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Unit 14.1 – Investigate technologies used in Computer Gaming

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Complete Assignment of Unit 14.1 which is about technologies, developments and social trends in the industry of computer games. DISCLAIMER! I do not recommend copying and pasting this document for your assignment as I have been a student myself and I have uploaded this assignment to TurnItIn. If...

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  • March 2, 2024
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  • 2023/2024
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Assessment Feedback Sheet


Overall Assessment
Grade Achieved


Learner Name

Assessor Name

Qualification Title BTEC - L3 IT Extended Diploma in Computing
Unit/Module No./Title Unit 14 – Computer Game Design
Assignment No./Title 14.1 – Investigate technologies used in Computer Gaming
Learning Aim(s) A: Investigate technologies used in computer gaming
Issue Date Planned Submission Date Actual Submission Date


First/Second Submission

Criteria Criteria Assessor’s Feedback Your feedback should include:
Achieved
• What the learner has done well. (Knowledge, skills, etc.)

• What the learner has not achieved and what was missing.

• Information or guidance available to the learner they could have drawn on (e.g. class notes;
handouts; resources in assignment brief etc.)

P1:

Explain social and ☐
technological trends of
computer games.

P2:

Explain how current and
emerging technologies impact ☐
computer games’ design and
development.

M1:

Discuss how current and
emerging technologies impact
on how games are designed ☐
and developed to meet the
requirements of the users and
the larger computer games
industry.

D1:

Evaluate the impact of
current and emerging
technologies on the design ☐
and development of
computer games to meet the
requirements of the users and
the computer games industry.

, BTEC Rules

All resubmissions must be authorised by the Lead Internal Verifier. Only one resubmission is possible per assignment, providing:

• The learner has met initial deadlines set in the assignment, or has met an agreed deadline extension.

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Any resubmission evidence must be submitted within 10 working days of receipt of results of assessment (BTEC only)

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skills, presentation, general behaviour and conduct, meeting deadlines, etc.




I certify that, to the best of my knowledge, the evidence submitted for this assignment/assessment is the learner’s own. I
Assessor Declaration understand that false declaration is a form of malpractice.

Assessor Signature: Date:
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Learner’s Targets/Actions
following Positive
What needs to be developed to improve future work?
Futures outcomes




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☐ Resilience

,Task 1


Report Format: -

Unit 14 – Computer Games Development
Learning Aim A – Investigate Technologies used in computer gaming
Social Trends and Technologies in Computer Gaming

The computer games industry has been an ever growing industry. The prevalence of technology such as
computing devices, games console, mobile devices and the global pandemic of COVID-19 has only
bolstered the growth of games and there is no sign of slowing. As a games developer, you can contribute in
developing gaming solutions, and a games developer is not limited to but can be a programmer, graphical
artists, animator, levels designer etc.
In this unit I will be researching about different technologies used in the computer gaming industry and the
implications these technologies have for users, organisations and developers. I will also look at how user
preferences and needs can place an impact on game design and how technologies can place an impact on
the design and development of a computer game. Finally, I will then design, create and review a computer
game to meet user and industry requirements and reflect on the skills and understanding applied during the
design and development process.
I will also investigate the current latest technologies available and current trends and then apply analytical
skills to design and develop appropriate software solutions.

Task A – Explain two social and technological trends of computer games
Trends are fickle. There are always trends taking place and the society more often than not revolves
around them. In gaming, social and technological trends such as new technology, new innovations, and
different demographics playing games etc have all added up to a massive change in this industry and the
user experience.
I will choose a couple of the social and technological trends that I have the most interest in and base my
report around them.



Social Trends
1. Artificial Intelligence; e.g. search algorithms, mathematical optimisation, logic.
2. Popular Genres; FPS/Battle Royale
3. Multiplayers ()



Popular Genres & Multiplayers
Just like every other industry there are genres or niches for each type of content. These genres go in and out of
popularity and new ones spring from them. Some genres have existed since the dawn of computer games, for
instance, arcade/retro games and Tetris etc. which were pretty popular due to the latest technology that was available
at that time. However, there are some genres which like I mentioned before just didn’t exist before fifteen or twenty
ago before the emergence of fast and reliable internet access. For example, Battle Royale style games took off pre-
pandemic times and it is still one of the most popular genres of this demi decade because of many reasons such as
the internet becoming more reliable globally, new innovations and technology.

This idea of Battle Royale games proved to be so successful because it was A) a new and different idea which
emerged from a Japanese movie called “Battle Royale” and game developers quickly followed pursuit. One of the

, earliest games that actually realised this concept became very renowned and prominent, “Fortnite”. This game led to
the creation of many other games using this concept, such as “Apex Legends” and even games which already had
been successful before used this social trend to their advantage, such as “Call of Duty Warzone”.

Another reason why this genre became so popular is because of COVID-19. The pandemic caused almost everyone
in the world to isolate in their homes. This not only caused a massive boom in the gaming industry in general but also
in Battle Royale style games. This is because many people had more free time on their hands and this was one of the
only ways they could socialise together.

Artificial Intelligence
Artificial Intelligence (AI) is the term given to the algorithmic programming that (or non-playable characters (NPCs) in
games) seem like they are thinking intelligently or creatively as if a human would to provide the user with an
interactive, simulating gaming environment, which is much different than your average NPC who has the same pattern
of moves all the time and not a bit more.

This has become possible only in relatively recent times as the calculations required for this are very complex, and
only recent software and hardware advances have led to this. Software advances means more processing can be
completed faster, and hardware advances are the development of machines that have separate dedicated hardware
for this, which is known as machine learning. Machine learning is computer systems that can learn from past statistical
models and algorithms to analyse and data to infer or predict the future patterns. It doesn’t require explicit instructions
for each and every step.

In the context of gaming, AI can add realism to the game. For example, a PC opponent dodging the same combo
you’ve been using, whereas traditionally some combos were the only you needed to become invincible.

Perhaps this is the reason why a lot of game companies are not using AI to develop their games, because it removes
that element of predictability which is essential for at least some storyline games.

Examples of AI used in gaming include search algorithms, mathematical optimisation and logic.

Search Algorithms
Several types of algorithms are used for designing and coding AI and searching algorithms is one of them to be used.
One of the popular searching algorithm is called the A* Algorithm, which is a path-finding algorithm. There are also
other path finding search algorithm such as the breadth-first algorithm. As the name suggests, this A* algorithm is an
algorithm that enables an NPC to calculate and make decisions on where to go next. This is done by attaching a path
using AI that calculates this, such as where to go next, which path to take, and what would be the most efficient path
to take. For example, if a human wants to take the best path to go somewhere, it would be quite easy for us, we would
just have to look at the area around us and take the shortest, least resistant path. However it can be quite difficult for
an NPC because it doesn’t have this concept of where or where it should be. An example of this in a gaming scenario
is an NPC seeing a human (player) at the end of a hallway containing all sorts of obstacles, such as crates, barrels
etc. In this situation, a NPC would use some algorithm to get to the player, and in most cases the A* path finding
algorithm is used. With this example, the algorithm would calculate the starting position to the end goal position and
then calculate the most efficient way to get the NPC to it’s end goal by plotting the most efficient walkable path.

There are several parameters that a programmer has to think about – speed, accuracy, complexity and so on.
However, in a multiplayer game it cannot be so easy to just use these parameters and let the NPC go ahead and take
the shortest path because the other player will block it, so this search algorithm then continues to re-evaluate these
values after each move. This can become exhausting for the processor, and if the game is too complex, then we can’t
rely on this method.

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