While entry is at the discretion of the centre, it would be beneficial if candidates had the following IT skills:

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National Unit Specification: general information CODE F915 10 SUMMARY The aim of this Unit is for candidates to gain an understanding of underlying concepts and fundamental principles involved in computer game planning and design. Candidates will learn how to recognise and distinguish differences between gaming platforms, environments and genres. Candidates will be introduced to fundamental methods used in the planning and design stages of a computer game. Candidates will plan and design a computer game. OUTCOMES 1 Identify gaming technologies. 2 Identify game genres and design elements. 3 Plan and design a computer game. RECOMMENDED ENTRY While entry is at the discretion of the centre, it would be beneficial if candidates had the following IT skills: D01D 09 Information Technology (Access 3) or equivalent qualifications or experience. CREDIT VALUE 1 credit at SCQF level 4 (6 SCQF credit points at SCQF level 4*). *SCQF credit points are used to allocate credit to qualifications in the Scottish Credit and Qualifications Framework (SCQF). Each qualification in the Framework is allocated a number of SCQF credit points at an SCQF level. There are 12 SCQF levels, ranging from Access 1 to Doctorates. Administrative Information Superclass: CB Publication date: July 2010 Source: Scottish Qualifications Authority Version: 01 Scottish Qualifications Authority 2010 This publication may be reproduced in whole or in part for educational purposes provided that no profit is derived from reproduction and that, if reproduced in part, the source is acknowledged. Additional copies of this Unit Specification can be purchased from the Scottish Qualifications Authority. Please contact the Customer Contact Centre, telephone 0845 279 1000.

National Unit Specification: statement of standards CORE SKILLS Opportunities to develop aspects of Core Skills are highlighted in the Support Notes of this Unit Specification. There is no automatic certification of Core Skills or Core Skill components in this Unit. Acceptable performance in this Unit will be the satisfactory achievement of the standards set out in this part of the Unit Specification. All sections of the statement of standards are mandatory and cannot be altered without reference to SQA. OUTCOME 1 Identify gaming technologies. Performance Criteria (a) (b) (c) Accurately identify gaming platforms by type and name. Accurately identify the control and output devices of a gaming platform. Accurately identify the backing storage medium of a gaming platform. OUTCOME 2 Identify game genres and design elements. Performance Criteria (a) (b) Accurately identify game genres. Accurately identify design elements from observable design areas in an existing game. OUTCOME 3 Plan and design a computer game. Performance Criteria (a) (b) (c) Produce a clear and feasible design brief for a basic computer game, referencing design elements. Produce a plan of design elements for the computer game consistent with the design brief. Produce a list of assets consistent with the plan for the computer game. Unit Specification Computer Games: Design (SCQF level 4) 2

National Unit Specification: statement of standards (cont) EVIDENCE REQUIREMENTS FOR THIS UNIT The Evidence Requirements for this Unit will be the production of a digital or paper portfolio containing the following items: 1 A statement identifying two gaming platforms accurately by type and name. 2 A statement accurately identifying the control and output devices of one gaming platform. 3 A statement accurately identifying the backing storage medium of one gaming platform. 4 A statement accurately identifying three different game genres. 5 A statement accurately identifying four design elements from five observable design areas in an existing game. 6 A clear and feasible design brief for a basic computer game containing at least four design elements. 7 A plan of at least two design elements for a computer game. 8 A list of assets required for a computer game. Candidates are encouraged to use the internet in any research, however, the evidence produced must be in their own words. Tutors should assure themselves of the authenticity of candidates evidence. Written and/or oral recorded evidence is required which demonstrates that candidates have achieved all three Outcomes to the standard specified in the Performance Criteria. The evidence for all three Outcomes should be obtained under controlled, supervised conditions. A checklist is required to confirm that each candidate has completed the above tasks, without undue assistance, to the standards defined in the performance criteria, and also to authenticate that the contents of the portfolio are the candidate s own work. Unit Specification Computer Games: Design (SCQF level 4) 3

National Unit Specification: support notes This part of the Unit Specification is offered as guidance. The support notes are not mandatory. While the exact time allocated to this Unit is at the discretion of the centre, the notional length is 40 hours. GUIDANCE ON THE CONTENT AND CONTEXT FOR THIS UNIT This Unit is a mandatory Unit in the NPA in Computer Games Development at SCQF level 4. It is included in the optional sections of Digital Media Computing frameworks and can be taken as a standalone Unit. Outcome 1 Candidates will become familiar with various types of digital gaming platforms and related technologies. These may be located in manufacturers web pages, catalogues, magazine reviews and within software help menus and documentation. Candidates will extract information regarding: gaming platforms by type and name, eg portable gaming platform Nintendo DSi. Further examples may include: portable gaming platform (psp, nds, pandora, gp2x wiz) games console (xbox360, ps3) PC (Windows, Mac OS X, Linux) software platforms (flash, java) mobile operating systems (Symbian, RIM Blackberry, Windows, Apple iphone, Google Android, other (Palm/Linux)) other devices: eg skybox, portable media players For more information see: http://en.wikipedia.org/wiki/computing_platform http://en.wikipedia.org/wiki/handheld_game_console http://en.wikipedia.org/wiki/mobile_game Control (input) devices such as: analogue/digital controls touch screen, pointing device position sensor, movement sensor/accelerometer microphone camera gps specialist devices: dance mat, drums, guitar, musical keyboard For more information see: http://en.wikipedia.org/wiki/game_controller Unit Specification Computer Games: Design (SCQF level 4) 4

National Unit Specification: support notes (cont) output devices such as: external display (television screen, monitor, projector), built-in display speakers force feedback, rumble/vibration backing storage media and media used to store player data such as. internal flash memory hard disc DVD removable flash memory Outcome 2 Candidates will identify different game genres associated with computer games such as casual games simulations action role play educational For more information see: http://en.wikipedia.org/wiki/video_game_genres Candidates will identify observable computer games design elements in the following design areas: narrative design (design elements such as subject, theme, story/plot) character design (design elements such as player object, sprite, players/actors/avatars) level/environment design (design elements such as background, board, set dressing, lighting, atmosphere such as the weather, the set, props, map) gameplay and game mechanics design (design elements such as types of challenges, activities, rewards, progression, game rules, skill, chance, states) user interface design (design elements such as use of control (input), output devices, viewpoint, head-up display (HUD). The term user interface in this context refers to more than the software but also includes the input and output devices. Unit Specification Computer Games: Design (SCQF level 4) 5

National Unit Specification: support notes (cont) Outcome 3 Candidates will produce a clear and feasible design brief for a computer game. The design brief should contain at least four of the following: Design element Game title/theme/genre Target audience Game platform Game purpose/objective/plot Basic gameplay Main characters (if any) Number of items required One accurate description One accurate description One accurately named One brief description One brief description One illustration/description It should be feasible to implement the design brief within the centre s resources. Tutors should provide guidance to candidates of what is and is not feasible. Candidates will produce a plan for at least two observable design elements from different design areas of one digital game. At least two of the following types of evidence would be acceptable: narrative design storyboard, mind map, story, script character design character/object description, character sketch level/environment design written description, illustrations, environmental pictures gameplay and game mechanics design list of rules, flow chart, spreadsheet of possible outcomes, game layout chart, top-down design user interface design navigation, feedback, instructions, menus, buttons Candidates will produce a list of assets required for the game they are designing. This will vary according to the game and may include graphics, sound files, animation, 3D objects, video clips and text files. Unit Specification Computer Games: Design (SCQF level 4) 6

National Unit Specification: support notes (cont) GUIDANCE ON LEARNING AND TEACHING APPROACHES FOR THIS UNIT If this Unit is undertaken in the context of the NPA in Computer Games Development at SCQF level 4, the following sequence of delivery is recommended: 1 Computer Games: Design 2 Computer Games: Media Assets 3 Computer Games: Development A variety of different types of information sources should be used for Outcome 1. Suitable sources include current magazines and a range of websites available on the internet. Candidates should be allowed to actively explore various gaming platforms. Candidates could record the findings of their research on a pro forma with suitable headings to aid gathering of appropriate information. This Unit could be delivered in the context of a larger game with each candidate designing a level of a computer game. In these circumstances it essential that each candidate identifies their own contribution to the design task and provides evidence for their own individual portfolio. The actual distribution of time between Outcomes is at the discretion of the centre. However, the following distribution and order is suggested. Outcome 1 Outcome 2 Outcome 3 5 hours 15 hours 20 hours OPPORTUNITIES FOR CORE SKILL DEVELOPMENT In this Unit candidates are required to investigate technologies and to create a design which can provide opportunities to gather evidence towards aspects of Information and Communication Technology and Problem Solving at SQCF level 4. Candidates should produce a clear and feasible design brief for a computer game and may also choose to plan a narrative design which could include writing a story, play or plot and provide opportunities to gather evidence towards aspects of Communication at SCQF level 4. This Unit may be delivered in the context of a larger game with each candidate designing a level of a computer game. This would provide opportunities to gather evidence towards aspects of Working with Others (SCQF level 4). Unit Specification Computer Games: Design (SCQF level 4) 7

National Unit Specification: support notes (cont) GUIDANCE ON APPROACHES TO ASSESSMENT FOR THIS UNIT A portfolio approach to assessment should be taken. The portfolio may be paper or electronic (digital). The portfolio should be constructed over the period of the Unit, with candidates contributing material to the portfolio on an on-going basis. The contents of the portfolio should be clearly labelled and related to specific Evidence Requirements. The inclusion of specific items in the portfolio should be negotiated between candidate and tutor, with only the best example of work stored. E-assessment may be appropriate for some assessments in this Unit. By e-assessment we mean assessment which is supported by Information and Communication Technology (ICT), such as e-testing or the use of e-portfolios or e-checklists. Centres which wish to use e-assessment must ensure that the national standard is applied to all candidate evidence and that conditions of assessment as specified in the Evidence Requirements are met, regardless of the mode of gathering evidence. Further advice is available in SQA Guidelines on Online Assessment for Further Education (AA1641, March 2003), SQA Guidelines on e-assessment for Schools (BD2625, June 2005). If an e-portfolio is used to capture candidates work, it may take one of a variety of forms, ranging from general purpose digital repositories to specialised e-portfolio products. For example, a web log could be used to record candidate activity over the duration of the Unit. Specific entries to the blog could provide sufficient evidence in their own right (for example, a required identification) or could link to a file stored in another web service (such as a file hosting site). The use of a blog would aid authentication since any record of a candidate s day-to-day activities would provide implicit evidence of participation and ownership. If a candidate is undertaking this Unit as part of the NPA in Computer Games Development at SCQF level 4 then the evidence should be retained as part of a portfolio of work required for the Units Computer Games: Media Assets and Computer Games: Development (SCQF level 4). DISABLED CANDIDATES AND/OR THOSE WITH ADDITIONAL SUPPORT NEEDS The additional support needs of individual candidates should be taken into account when planning learning experiences, selecting assessment instruments, or considering whether any reasonable adjustments may be required. Further advice can be found on our website www.sqa.org.uk/assessmentarrangements Unit Specification Computer Games: Design (SCQF level 4) 8