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Standards achieved by

Aaron Hill

, Period. 1

Industry Sector: Engineering and Design Pathway C: Engineering Design Creating a Videogame C1.0 Students recognize historical and current events related to engineering design and their effects on society: C1.1 Know historical and current events that have relevance to engineering design. I learned the historical and current events of game engineering through my research paper. I learned how games over time have also greatly increased in design complexity. In the past games were primarily simple, such as chess or table tennis. However, as time passed and game designers saw the profit from creating videogames they spent more money on making them. It went from college student making simple computer games to businesses such as Unity3D and Bethesda making complex adventure and shooter games for all systems. C1.2 Understand the development of graphic language in relation to engineering design. I had to learn what things such as rigibodies, prefabs, and GUIs are and implement them into my game. Rigibodies are the physical aspects of objects giving them a gravitational force and direction. Prefabs are when a game designer makes a model of an object for reference for future use instead of starting from scratch. GUIs are the textual objects that allow the user to place words either in the game or on the control players screen. I had to learn what these words meant and how to use them in the creation of my own game. C2.0 Students understand the effective use of engineering design equipment: C2.1 Use the appropriate methods and techniques for employing all engineering design equipment. For the game design I had to use the right tools for each part of the game. I had to use the GUIs for text-only parts of the game (ammo, health, bullet amount left), textures to add color to physical objects, and the skyboxes (the scenes for the sky) to fill in the backgrounds. If I had interchanged these pieces for the wrong parts of the game they would have cause errors in the coding of the engine, since they arent compatible, and the game would not have functioned properly. C2.2 Apply conventional engineering design processes and procedures accurately,

appropriately, and safely. For my game I had to properly install the coding into the right pieces for the aspects of the game. I couldnt just drag and drop the objects without any order. For example for the rocket launcher I had to make two separate objects for it to work. I had to add the coding (fire effects, ammo amount, projectile launch distance) for the weapon to the physical weapon in one object and then make the rocket projectile and the coding (explosion on contact, damage) for that into another object. This was so the weapon could continually refer to the projectile numerous times instead of once if I placed them together. C3.0 Students understand measurement systems as they apply to engineering design: C3.1 Know how the various measurement systems are used in engineering drawings. For Unity3D measurements were a major part of organizing where things go in the game. Everything in the game (text, trees, weapons, characters, etc.) is assigned an x, y, and z property relational to their position on the scene. To move objects I could either enter a value for these properties or I could drag them using the arrows provided. Another major measurement aspect of the engine was the scale of the objects. This allows me to make them larger or smaller in height, width, and length. This is done the same as position by either entering the values needed or dragging the boxes used to scale them in different directions. C3.2 Understand the degree of accuracy necessary for engineering design. Accuracy is a major part in the game because in some cases small adjustments to value can have major effects to the game. When installing the text to the controllers screen moving the text by .05 can move the text from the middle of the screen to completely off the screen. I had to make sure to understand the degree that changing values would have on the different objects. Also the maps floor is very thin and I had to place the objects either exactly on the floor or above it. Placing any part of the object below the game floor would cause it to fall straight through the map when the game started. I also couldnt place objects too far above the map so they wouldnt drop to the floor when the game starts (falling trees and rocks). C4.0 Students use proper projection techniques to develop orthographic drawings: C4.1 Understand the commands and concepts necessary for producing drawings through traditional or computer-aided means. For my game I drew a generic layout for the floor for each map I had planned to create. I used graph paper to help keep things proportional and my drawings closely match up to the map floor

layouts of the actual games I created. I also used color formatting to more easily see the difference between what was the desired route and what was scenery. C4.3 Understand the various techniques for viewing objects. For viewing the objects in Unity3D there were only two possible ways to do so. One was to look at it on the design map along with everything else I placed in the game. This was a great way to see everything all together but not perfect for looking at individual objects because to view all angles of the object I had to move them up and away from the map. The second way to view objects was much better for viewing. This required me to make another scene and place the object there. This was used to make the prefab for the falling enemy robots. This way of viewing objects allowed me to view all angles of the object but required me to have to then place it into the game again. Both ways had their advantages and disadvantages. C6.0 Students understand and apply proper dimensioning to drawings: C6.2 Apply dimensioning to various objects and features.

Changing the scale of objects allowed me to change the dimensions. I used this with the enemies in the game by using the same original physical model but changing the color and dimensions to give them all different looks in the game. I also had to change the dimensions of the trees to make them fit and look normal. I learned through making the game that different computers have different scales for the objects. Whereas in the online videos the weapons were well sized when placed in the game I had to increase the dimensions to make them fit correctly. C6.3 Edit a dimension by using various editing methods. There are only two ways I used to change dimension in the game. I could either one, use the scaling tool and drag the boxes in the different directions to scale the objects. The other way was that I could enter the desired values to change the dimensions of the objects. The first way was much easier since I could see the object change in size whereas the other one was only used when I knew exactly the right values beforehand. C8.0 Students understand the tolerance relationships between mating parts: C8.1 Understand what constitutes mating parts in engineering design. Mating parts in engineering design are pieces of the game that fit together and not with other pieces. An example of this would be the coding used throughout the game. The coding such as drawRockets was the only mating part to using the GUI texture that showed how many rockets

were left. Mating objects such as this are like puzzle pieces in that they only fit one other part correctly. Forcing them to fit with others only end with errors in the game. C9.0 Students understand the methods of inserting text into a drawing: C9.1 Understand the processes of lettering and text editing. For me to insert a text into the game I had to use GUIs. These allowed me to place the words ammo, bullets, health, and the bullet count onto the controllers screen for the game. I inserted the text by installing a blank GUI text into the design map, then typing in the desired text, and finally moving the text to line up where I wanted it on the screen. For the bullet count text I had to also install the coding FPSCounter into the GUI textual object so the number would match the amount of bullets left before reloading. C10.0 Students understand the sketching process used in concept development: C10.1 Understand the process of producing proportional two- and three-dimensional sketches and designs. I had to create my map to fit the floor design of my already drawn out maps. I couldnt make the maps too small to where they wouldnt fit the wanted roadways and vice versa I also couldnt make the drawings so complicated that I wouldnt be able to recreate it in the game. As regards to proportional matters my actual game design did not need to be exactly proportional to the sketches but it did have to meet the general look and I was able to accomplish that. C11.0 Students understand the methods of creating both written and digital portfolios: C11.1 Develop a binder of representative student work for presentation. For my Quest Senior Project I had to create a portfolio to show all the work I did for my project over the school year. I showed my work on the research paper, my logbook of my hours, and pictures showing work I did on the project. I created a binder that gave the reader an overview of everything I had done so they could understand all I did from only reading the portfolio. C11.3 Know how to give an effective oral presentation of a portfolio. In class and on Quest Senior Project Night I gave multiple presentations on both my progress and both of my reasons for choosing my project and subject. I created both Prezis and Powerpoints to show my progress overtime and had to both dress properly and use my learned vocal and presentational skills to efficiently present my topics to my audience, be it a few adults or an entire class. 3.0 Career Planning and Management

Students understand how to make effective decisions, use career information, and manage personal career plans: 3.1 - Know the personal qualifications, interests, aptitudes, knowledge, and skills necessary to succeed in a career. The personal qualification of the gaming industry is having a love of constant improvement. Both technology and peoples likes/dislikes of games change all the time and it takes constant studying of these changes to stay at the top. Companies spend large amounts of money surveying people and what they like and would change about games. To be in this career your learning cannot stop after you graduate or reach a certain level, you have to keep researching and looking for the new information that can make your game better. 3.2 - Understand the scope of career opportunities and know the requirements for education, training, and licensure. The usual qualifications for the gaming industry involves having an understanding of both coding and drawing. To create ones own personal game they must be able to draw the characters, the trees, and everything else. Its advised to have a degree in computer science or arts primarily. Also knowledge of presentational skills and business is required so one can better sell his/her game to a business. Even though a degree is great the amazing thing about the game design industry is that jobs are still given out on merit basis. One could have a masters in computer science but if they dont perform as well as a high school student they wont get the job. This process of merit base hiring makes it much easier to follow this career if you have the skill. 3.3 - Develop a career plan that is designed to reflect career interests, pathways, and postsecondary options. My career plan would be to first go to college and major in computer information systems. This would give me both the computer science and business knowledge needed to make and sell my own games efficiently. I would then seek employment at a major gaming company as a lower level programmer so I could learn how to work in the gaming industry. I would learn the new tricks of the trade and slowly work my way up the levels of employment. Once I reached a managerial level I would either stay at the company or branch off and start my own company after knowing how to properly start a business. Then I would hire my own staff and work from the ground up to where I had a great gaming company to call my own and games sold. 3.4 - Understand the role and function of professional organizations, industry associations,

and organized labor in a productive society. The role of professional gaming industries is primarily getting your game out to the most buyers. Brand name is a major attraction to players, Bethesda with Fallout and Infinity Ward with Modern Warfare 2. Being a part of large organizations improves the chances of a game designers work reaching more influential eyes and improving ones career. Even though large companies have higher chances of selling games in the gaming world the industry also has a high rate of small businesses growing into larger corporations. Infinity Ward is a perfect example just starting with Medal of Honor around 2003 and now a large business in just under decade. 3.5 - Understand the past, present, and future trends that affect careers, such as technological developments and societal trends, and the resulting need for lifelong learning. Overall the trend of the gaming industry has always been adaptation and improvement in technology. The first know electronic games were the teletype games that had no screen and were text respond based, this had a very small group of players. Now there are multiple gaming systems, different genres, and the industry has reached all parts of the world. New technology still comes out every year as such as the workings of a controller that reads the users body temperature and heart rate to show a response in the game to the players calmness or excitement. This constant evolution requires constant studying in the career life to stay up to date with new technology. 3.6 - Know important strategies for self-promotion in the hiring process, such as job applications, rsum writing, interviewing skills, and preparation of a portfolio. For the gaming industry the best way to get hired is to show the skill you have. This would range from: showing your artistic skills, showing coding skills, examples of projects done, reference letters from group projects worked on, and other examples of exceptional skill. Having connections to game industries or top designers is the best way to move up the levels and get your name out there in the gaming world. Or just publishing your own games until you make a name for yourself will help you get into the well paying game industry jobs. 3.7 - Understand the nature of entrepreneurial activities. The gaming design is all about entrepreneurial activities. Its about making something original and new and selling it to a large audience hoping it sells. There is always a demand for new and exciting games and people all over the world are making their own games at home on the computer. Unity encourages this type of mindset by allowing people to turn in their game

creations and Unity will put it out and give part of any profit the game makes to the creator. The game design industry isnt a secure one. At any time peoples opinions can differ from a game and businesses can collapse. Even though the risk is there the chance for high reward is also present which draws more people to go out and make something for themselves out of nothing.