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AIM Awards Games, Animation and VFX Skills Qualification Year 1: Games Jam SAMPLE Assessment Materials 2017/2018

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AIM Awards Games, Animation and VFX Skills Qualification

Year 1: Games Jam SAMPLE Assessment Materials 2017/2018

Learner Name:

Unique Learner Number:

Course:

Tutor/Assessor:

Learner Signature:

Date Started:

Date Completed:

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part AInstructions for TutorsThis paper must be read in conjunction with the following component information from the AIM Awards Level 3 Diploma and Level 3 Extended Diploma in Games, Animation and VFX Skills qualifications:

Maths and Logic Fundamentals for the Games, Animation and VFX Industries Fundamental Product Programming Skills Core Principles of Game Design

Learners will be expected to create a slingshot style computer game and Tutors will supply assets for the game.We recommend that Part A is issued to learners at least 6 weeks prior to undertaking Part B of this assessment, to allow for internal marking and resubmissions.The development of the game is expected to be carried out over 24 hours. Centres are free to arrange the supervised assessment period however they wish, provided that the specified time to complete Part B is under the level of supervision specified in the AIM Awards Invigilation Guidance.Centres must record the individual learner time spent on Part A and must be kept for inspection by AIM Awards (i.e. lesson plans).Tutors cannot give any support to the development of the game and the work must be completed independently by the learner. Please refer carefully to the instructions in this assessment booklet to ensure the preparatory period is conducted correctly and that learners have the opportunity to carry out the required tasks independently. Parts A is to be internally assessed by the centre, using internal verification tracking documentation. These documents must be kept for inspection by AIM Awards.

Resits and resubmissions of externally set Games JamDeadlines Deadlines for Part A and B must be set by the centre, within the period 1st February to 1st May and must be clearly communicated to learners. Due to the nature of this assessment, late submissions are not allowed.

Failure of Part ALearners who do not achieve a pass in Part A should not progress to Part B. A first submission that fails to meet the Part A brief should be returned to the learner (with feedback) for resubmission. Feedback must relate to the brief. Resubmission should be within a few days (no longer than a week) and be proportionate to the degree of non-achievement. If the resubmission (Submission 2) fails to meet the Part A brief, the learners will receive the result of Fail and would have to retake the two components and externally set assessment in the next series.

Failure of Part BLearners who do not achieve a pass in Part B are eligible to take a re-sit. Centres must request the re-sit externally set assessment from AIM Awards. Learners who do not achieve a pass in the re-sit will receive the result of fail and would have to retake the two components and externally set assessment in the next series.

SAMPLE Version 1 – September 2017 2

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part A: Games Jam Development BriefLearners have 24 hours to complete this task. During this time, learners should:

Create a stealth based computer game. This game must involve a character starting from a start position at one end of the level or screen and then moving towards a destination point at the other end.

There must be obstacles in the way of the character, and there must be at least 3 moving guard characters within the level for the character to avoid. [5 Marks]

If the guard characters spot the hero character, they should give chase and fire projectile weapons at the character. [2 Marks]

If the character is hit once by a projectile, or a guard, the character dies and must start again. [2 Marks]

There must be a function within the game so that, if the hero character remains “out of sight” for enough time, the guard will stop chasing and return to patrol. [3 Marks]

You are free to interpret this brief, in any way you choose, so long as the above conditions are met completely.

The final game must be handed into your Tutor for marking. It will then be used as a basis for Part B of this assessment.

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Notes from SpecialistInterpreting the Brief

The brief is open to interpretation. However, care must be taken that questions can be fulfilled in Part B. Particular aspects of maths from any of the performance indicators are present and tested in Part B. Any interpretation must conform to both programming and maths specifications in as comprehensive a way as is possible.

It must also be remembered that the behaviour of patrol guards is not too dissimilar from Asteroids with Gravity. Both involve distance and direction calculations. Movement of the guard character, once it has spotted the player, should be focused in whatever direction the player is in, until the player has moved beyond safe distance, or managed to move “out of sight” behind an obstacle. This solution can also be supplied with certain pre-written functions in engines. However, the student must be equipped with an understanding of how the code achieves the given result for Part B. Projectiles can be random, or frequent, but will involve position of character just prior to firing.

If the player character moves out of sight of the character (beyond a set distance), the guard is permitted to disappear and reappear at its pre-set patrol path.

SAMPLE Version 1 – September 2017 4

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part A: Game Jam Development Mark SchemeLearners must fully achieve Part A to be eligible to undertake Part B.

Element Assessment Criteria Tick for achieved

There must be obstacles in the way of the character, and there must be at least 3 moving guard characters within the level for the character to avoid

Obstacles have been placed

At least 3 moving guard characters

Challenging enough distribution of obstacles

If the guard characters spot the hero, they should give chase and fire projectile weapons at the character

If the guard characters spot the hero, they give chase and fire projectile weapons at the character

If the character is hit once by a projectile, or a guard, the character dies and must start again

Character dies and game starts again if character is hit by a projectile or guard

There must be a function within the game so that, if the hero character remains “out of sight” for enough time, the guard will stop chasing and return to patrol

Guard stops chasing and returns to patrol if hero character remains out of sight

Record of Learner Achievement – Games Jam Assessment pt A

Component Learning Outcome No. Learning Outcome Date of

achievement Evidence location

Part A Core Principles of Game Design

CPGD1 Know about the core principles of game design

SAMPLE Version 1 – September 2017 5

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part BInstructions for Tutors and/or InvigilatorsThis paper must be read in conjunction with the following unit information from the AIM Awards Level 3 Diploma and Extended Diploma in Games, Animation and VFX Skills qualification:

Maths and Logic Fundamentals for the Games, Animation and VFX Industries Fundamental Product Programming Skills Core Principles of Game Design

This assessment should be carried out under supervised conditions, in accordance with the AIM Awards Invigilation Guidance. Learners have 2 hours to complete this assessment and work should be completed on this assessment paper.Learners must complete the assessment within the window set by AIM Awards, 1st February to 1st May.Parts B is to be internally assessed by the centre, using internal verification tracking documentation. These documents must be kept for inspection by AIM Awards.

Resits and resubmissions of externally set Games JamDeadlines Deadlines for Part A and B must be set by the centre, within the period 1st February to 1st May and must be clearly communicated to learners. Due to the nature of this assessment, late submissions are not allowed.

Failure of Part ALearners who do not achieve a pass in Part A should not progress to Part B. A first submission that fails to meet the Part A brief should be returned to the learner (with feedback) for resubmission. Feedback must relate to the brief. Resubmission should be within a few days (no longer than a week) and be proportionate to the degree of non-achievement. If the resubmission (Submission 2) fails to meet the Part A brief, the learners will receive the result of Fail and would have to retake the two components and externally set assessment in the next series.

Failure of Part BLearners who do not achieve a pass in Part B are eligible to take a re-sit. Centres must request the re-sit externally set assessment from AIM Awards. Learners who do not achieve a pass in the re-sit will receive the result of fail and would have to retake the two components and externally set assessment in the next series.

SAMPLE Version 1 – September 2017 6

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part B: Games Jam Analysis PaperLearners have 2 hours to complete this assessment. The assessment may be administered online or paper-based, however the code used in Part A must be available throughout this assessment.

Programming1. Give two examples of classes from your code, explaining what they are for and how they work. [6

Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

2. Give two examples, from your code, of where input is handled. You must explain how the code is working. [8 Marks]

SAMPLE Version 1 – September 2017 8

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

3. Give examples of two different types of iteration statement, explaining what they are doing and how they are achieving this [4 Marks]

SAMPLE Version 1 – September 2017 9

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

4. Give two examples of selection statements within your code, explain what they are for and how they work to achieve this. [4 Marks]

SAMPLE Version 1 – September 2017 10

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

5. Provide a data dictionary for your game. This must give the name of the item, type, and description. This must also cover data structures. [10 Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

6. Your code is correctly laid out and easy to read. [8 Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Maths & Logic Skills7. Show one example of where, in your code, you have used Addition, Subtraction, Multiplication,

and Division. For each of these examples, explain their purpose for the game. [8 Marks]

SAMPLE Version 1 – September 2017 13

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

8. Show one example of where, in your code, you have used algebra; explaining its purpose in the game. [2 Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

9. Show how you have used vectors within the design of your code, explaining how they affect the game. [2 Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

10. Show, from your code, one example of scalar product, and one example of a vector product; explaining what they are for in the game. [4 Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

11. Show, from your code, that you have made use of averages (Any of mean, median, or mode), explaining why you are using them in your game. [4 Marks]

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AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

12. Show that you have used randomisation in your code, explaining what it is for in your game [2 Marks]

SAMPLE Version 1 – September 2017 18

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part B: Games Jam Analysis Paper Mark SchemeNo. Question Marks Available

1Give two examples of classes from your code, explaining what they are for and how they work

2 Marks for correct examples of classes

2 Marks for correct notation

2 Marks for explanations

2Give two examples, from your code, of where input is handled. You must explain how the code is working

2 Marks for showing code

6 Marks for explanation

3Give two examples of iteration statement, explaining what they are doing and how they are achieving this

2 Marks for showing both examples linked to the game code

2 Marks for satisfactory explanation of both

4

Give two examples of selection statements within your code, explain what they are for and how they work to achieve this

2 Marks for showing both examples linked to the game code

2 Marks for satisfactory explanation of both.

5

Provide a data dictionary for your game. This must give the name of the item, type, and description. This must also cover data structures

For each item - 1 Mark for explanation and 1 Mark for explanation of type, to a maximum of 10 Marks

6 Your code is correctly laid out and easy to read

4 Marks for correctly laid out code

4 Marks for easy to read code

SAMPLE Version 1 – September 2017 19

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

No. Question Marks Available

7

Show one example of where, in your code, you have used Addition, Subtraction, Multiplication, and Division. For each of these examples, explain their purpose for the game

4 Marks for showing example from code

4 Marks for explanations

8Show one example of where, in your code, you have used algebra; explaining its purpose in the game

1 Mark for showing example from code

1 Mark for explanation

9Show how you have used vectors within the design of your code, explaining how they affect the game

1 Mark for showing evidence from code

1 Mark for explanation

10

Show, from your code, one example of scalar product and one example of a vector product; explaining what they are for in the game

2 Marks for showing examples

2 Marks for explanations

11

Show, from your code, that you have made use of averages (any of mean, median, or mode), explaining why you are using them in your game

2 Marks for showing examples

2 Marks for explanations

12Show that you have used randomisation in your code, explaining what it is for in your game

1 Mark for showing evidence from code

1 Mark for explanation

SAMPLE Version 1 – September 2017 20

AIM Awards Level 3 Games, Animation and VFX SkillsGames Jam SAMPLE Assessment Materials 2017-2018

Part B Grading

40% - 59% - Pass60% - 69% - Merit70%+ - Distinction

Marks for Part B:25 Marks - 37 Marks = Pass38 Marks - 43 Marks = Merit44+ Marks = Distinction

Record of Learner Achievement – Games Jam Assessment pt B

Component Learning Outcome No. Learning Outcome Date of

achievement Evidence location

Part B Maths and Logic Fundamentals for the Games, Animation and VFX Industries

MLF1 Understand numbers and number systemsMLF2 Be able to employ basic mathematical

problem solving skillsMLF3 Understand basic mathematical concepts

which are useful for problem solving and simulation

MLF4 Be able to use probability, statistics and random numbers

Fundamental Product Programming Skills

FPS1 Understand how to design, develop, test and debug computer programs

FPS2 Understand different programming paradigms

FPS3 Understand how to read input from the user and output a result

FPS4 Be able to use control systems to design algorithms

FPS5 Be able to use different types of variables to design data structures

FPS6 Understand the importance of readable and maintainable code

SAMPLE Version 1 – September 2017 21