11.C: LEARNING ACTIVITIES GUIDE LEARNING ACTIVITIES GUIDE
This section provides a guide for delivering the unit content with integrated activities and assess-ments. When reviewing the content in this unit, important questions to consider may include:
• What learning experiences can your learners engage in during this unit?
• How can you integrate formative assessments into these learning experiences?
• How can you integrate formative assessments into the tangible deliverables (e.g. documents, projects, test applications, game builds) that your learners produce?
• How can you integrate summative assessments towards the end of this unit?
As these can be challenging questions, this section will provide resources and recommendations to help you determine the appropriate answers.
11.C.1: INSTRUCTOR-LED TRAINING (ILT) ACTIVITIES 11.C.1: INSTRUCTOR-LED TRAINING (ILT) ACTIVITIES 11.C.1.A: Intellectual Property
11.C.1.A: Intellectual Property
As you have learned so far in this course, it is not easy to come up with srcinal ideas. You have placed significant effort into development of your game and you expect to own what you have created. The same is true for creators of software, music, sound files, 3D models, and other assets that may be used in the development of a game. The content and assets are considered intel-lectual property and as such they are owned by the developer. As a game developer, you must respect their ownership of such intellectual property. However there are ways to access and acquire rights to use such intellectual property and how to manage your own IP.
Conduct a web search on copyright and use of intellectual property in game development and define the following in yourGame Design Document (GDD):
• Copyright
• Shareware
• Licensing
• Royalties
• Stock Audio
• Trade Secrets
• Patents
• Trademarks
11.C.2: SELF-PACE LEARNING (SPL) ACTIVITIES 11.C.2: SELF-PACE LEARNING (SPL) ACTIVITIES 11.C.2.A: Game Design Document (GDD) Entry 11.C.2.A: Game Design Document (GDD) Entry
Create a list of sound clips that you will need to acquire for your game and record the asset names in your Game Design Document (GDD).
Identify music style or genres that will help your game become more exciting and engaging. Conduct a web search to find resources for your sound files or create your own. Make sure any sounds you use are not copyright protected.
11.C.2.B: Game Design Document (GDD) 11.C.2.B: Game Design Document (GDD)
Draft the audio portion of section 1.5 in theGame Design Document (GDD).
11.C.2.C: Project Management 11.C.2.C: Project Management
In yourGame Design Document (GDD), document your progress by showing your time and recording major changes (or bugs) that you have made as part of your Project Charter Form (PCF).
11.C.2.D: Capstone Project Activities 11.C.2.D: Capstone Project Activities
IFirst, analyze your game, placing a special focus on audio for player engagement. Afterwards, create a new audio script that identifies audio and sound effects that you can apply to make your game more engaging and exciting.
To assist in your analysis, play one or two existing games and investigate how sound made that
11.C.2.E: Additional Skill Development 11.C.2.E: Additional Skill Development
The tutorial in this unit is intended to help learners fully understand how music and sound effects add to engagement and excitement in the game:
Audio Listeners & Sources: http://unity3d.com/learn/tutorials/modules/beginner/audio/lessons/
audio-sources-and-listeners
11.C.2.F: Sound and Audio Sources for Game Development 11.C.2.F: Sound and Audio Sources for Game Development
Sound design is an important part of creating a fun and engaging game. Choosing the correct sound format can make or break an interactive application or video game. Sometimes music and sounds do not properly support the theme or the outcome of the game. If integrated poorly, they can distract the player or reduce the sense of engagement of being in the game. As game developers storyboard and plan the game, sound and audio files must be selected or designed for use in the game. In order to be effective in sound and audio design, you must be knowledge-able of sound and audio source formats, resources, sound properties, and parameters.
1. Create the Roll a Ball Game,http://unity3d.com/learn/tutorials/projects/roll-a-ball in Unity. Add sounds to objects in the game that evoke specific moods, actions, or that increase the level of excitement. ntegrate as many sounds and effects, as possible, to add enhance the quality of the game environment. Be sure to add sound effects to objects (e.g. rolling ball) that add realism to the game.
2. Comparison/Contrast Paper Activity: Read the audio section in the Unity Manual (http://
docs.unity3d.com/Manual/Audio.html ) and develop a brief comparison and contrast paper identifying the predominant music and sound file formats.
a. Identify the most common files used in audio video game development and describe their primary attributes and capabilities.
b. List advantage and disadvantages of each file format for game development.
3. Audio Components Activity: View this tutorial ( http://docs.unity3d.com/Manual/comp-AudioGroup.html) on audio and refer to the audio section in the Unity Manual. Utilize those references to define the following terms in yourGame Design Document (GDD):
• 2D Sound
• 3D Sound
• Doppler Effect
• Sound Rolloff
• Monophonic Sound
• Stereophonic Sound
• Compression
• Reverb
• Loop
• Effects
• Audio Clip
• Pitch