Submission requirements

  • Project DVD as a final fully working DVD
  • Project as a Flash site in a folder with SWF file and other associated files
  • All project and media files, ie Encore, Premiere and Audition…for all 4 projects.  Need to see evidence of you working from storyboard to final edit

Plus closed book assessment

  • 10 short answer questions
  • 1 essay type answer


Gamemaker – Bridging the gap between your game design document and the code blocks

Before starting to write any code in Gamemaker  it is good practice to consider all of your game’s objects, actions and events  from a purely functional point of view and describe them first using natural language.

By doing this you are breaking what can be a complex process into two simpler sets of activities.  You can also then test how well your code blocks match your list.  In this way you are carrying out basic software testing for your project, where problems are identified and resolved using a structured approach.

For example, say your game design involves a space ship flying through an asteroid field and the aim of this level is to navigate safely through the field, the ship can move in any direction and blast asteroids with its laser canon.

Space ship functionality list

  • Create using spaceship sprite
  • Speed
  • Random starting position at bottom of screen
  • Direction controlled by user keyboard arrows
  • Makes space ship flying sound
  • Change sprite according to arrow key
  • Collision with asteroid
  • Spaceship collision explosion
  • Fire laser
  • Destroy asteroid
  • Play asteroid explosion
  • Increase score for every asteroid hit
  • 3 lives
  • Count lives lost
  • Achieve level sound
  • Fail level sound

Having thought out all the actions and events associated with your spaceship object you can now create them in Gamemaker using the appropriate code blocks and variables.  Test your code, note any problems and revise the logic of your list or change the code block.

1 You have just shot some scenes on a DV compliant video camera and now want to edit them in a software package on a computer.

Using appropriate technical terms describe the process you will go through to do this.

Identify and describe the basic principles involved at each stage of the processs; including the main hardware and software components.

2 You have just made some audio recordings with couple of Sure SM58 mics’ in a basic studio set up using a PC to record the tracks.

Describe a basic system for doing this with the given mics and using appropriate technical terms describe the process of turning the analog signal into audio data.

Include all hardware and software requirements and the basic variables involved in digitising analog audio.

3 Calculate the files sizes in mBs for the following audio recordings:-


  • Sample rate – 44,100 hz
  • Bit depth  – 16 bits
  • Length of recording – 3 minutes
  • Channels – 2


  • Sample rate – 8 Khz
  • Bit depth  – 4 bits
  • Length of recording – 94 seconds
  • Channels – 1


  • Sample rate – 48,000 hz
  • Bit depth  – 24 bits
  • Length of recording – 4 minutes
  • Channels – 4

4 A client has asked you to create a short audio loop based on a simple midi file composition.  Describe how you would go about this process.

5 Calculate the files sizes in Gigabytes for the following video stream data:-


  • Resolution – 800 x 600
  • Bit Depth – 16
  • FPS – 25
  • Length – 9 minutes


  • Resolution – 720 x 576
  • Bit Depth – 24
  • FPS – 30
  • Length – 20 minutes

Essay Questions

1 Using three common audio codecs and associated file endings discuss the relationship between file size and audio quality.

2 Discuss the different video compression standards that can be used for the simultaneous distribution of a video project over common platforms such as DVD, web and mobile device.   Include aspects such as file size, data transfer rates, quality and resolution.


Review of some basic concepts related to digital audio processes.

The Digital Process

May 11, 2010

Schematic view of working with digital Audio Visual material.  Think of it in terms of hardware, software and techniques


Store images of the visual elements of a game.


Parts of the game that control how visual elements react to each other.


Are important things that happen in the game i.e collisions or explosions.


Happen in response to events i.e. change direction; set score; play sound.


Game Design Document

March 15, 2010

Before creating your game it is a good idea to write a games design document. These can be quite large documents covering all aspects of the game, however, since you are developing a simplifed prototype a shortened version will do for this stage.

Your design document should include the following headings


Game objects



Game flow


Here is an example from a Game Maker tutorial

1945 design document


In this game you control a plane flying over a sea. You encounter an increasing number of enemy planes that try to destroy you. You should avoid these or shoot them. The goal is to stay alive as long as you can and to destroy as many enemy planes as you can.

Game objects

The background is formed by a scrolling sea with some islands. The player’s plane flies over this sea. You can shoot bullets that destroy enemy planes. There are four types of enemy planes: a plane that you encounter and should be destroyed, a plane that fires bullets downwards, a plane that fires bullets towards the player’s plane, and a fast enemy plane that comes from behind rather than from the front.


There are some explosion sounds and there is some background music. Controls The player controls the game with the arrow keys. With the space key you fire a bullet. Only one bullet can be fired every five steps.

Game flow

The player immediately jumps into the game. The player has three lives. When all lives are gone a high-score table is shown. Pressing the (help) key will give a brief explanation. Pressing the key will end the game.


There is just one level, but more and more enemy planes will arrive: first only the easy type but later the more difficult types.