Unit 44 Games Engine & Scripting (F/618/7480) Assignment Brief 2026
| Subject | Unit 44 Games Engine & Scripting (F/618/7480) |
Unit 44 Games Engine & Scripting Assignment Brief 2026
| Qualification | Pearson BTEC Levels 4 and 5 Higher Nationals in Computing |
| Unit Number | 44 |
| Unit Title | Games Engine & Scripting |
| Unit code | F/618/7480 |
| Unit type | Unit level 5 |
| Unit level | 5 |
| Credit value | 15 |
Introduction
Professional game development typically represents a significant investment in time, effort, skill and money. This is further complicated by the generally increasing differences in hardware platforms (such as PCs, Mac, Xbox, PlayStation, tablets and other mobile devices). Before the use of a games engine, a developer would need highly-detailed and specific knowledge relating to the platform, device drivers and operating system calls. They would also need to be capable of writing efficient low-level maths functions to simulate physics, gravity, calculate trajectories and determine object collisions in 2D and 3D environments, including designing image transition algorithms. Using a games engine, a developer can implement more features more quickly and more effectively, and deploy them on more platforms than ever before. Despite using a games engine, however, there are still plenty of unique challenges to be solved.
This unit introduces students to the origin and evolution of games engines and their effect on game design. After being introduced to the core services of most engines and their advantages, students will evaluate a range of different engines and debate their features. While students assimilate, reflect on and consider the advantages and technical challenges of a games engine they will be issued with an existing Game Design Document (supported with all appropriate assets) and challenged with planning and using a specific engine to develop the design into a functional game. Students will review and reflect on the experience, and formally assess their functional game against the Game Design Document and user expectation.
Among the topics included in this unit are: games engine evolution and purpose, player expectation, types of engine, design documentation, research, system and user requirements, game design, ad management, monetisation, usage analytics, build services, graphics and animation, adding physics, storing world data, artificial and automated intelligence, collision detection, user interface and user control methods, gameplay, assets and asset management, hardware platforms, development tools and techniques, integrated development environments, scripting languages, debugging, testing, software versions and quality assurance.
On successful completion of this unit, students will be able to analyse the evolution, impact and possible future of games engines in terms of game development and expectation, evaluate the features and architecture of different games engines, use an existing Game Design Document (with assets) to synthesise key features of a selected games engine into a playable game, and assess and plan improvements to a playable game by evaluating its performance against its Game Design Document and user expectation. As a result, they will develop skills such as communication literacy, critical thinking, analysis, reasoning and interpretation, which are crucial for gaining employment and developing academic competence.
Learning Outcomes
By the end of this unit students will be able to:
LO1 Analyse the evolution, impact and possible future of games engines with regards to game development and expectation
LO2 Evaluate the features and architecture of different games engines
LO3 Use an existing Game Design Document (with assets) to synthesise key features of a selected games engine into a playable game
LO4 Assess and plan improvements to a playable game by evaluating its performance against its Game Design Document and user expectation.
Essential Content
LO1 Analyse the evolution, impact and possible future of games engines with regards to game development and expectation
Evolution of games engines:
Identify what a games engine is by researching the purpose and history of games engines.
Assemble and evaluate a timeline illustrating milestones and linking the release of pivotal games with the development and use of games engines.
Future of games engines with regards to games development and expectation:
Research, debate and agree current gaming trends.
Discuss the evolution of player expectation and its influence and effect on games development.
Analyse trends, predict a possible future for games (short-, mid- and long term), including the development and use of games engines.
LO2 Evaluate the features and architecture of different games engines
Features and architecture of a games engine:
Discuss the core features of games engines, including ad management, monetisation, usage analytics, build services, multiplayer support, developer collaboration, debugging, 2D and 3D graphics and animation services, particle and lighting systems, physics and database services, multiple language support, virtual reality, artificial and automated intelligence, collision detection, user interface and user control methods.
Investigate the implementation and technical challenges associated with identified features.
Discuss game engine architecture, including game and update loops, assets and memory management, graphics manipulation, scripting, collisions and physics engine, math libraries and user interface.
Evaluate a range of different types of published games, including the type of features commonly embedded in each.
Evaluate the strengths and weaknesses of a range of games engines.
LO3 Use an existing Game Design Document (with assets) to synthesise key features of a selected games engine into a playable game
Game Design Document with games engine features:
Evaluate existing Game Design Document with the features of a specific games engine to create a development plan.
Peer review development plan, including communicating effectively and defending ideas and reasoning.
Modify plan to reflect any new insights or considerations.
Creating and testing a playable game:
Use the Game Design Document (with assets) with the development plan to create a playable game.
Adopt an appropriate level of testing to identify, debug and fix issues.
LO4 Assess and plan improvements to a playable game by evaluating its performance against its Game Design Document and user expectation
Performance of a playable game:
Analyse factors that influence the performance of a playable game in terms of game genre, style and player expectation.
Undertake a critical review of the performance and development of the game against all identified factors, including use of any games engine features.
Critique the overall success of the game and identify any new areas of personal insight.
Planning improvements to a playable game:
Evaluate the overall strengths and weaknesses of the game against its Game Design Document.
Discuss and plan in detail possible revisions (including implementation) in terms of improving game performance.
Learning Outcomes and Assessment Criteria
| Pass | Merit | Distinction |
| LO1 Analyse the evolution, impact and possible future of games engines with regards to game development and expectation |
LO1 and LO2 D1 Critically analyse each of the games engines evaluated. |
|
| P1 Compare different games engines and explain how their evolution has impacted on game design and development.
M1 Discuss the origin, type and chronological evolution of games engines, associating them with influential titles that had a significant impact on video game design and development, and explain how this affected player expectation. M2 Provide evidence of current gaming trends and technology and use it to predict the future of games engines, explaining how this could affect designers, developers and gamers. |
||
| LO2 Evaluate the features and architecture of different games engines |
|
|
| P2 Compare the features of different games engines and explain the purpose and operation of each feature.
P3 Review different published games and determine the types of features embedded in each game against the features available in a selected games engine. |
M3 Evaluate the features and architecture of different games engines and explain, giving technical detail, the purpose and operation of each feature.
M4 Use a selected games engine to create simple prototypes that demonstrate features commonly embedded in games. |
|
| Pass | Merit | Distinction |
| LO3 Use an existing Game Design Document (with assets) to synthesise key features of a selected games engine into a playable game |
D2 Improve the playable game by adding support for animation, sound, end of level detection, player victory and loss conditions, and level restarting.
|
|
| P4 Using an existing Game Design Document plan the development, testing and review of a playable demo, documenting feedback given.
P5 Use a Game Design Document, supported with a development and test plan and a selected games engine, to develop a playable demo. |
M5 Interpret peer-review feedback and identify opportunities not previously considered.
M6 Extend the playable demo into a game that supports splash screens, credits, scoring and losing player life. |
|
| LO4 Assess and plan improvements to a playable game by evaluating its performance against its Game Design Document and user expectation | D3 Critically evaluate the strengths and weaknesses of the playable game against player expectation and explain opportunities for improvement and further development. | |
| P6 Review the performance of the playable demo or game against the Game Design Document. | M7 Evaluate the strengths and weaknesses of the playable game against player expectation. | |
Recommended Resources
Textbooks
Gibson, J. (2021) Introduction to Game Design, Prototyping, and Development. New Jersey: Pearson Education.
Gregory, J. (2018) Game Engine Architecture. 3rd edn. United States: Taylor.
Madhav, S. (2013) Game Programming Algorithms and Techniques. USA: Addison-Wesley.
Nystrom, R. (2014) Game Programming Patterns. USA: Genever Benning.
Rogers, S. (2014) Level Up! The Guide to Great Video Game Design. UK: John Wiley and Sons Ltd.
Schell, J. (2014) The Art of Game Design: A Book of Lenses. USA: A K Peters/CRC Press.
Links
This unit links to the following related units:
Unit 42: Game Design Theory
Unit 43: Games Development.
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