BAFTA Young Game Designers Introduction Teacher Pack: Key Stage 4

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BAFTA Young Game Designers Introduction Teacher Pack: Key Stage 4

BAFTA Young Game Designers Introduction Teacher Pack: Key Stage 4 Introduction This pack links sections of the National Curriculum KS4 to Games Design activities that can be taught within existing lessons in your own classroom. Links to the National Curriculum: Key Stage 4 NARRATIVE What s the story, how do you progress in the game? Use an existing English set text as the starting point for the creation of a game idea. English: Reading Understand and critically evaluate texts through: exploring aspects of plot, characterisation, events and settings; the relationships between them and their effects. Understand and critically evaluate texts through: making critical comparisons; referring to the contexts, themes, characterisation, style and literary quality of texts; and drawing on knowledge and skills from wider reading. ENGLISH What does the game look like? Ask pupils to create group artwork for their game idea & present this back. English: Spoken English Working effectively in groups of different sizes and taking on required roles, including leading and managing discussions, involving others productively, reviewing and summarising, and contributing to meeting goals/deadlines. MECHANICS How do you play and interact? Explore Gameplay with your pupils. Computing (or Art & Design GCSE) Develop their capability, creativity and knowledge in computer science, digital media and information technology. Develop and apply their analytic, problem-solving, design, and computational thinking skills. AUDIENCE Who is the game for? Ask your pupils to write a pitch for potential players of their game. English: Writing Adapting their writing for a wide range of purposes and audiences: to describe, narrate, explain, instruct, give and respond to information, and argue. English: Spoken English Listening to and building on the contributions of others, asking questions to clarify and inform, and challenging courteously when necessary. Planning for different purposes and audiences, including selecting and organising information and ideas effectively and persuasively for formal spoken presentations and debates.

BAFTA Design-A-Game Worksheet Your Names: Team Name: Game Name: NARRATIVE What s the story, how do you progress in the game? ART & DESIGN What does the game look like - the character(s), locations, levels? MECHANICS How do you play and interact? AUDIENCE Who is the game for? Don t forget to check out the YGD website for more resources and sign up to the newsletter for up to date information: www.bafta.org/ygd

Narrative What s the story? Goal Conflict Protagonist Antagonist The World Resolution What s the ideal end result for the main character? How do good and bad confront each other? Good who or what is the main character? Bad who or what is working against main character? Where is this story set? How does the main character achieve their goal? GOAL CONFLICT CONFLICT PROTAGONIST ANTAGONIST THE WORLD RESOLUTION

Art What does it look like? Draw and present a character or background.

Mechanics How do you play & interact? Discuss the Gameplay types and select those that apply to your game. MECHANIC Avoiding Unkillable Objects Game Repeats Until You Die Repeat Pattern Forced Constant Movement Block Puzzles Big Gains for You Can Be Big Gains for Enemy Block Path Information Overload Switch Modes Bouncing Object Gravity Mouse Dexterity Spinning Plates Squad Jumping Timed Protect a Target Undirected Exploration Bullet Hell Brawling Dialogue Tree Building GAMEPLAY Objects that you can t touch, destroy or move Keeps going until you die or just repeats upon completion Repeat a series of given steps You can t stand still at any point You move standard sized objects around in a specific way The more points you take the better position your enemy will be in also You don t directly fight your enemies but instead try to block their movements Lots of information provided, and you make sense of it to make good moves You constantly switch between two (or more) modes to effectively fight or move You can t control an object, but can try to direct its path Objects are pulled either in a certain direction or towards certain objects You must move the mouse in a specific way without making errors Your attention is split between multiple simultaneous objectives Control multiple characters that must work together to achieve an objective Jump from one platform to another without falling Achieve a task within a time limit Stay alive and protect a target from enemies You have a large map and can wander, but obtaining items will help open up areas You re surrounded by a large number of enemies/deadly objects You have several different types of attacks to use against one or multiple enemies When you talk to other characters, they select one of many possible things to say Place different types of building blocks anywhere in the world to construct objects