Core Principles of Games Design
This page is dedicated to the Core Principles of Game Design Component of the AIM Award Technical in Animation, Games & VFX. Below will include projects including images, videos & reflections
Technical Skills
CPGD 1 - Know about the Core Principles of Game Design.
CPGD 2 - Understand the significance of games platforms and technologies on the development of Game Design.
CPGD 3 - Understand the significance of age, gender and culture on Game Design.
CPGD 4 - Be able to critically evaluate a range of games from a game player perspective.
Project 1 - Evolution of Game Platforms
This project covers CPGD 2 - Understand the significance of Games Platforms & Technologies on the development of Games Design.

Here I have made a timeline of the first generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the first generation of consoles and sorted them by the year they came out.

Here I have made a timeline of the second generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the second generation of consoles and sorted them by the year they came out.

Here I have made a timeline of the third generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the third generation of consoles and sorted them by the year they came out.

Here I have made a timeline of the fourth generation console using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the fourth generation of consoles and sorted them by the year they came out. This generation the SNES sold the most units (49.1 million) and it's top selling game was Super Mario World with 20 million units. The SNES released in 1990. The best selling handheld of the generation was the Gameboy, selling 118.69 million units. The Gameboy was released in 1989 The Gameboy's best selling game was Tetris and it sold 35 million units.

Here I have made a timeline of the fifth generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the fifth generation of consoles and sorted them by the year they came out. This generation the PlayStation sold the most units (102.49 million) and the top selling game was Gran Turismo which sold 10.85 million units. The PlayStation released in 1994. The best selling handheld console this generation was the Gameboy Colour that released in 1998 and sold 118.68 million units. the Gameboy Colour's best selling game was Pokemon Gold & Silver. This generation Nintendo released the Virtual Boy that was one of the first attempts at virtual reality, however it was considered a commercial failure and only sold 770,000 units.

Here I have made a timeline of the sixth generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the sixth generation of consoles and sorted them by the year they came out. This generation the PlayStation 2 sold the most units (155 million) and it's best selling game was GTA - San Andreas which sold 20.81 million units. The PlayStation 2 was released in 2000. The best selling handheld was the Gameboy Advance and it sold 81.51 million units. It was released in 2001 and it's best selling game was Pokemon Ruby & Sapphire (16.22 million units). This was the first generation that Microsoft tried to make a console (The Xbox) and it was the 2nd best selling sixth gen console with 24 million units. The Xbox' best selling game was Halo - Combat Evolved which would eventually become a staple franchise in the gaming industry.

Here I have made a timeline of the seventh generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the seventh generation of consoles and sorted them by the year they came out. This generation the Wii sold the most units (101.63 million) and it was the first console to introduce motion controls. The Wii was released in 2006. The best selling Wii game was Wii Sports and it sold 82.87 million units. The best selling handheld of the generation was the DS and it sold 154.02 million units. The DS was released in 2004. The best selling DS game was New Super Mario Bros with 30.8 million units.

Here I have made a timeline of the eight generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the eight generation of consoles and sorted them by the year they came out. The best selling console of the generation was the PS4, it sold 106 million units and it was released in 2013. The best selling Ps4 game is Uncharted 4: A Thief's End and it sold 15 million units. The best selling handheld of the generation was the 2/3DS, it sold 75.45 million units and was released in 2011. The best selling game for the handheld was Mario Kart 7, selling 18.47 million copies.

Here I have made a timeline of the ninth generation consoles using PowerPoint. I have ordered the consoles by their release year and provided an image of each console. This links to technical skill 2 because I have looked at different games platforms for the ninth generation of consoles and sorted them by the year they came out. So far this generation the only consoles released are the Xbox Series X and the PlayStation 5.
Project 1 - The Significance of Platforms & Technologies on Games Design Summative Assessment
Feedback From Tutor
This is a nicely written article and is informative but is lacking the discussion of impact on games; you only really mention processor speeds. You are also lacking subheadings and captions on your images.
Project 1 Reflection
In Project 1 The timelines of the different generations of game consoles are in the correct order of their release and I included images of each console. The timelines were very basic however and they lacked colour to make it interesting. The article I wrote was well structured and written nicely. It was informative and had lots of relevant information about the consoles. I used multiple images to show what I was talking about so that the reader would be able to understand. The article was written in two columns so that it would be easy to follow and so that it looks professional. The article also stayed within the word count that was specified.
I believe the results were somewhat effective as I had created a timeline that showed the right dates of release and I wrote an article that talked about every console from generation 1 to 9. The article gave some relevant information about each console and what they brought to gaming.
The timelines were very basic and looked the same as each other, resulting in them looking unprofessional and lazy. The article I wrote lacked any information on the impact on games design and some of the details I talked about were irrelevant. The article also lacked any information on Mobile gaming and the impact it has on games design. The paragraphs also lacked subheadings and it made it harder to understand what generation each paragraph actually covered. In addition, the images I used didn’t have captions, resulting in images that some readers wouldn’t recognise. The article didn’t fully talk about the limitations of the consoles and how that impacted Games design. Furthermore, I didn’t talk about the impact of technology on Games design at all.
Project 2 - Age, Gender & Culture in Games Design
This project covers CPGD 3 - Understand the significance of age, gender and culture on Game Design.

Project 2 Reflection
Here I have produced an informative A3 poster that shows the importance of age, gender and culture is in games design. I used images and statements to make points about these subjects. This links to technical skill 3 because I have talked about the significance of age, gender and culture on Game Design.
I first researched how the topics of age, gender and culture impact games design and what developers must consider when making a game. Then I began arranging the layers on the poster using Photoshop so that I could present my research comprehensibly on the poster. I found pictures that help the reader understand the topics and make it more appealing to look at, then put them in the right place on the poster.
The poster informs the reader of how age, gender and culture impacts games design clearly. The points discussed on the poster are all relevant to the respective topics and they are easy to understand. The poster is also presented professionally, showing the necessary points in a comprehensible way. Also, the pictures used make the poster more appealing to look at and helps the reader understand the topics clearer. The poster contains important information and still keeps the readers full attention.
The text on the poster is spaced too close together and it is hard to read each point discussed. Also, the colour palette used doesn’t look professional and doesn’t fit with the pictures on the poster. In addition, some of the pictures on the poster are low quality images and look blurry and distorted. When researching these topics, there was some points I wanted to make however they wouldn’t fit on the poster. I don’t think I went into enough detail about how age must be considered when a game is being developed.
If I wanted the poster to look more professional, I could have tried out different colour palettes and designs so that it looks more presentable. Also, I could have spent some time preparing and thinking about how I could present my work so that I could fit in all of my points without running out of space.
From this project I have developed my skills using Photoshop and I can edit an image more efficiently. I have also learned that I should take some time to plan out how I will present my work so that I have an easier time trying to fit everything onto a limited space. I could also ask someone to look at my work to see if they think it looks professional and presentable.
Project 3 - Analysing Gameplay
Analysing Gameplay
Everyone, players or developers have different opinions and tastes when it comes to videogames, resulting in a diverse range of products on the market. I will be producing an unbiased comparative gameplay review of three games, “Fortnite”, “Destiny 2” and “Kingdom Hearts 2”. I will be critically evaluating these products and discussing their use of core game aspects such as Visual Style, Gameplay, Storytelling, Challenge and Risk & Reward. I will be considering how effectively these games can utilise the aspects I mentioned and how it affects the player’s overall experience.
Fortnite is a Free-to-play, Third-person shooter in the battle royale genre. Fortnite has a distinct cartoon-like art style, however, still has some realistic visual aspects like the grass textures or the textures on buildings. The art style is appealing to younger audiences due to its cartoon-like art style and is visually pleasing due to the game’s day and night cycles, completely changing the overall atmosphere for the player. I personally like the visuals as they feel unique in the video game industry, yet familiar like a cartoon show. The UI & HUD are easy to understand due to distinct icons and images that inform the player of their health, weapons and materials. Furthermore, the menu screens are easy to navigate for all players and each option is defined.
Fortnite has unique mechanics in the gaming industry, even when multiple other battle royale games released around the same time. First, the game is a third-person shooter, and the game lets players battle up to ninety-nine other players (depending on what mode you play). The game lets the player use many guns and weapons, many inspired by real weaponry. The most unique mechanic though is the building element; essentially allowing players to build structures using the floors, walls, stairs and roof options. I believe the building mechanics work well and players are encouraged to use them to succeed and improve their gameplay. The game also lets players glide around the map using a “glider” in certain occasions such as when the player is dropping onto the map at the start of a match. In my opinion the gliding and overall movement in the game is fluid and intuitive. I especially like the constant updates that add items and weapons that can change how the game plays and feels in a match.
Fortnite is a live service game, meaning that content and story is added over time in a constant stream. The storytelling of Fortnite is very convoluted and is constantly being added to over time, leaving some players confused. Some players haven’t played the game the entirety of the game’s life, so they have missed out on important plot points. Also, some of the plot points are hidden and abstract, considering a large player base of young children wouldn’t pick up on them.
In terms of challenges in Fortnite there are some that come with the games levelling system where players can complete weekly and daily challenges to gain experience points to earn cosmetic rewards on their “battle pass”. Related to the challenge are the risks in Fortnite. Players can be encouraged to adopt an aggressive playstyle and try to eliminate other players to take their weapons and items. Players that can make risky plays will be rewarded with more items and weapons to then have an advantage in trying to win the match. I believe these risks make the game flow well and encourage people to actually engage with each other.
Destiny 2 is an online first-person shooter, like Fortnite, which has free-to-play elements for all players. The game uses a photo realistic visual style for a creative and unique interpretation of space. The characters and locations in the game are distinct and fascinating, due to the developer’s innovative imagination. The UI & HUD show the player their health, weapons and abilities. Each part of the HUD stands out by using contrasting colours, allowing the player to see it clearly. The menu screens are simple and fast to navigate. The main world map for instance shows images of each planet the player can visit, engrossing them into this world.
The core gameplay is similar to other first-person shooters with its familiar gunplay, however the abilities each class in the game can use are completely unique and feel amazing. The entire game is based around the loot that the player can collect. This allows the player to gain higher level gear that will then allow them to play the endgame content such as the teamwork-based six player raid activities. The abilities are what makes the three different classes so different, and players must combine these to succeed. In my opinion the polished gunplay mixed with the constant loot the game provides, creates an addictive and fantastic experience.
The storytelling in this game is like Fortnite due to it also being a live service game. The story is being told as the game is updated. This means a lot of players will miss out on the major plot points if they don’t play throughout the game’s life. The story in this game is also very complex and most players will need to search online to understand it. I think that the game should have something to sum up the main plot points for players so they can understand it easily.
In terms of challenges players have access to difficult endgame content such as the raids or higher difficulty “Strikes”. I believe the endgame content is fun and players must come together to beat these challenges, resulting in a very social experience. Players also have access to the “PVP” modes where players get to fight each other for exclusive rewards.
As for the risks, players can play the raids; where players must work together, or they won’t complete them. Raids awards the player with high-level exclusive items that players need to increase their level. There is also a mode called “Trials of Osiris'' where players must win seven “PVP” matches in a row to earn more exclusive items. If a player loses a game, their progress gets completely reset and they must start again. I believe these risks are worth taking due to the weapons and armour rewards being very powerful and exclusive to those modes.
Kingdom Hearts 2 is an action roleplay-game, the game is a collaboration of Disney and Final Fantasy. The art style is exaggerated and looks like it has elements of a cartoon, like Fortnite. I personally enjoy the art style because of how creative and imaginative it can be. The UI & HUD show things like the player’s health bar, magic bar and actions they can perform. I believe that it works well in showing everything essential to the player and it also looks very appealing, due to the art used being unique to the world the player is currently in. The menu screen can be confusing to new players however, as a lot of the options aren’t explained to the player.
Kingdom Hearts uses a real-time battle system that allows the player to fight enemies using a wide variety of attacks and spells, considered by some to be a “Hack and Slash” game. The combat is generally exciting and has a fast flow to it all. The game is an RPG and uses many core elements from that genre such as magic for instance. Players also will have two other characters in your party that you can customise. You can change the character’s items, spells and attacks.
The game has a story that works well considering the odd collaboration of characters, unlike Fortnite and Destiny 2 the game’s story is all readily available. The story can be complicated if the player wishes to know the full extent of it. If the player needs to, they have access to a journal in the game that briefly sums up characters and plot points. Moreover, the story can seem predictable at times as it can be cliche.
There are many challenges in the game such as the colosseum fights, where players can fight hordes of enemies leading up to a unique boss fight. In addition, players can play the game on a special difficulty option (unlocked after beating the game) called “Critical Mode”. This mode is especially challenging to complete, however feels rewarding when you finally do. Players can also craft the fabled “Ultima Weapon” by collecting rare materials.
In terms of risks players can play on the “Critical Mode”, rewarding them with an in-game “certificate” that essentially does nothing for the player. There aren’t a lot of risks in the game or many meaningful rewards, resulting in most players only playing through the story and not attempting anything else.
I personally believe these games are all great in some ways however have some small glaring issues that hinder the player’s experience. For example I believe all of the games, in terms of storytelling, are somewhat lacklustre. This is shown especially with Destiny 2 and Fortnite due to them both being live service games and having stories that are added to over time. I also believe Fortnite and Destiny 2 are alike because of their encouragement of teamwork within the online play. Fortnite and Destiny 2 are both shooters, just both having different perspectives. Kingdom Hearts 2 is the most different but still shares similar RPG elements to Destiny 2 with the wide range of customisation of weapons and items in the games.
Project 3 Reflection
I have played the games Fortnite, Destiny 2 and Kingdom Hearts 2 and I have critically evaluated them as a player would. I created a comparative gameplay review of these games and discussed how each uses Visual Style, Gameplay & Storytelling, Challenge, Risk and Reward.
I felt nervous about reviewing these games because I have never written about a review about a game or considered how a game uses Visual Style, Gameplay & Storytelling, Challenge or Risk and Reward. During the experience I felt that thinking critically about a game is easier than I thought, and it went smoothly. After, I was worried that I didn’t go into enough detail about the games and how they use some of the mentioned game design principles.
In the reviews I believe I talked in full about all the necessary details of the games and explained how effectively they used Visual Style, Gameplay & Storytelling, Challenge, Risk and Reward. The reviews were also purely based on facts and not based on personal bias. The reviews also consider how the game uses Visual Style, Gameplay & Storytelling, Challenge, Risk and Reward to impact the players overall experience, I have gone into detail of if the experience is positive or negative. The games that I talked about however, don’t use some of the gameplay principles often so I couldn’t write a lot about some of those. Also, I don’t think I should have done reviews on both Fortnite and Destiny 2 because they were very similar to write about and both experiences were alike.
The experience was positive because I learned how to write critically about games and consider how they use important game design principles to impact the player’s experience. I also learned about how important Visual Style, Gameplay & Storytelling, Challenge or Risk and Reward is, and that it must be considered when designing a game. Before writing the reviews, I played each game for an equal amount of time to research how the games use the core principles of games design, this made the experience easier and the reviews more accurate. Destiny 2 and Fortnite didn’t use some of the gameplay principles massively so I couldn’t discuss certain things. This was due to lack of preparation when deciding what games I was going to review.
From this project I have learned how to write gameplay reviews for games and how to compare how each game uses Visual Style, Gameplay & Storytelling, Challenge or Risk and Reward. I have also learned how to be critical of a game without being biased, using only facts to back up my reviews. Being able to understand what makes games good help in all aspects of games design and this skill will help if I was going to develop a game. In the future I would make sure that the games utilise all (Visual Style, Gameplay & Storytelling, Challenge or Risk and Reward), if I had to consider all of these points.
If I wanted to build my knowledge of how games should be reviewed critically, I could research how gaming media outlets review games. I can also practice reviewing games to improve my writing skills and so that I can get better at understanding how games use important games design principles to impact the player’s experience.
Project 4 - Core Principles in Practice
Core Principles of Game Design
Summary
The player is the pawn in the game that will be controlled from a chosen perspective, this player can use different basic movements. The player is designed to fit the game and the game mechanics.
Objectives are the goals for the player to achieve in the game. The player could receive rewards for completing these objectives, incentivising their effort. Objectives give the player a path to follow throughout the game.
Games utilise rules and restrictions to ensure the game is played the way it was intended to. For example, invisible walls and boundaries are placed in games to keep the player from entering somewhere unintended. Mechanics and gameplay elements can restrict the player, influencing the player’s experience.
Dramatic Premise is the story that the player can follow and engage in. A story is important because it tells the player why they must achieve their goal and gives context of who the characters are. A story can really make the world designed feel alive and engaging.
Challenge is the obstacles that stand in front of the player. The player must face these challenges to progress further into the game. For example, challenges can be enemies or physical obstacles for the player to create a fun experience. The player will be challenged and then often rewarded in the game, giving a reason to overcome them.
Game Prototype Ideas
The Player
The player is a caveman, looking from behind with a 3D perspective. The player is always running forward. The player can jump and move left and right to avoid obstacles so that they can keep playing. Upon hitting an obstacle the player’s score will be recorded and stored on a leaderboard. The player can then retry from the beginning of the level with a score reset.
Objectives
The player must run away from a dinosaur and avoid obstacles to get the highest score they can. The player can collect items in the level that add more points to their overall score. The player can keep trying to beat their high score that will be saved on a leaderboard.
Challenge
The player runs faster over time, with more obstacles for the player to avoid. The player can die if they hit an obstacle. Upon death, the player has to start again from the beginning and their score resets. The player can collect items in the level that add more points to their overall score.
Rules/Restrictions
The player can only run forward so that they follow the intended path
The player can’t stop moving forward
Upon hitting an obstacle the player dies
The player can respawn upon death
After respawn they start at the beginning of the level
The player can respawn infinitely
The player can jump over obstacles
There is a wall on either side of the level so the player can't get out of bounds
Story Premise
A dinosaur is chasing a caveman and he must jump over and avoid obstacles to escape it. The caveman wakes the dinosaur up, causing it to become angry and hostile.

Endless Runner Game Prototype
Project 4 Reflection
I have made a prototype endless runner level using Unreal Engine that shows off core principles of games design using video tutorial resources. I then used custom assets to make the level fit the design I had planned out on a concept document.
Before I started creating the level using the Unreal Engine, I felt nervous and unprepared because I had little experience with the engine and level design. During creation of the level, I felt relieved because the tutorial video resources were very easy to follow and helped me understand how to use the engine more. After, I felt worried because the final version of the level was very different to what I had planned it would be.
The level works well, and the player can jump, move left and right smoothly and without issue. The level is also completely random, with every part (floor, coins and obstacles) spawning randomly. The coins pickups are distinguishable and there is a satisfying sound cue for when a player hits them. There is also a counter on the HUD that keeps tally of how many the player collects. The obstacles on the level provide a challenge for players when they try to collect the collectables. When a player hits an obstacle or wall they die and they automatically respawn, then the level and coin tally reset. When the player dies a visual effect of an explosion cues and an explosion sound cue is played, this makes dying more fun and light-hearted. The level doesn’t always just go straight, corner floor pieces can spawn. When a player turns a corner there is a box collision that allows the play to turn ninety degrees, so that they will face the right way. There is also ramp pieces on the level for the player to run up, adding variety to the course. In addition, the player is constantly moving forward so that they will always stay on the set level. After, I made the level I added assets to the course and a character mesh asset so that the prototype looked more like the original concept idea.
The character has no jump animation and when the player tries to jump it looks unnatural and unprofessional. Also, the ramp pieces on the level have no walls on the side so the player can fall of the level, which I didn’t intend. In addition, the final version of the level is very different to the original concept because I couldn’t find assets to fit it and some of the mechanics I had originally planned were to complex for me to add.
The video tutorial resources helped a lot when creating the level, they showed me how to set up the game mechanics, the level pieces and assets. This was helpful because I didn’t have a lot of experience with Unreal Engine, and I didn’t know how to do those things. Also, I found assets on the Unreal Marketplace that I used so that I didn’t have to spend time to provide my own. The problem with the ramp having no wall is that the player can get out of the boundaries of the level, and it ruins the gameplay experience for the player as they can’t respawn. This problem occurred due to lack of preparation because I didn’t have time to go and fix it due to bad time management.
The experience was positive because I learned how to come up with concept ideas for a prototype game and then try to create it. The project helped me improve at using Unreal Engine and I learned more about how the software works. This also helped me to consider the importance of level design in games. These skills can be used in the future if I develop a game or prototype using Unreal Engine. Being able to come up with game concept ideas could be used If I was going to plan out a game before the production of it.
The next time I work on a project on Unreal Engine I will consider the game concept document, to see if I can get assets and set up the mechanics before I start. This will make sure there are no issues with the final version being straying away from the original concept ideas. I could also practice using Unreal Engine so that I could get familiar with how it works so that I don’t have to rely heavily on tutorial resources. I could seek advice from someone with more experience using Unreal Engine, this will make the experience more organised and smoother.