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CSE1GDT Exam Revision Paul Taylor 2009. The Exam – What to bring Programmable or non-programmable calculator Unmarked, non-electronic English dictionary.

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Presentation on theme: "CSE1GDT Exam Revision Paul Taylor 2009. The Exam – What to bring Programmable or non-programmable calculator Unmarked, non-electronic English dictionary."— Presentation transcript:

1 CSE1GDT Exam Revision Paul Taylor 2009

2 The Exam – What to bring Programmable or non-programmable calculator Unmarked, non-electronic English dictionary Ruler, compass, coloured pencils Students permitted to bring a highlighter to highlight exam paper during reading time. No writing is permitted during this time.

3 The Exam - Format 3 Hours 70% of your mark 180 marks = 100% Section A = 30 marks Compulsory Section B = 60 marks Compulsory Section C = 60 marks (4x 15) Section D = 60 marks (1x 30 2x 15) You must complete 180 marks, max score is 180, so if you have time do a couple extra!

4 Games What makes a good game designer? Is game design art? What is a genre? How do players interact with the game?

5 How do games work with players? Can you force a player to experience an emotion? How does immersion relate to enjoyment?

6 Storylines Do games need a story?

7 Interfaces What is an interface?

8 Gameplay Does a game need to avoid linearity? What are the two types of knowledge relevant to game players? What effects can frequent saving have on gameplay?

9 Puzzles vs Games What are the differences? What is similar?

10 Skill and Difficulty Curves Atomic skill = intrinsic skill (without time) Three types of difficulty – Absolute – Relative – Perceived

11 Game Flow What is the flow? What should it look like? What are challenges,? What are the three types? How do challenges relate to game flow?

12 Challenge Hierarchies What is it? It contains the three challenge levels!

13 Game Elements Four of the main game elements: – Mechanics – Story – Aesthetics – Technology

14 Riddles, Puzzles and Games What are the differences? Feedback Strategies Manipulation

15 Levels of Knowledge There are five levels of knowledge Be able to describe each of them! Remember the Venn diagram

16 Story and Gameplay How do stories integrate with games?

17 Creative Productivity Remember: Executivasaurus Marketensis Executivasaurus Financialis Executivasaurus Presidentens

18 Creating Games What would you do if you were given a really bad game idea and told to make it? How would you justify it to the people who run your games company?

19 Creative Thinking Is it essential to a game designer? How can you get the most out of your subconscious? Being able to do this will help you in your exam too!

20 How did your assignment go? What did you achieve? What failed? Why? What are the Mechanics? How did you balance the mechanics? What made it fun? How does it give feedback? How could you change it to a different game?

21 Physical Input What are the latest input devices? What are some of the ways you COULD use them? Hint: Ignore ways that are ALREADY used.

22 Audiences Who are you building a game for? Why do they want it? How do you sell it?

23 The End Barry is a Guinea Pig!!!


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