this plan assumes access to portable recording equipment, the session could be run using microphones plugged in to static computers, or using mobile phones as recording devices. (Additional planning will be needed in this case to ensure that the recorded sound can be loaded from the phone into a computer for editing.) Any audio editing software can be used, and a number of free packages are available for download including the package Audacity which runs on both Mac and PC. This package will give you all the basic tools you need, including some effects for manipulating the recorded sounds. To be eligible to enter the competition, the work should be entirely that of the entrant, and group work cannot be accepted. The sound effects should be original and not based on pre- recorded loops or samples. (See competition rules in teachers notes for more detail). Suggested equipment: A Projector/Display Screen/IWB for software demonstration and showing video resources Computer/s running Sound Editing Software Audio recording devices Teachers Competition Resource Pack (CTA video and Audio Design Tips video. Audio resource pack including written character profile, images of Krulius, Design Brief and Comic 1 to introduce the story.) A collection of Foley objects available for creating sound effects which might include: Paper/Cellophane, tray of grits, Jug of water with a straw etc Access to record sounds in the immediate environment eg footsteps in corridor Template questions for 200 word description 1
2 4. LEARNING OBJECTIVES Learning Objectives: LO#1: To engage with different ways of producing sound, acoustically and digitally. LO#2: To experience the attributes of each technique, and evaluate what could be achieved by combining them. LO#3: To experience the process of digitising acoustic sounds, and allowing them to evolve digitally towards an artistic output - using audio software. LO#4: To work with a brief in mind considering the look and feel of the character, his back story, and the target audience. CREATIVE OUTPUT(S) Three sounds for Krulius to upload to the BBC Blast & Doctor Who Gaming competition: 1 x sound which describes the Krulius movement 1 x sound which describes his toxic breath 1 x sound which describes his digital bio- converter & modem on his wrist A 200 word description of the thoughts and creative process behind the sound effects. INTRODUCTION BBC Blast has teamed up with Doctor Who and The Sarah Jane Adventures to deliver an exciting Game Design Competition for young people between the ages of 13 and 19. The Krulius - an alien from the Sarah Jane Adventures needs a spaceship and some sound effects. This Lesson Plan and associated resource materials will help you to deliver this competition as a classroom activity, which could run over one 50min lesson or a number of single lessons. The approach and scope of the project can be altered to suit any level of learner from Y9 up to Creative Media Diploma students. (see teacher notes for an explanation and ideas for this). All entrants have a chance to win a place on a very special winners' experience, working with the Doctor Who and CBBC teams to produce a brand new game for the Sarah Jane Adventures website. Learners may produce and enter multiple entries, but all work must be original and that of an individual. Please do not include any full names or details, which might uniquely identify an individual in the designs produced. 2
3 Lesson Timeline Time Activity Detail Resources Functional/PLTS/Media Skills Before class arrives: Distribute copies of: Krulius Comic and Design Brief Sheets. Have Slide one of Presentation on whiteboard/screen (if available) Audio_Design.ppt Krulius Comic Handout (TSJA_comic.pdf) ICT, Media Literacy 15 mins Introduction to Brief Audience & Purpose Alternatively display the blast website and search for game_design_visual to display previous entrants work as inspiration. Ask learners to read the comic and brief while others arrive/class settles. Play the competition video resource Call to Action which will explain the aims of the competition. (note: this will introduce both entry points Audio and Image Design) Once the initial video has finished, run through slides 2-5 of the presentation and make sure all are clear about what they need to deliver. Class Discussion: Using the Questions on slide 6 as a prompt the Learners need to decide who will be the audience of the final audio designs, and what their purpose will be. Note: This section could be extended to include research into both the CBBC audience and The Sarah Jane Adventures (SJA s) Draw out: The SJA s is a spinoff of Doctor Who produced by CBBC and aimed at primary age children. Anything in the design must be appropriate for this age range. The sound effects should fit well with the character of the Krulius, is he likely to have high pitched squeaky breathe for example? The purpose of the finished design is to produce three sound effects to be used in the new computer game, created by Design Brief Handout Video1: Call to Action If possible display: CBBC Website The Sarah Jane Adventures Website 3
4 4t2. In this section, learners will concentrate on creating sounds for Krulius using acoustic recording and Foley techniques. Play the Sound Design Video and Sound Effects Top Tips Display Slide 7 What is Foley? Video2 : Sound Design Video3 : Sound Effects Top Tips Creative Thinking, Independent Enquiry, Self Management, Communication, Group working. 30 mins Creating sounds Part 1: Foley & Acoustic Learners should explore ideas for the three different sounds. They will then need to select the materials and/or techniques they wish to use to achieve them. Working in pairs participants need to record each other s acoustic sounds using the provided recording device. (Remember: Although they should work together to assist each other, each learner needs to produce a set of sounds each, group work cannot be accepted into the competition) 30 mins Creating sounds Part 2: Digital manipulation The sounds each learner has recorded need to be imported into the audio editing software. Using the handout Audacity tips Learners will need to learn the basic tools to manipulate their sounds including: Importing a sound Selecting all or a portion of a sound Amplifying Applying Effects Exporting the finished piece Audacity Tips.pdf Creative Thinking, Independent Enquiry, Self Management, ICT, Communication, Media Literacy. They will make decisions about their work and experiment with the tools they have learnt to create the desired effect. 15 mins Evaluation 200 word description Each Learner should present their three sound effects to the class, and describe how they were created. Class should be encouraged to ask questions and give constructive feedback: How well does the design fit the character of the Krulius and the target audience? Reflection. Literacy. Each learner needs to write up to 200 words describing their thought process and design decisions, in light of the peer 4
5 feedback. Use slide 8 to prompt the areas they should cover. Note: For competition entry uploads, the 200 word description will need to be pasted into the upload form on the Blast Website, so it would be sensible to complete it electronically using the template provided. Note: all learners can enter the competition multiple times, and may wish to continue to refine their work after the lesson and re- enter. Uploaded designs will appear on the Blast website and will be searchable by the tag game_design_audio Learners with a blast user account will be able to leave evaluation comments on designs of other users. 5
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