How to fail the exam Paul Taylor 2009. ALLOWABLE MATERIALS Programmable or non-programmable...
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Transcript of How to fail the exam Paul Taylor 2009. ALLOWABLE MATERIALS Programmable or non-programmable...
![Page 1: How to fail the exam Paul Taylor 2009. ALLOWABLE MATERIALS Programmable or non-programmable calculator Unmarked, non-electronic English dictionary Ruler,](https://reader035.fdocuments.in/reader035/viewer/2022062407/56649e745503460f94b74ce8/html5/thumbnails/1.jpg)
How to fail the exam
Paul Taylor 2009
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ALLOWABLE MATERIALSProgrammable or non-programmable calculator Unmarked, non-electronic English dictionaryRuler, compass, coloured pencilsStudents permitted to bring a highlighter to highlight exam paper during reading
time. No writing is permitted during this time. INSTRUCTIONS TO CANDIDATESThis paper is worth 50% of the assessment in this subject, and students must complete
questions totalling at least 120 marks.Section A is CompulsoryThere are four (4) sections in this paper:
Section A contains fifteen (15) True / False questions and is compulsory. It is worth 15 marks.Section B contains two (2) questions and is compulsory. It is worth 30 marks.
Section B, C and D, students must choose questions totalling at least 60 marks from either or all of these sections.
WARNING: questions in Section D are very difficult!All answers must be in your script books. More credit will be given for completed
questions than for a large number of fragments. Incomplete fragments may be ignored and not marked.
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What sorts of games can be built?
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Mutators and Total Conversion Mods
What is the original name of Epic?
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UnrealScript
• How it compiles and runs• The Architecture of Mods and the Object
Hierarchy• Object and Actors, what is the difference?• What is the ForAll function?
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State Based Functionality
• States• Latent Functions
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Network Replication
• How it works!!!• When it is used• That’s about all really
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Lighting
• Pre or Post rendered?• How is it done?• Light Maps• The four types of light• The four surface properties• Texturing
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Materials
• What is a Material• How do textures get applied?
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Level Design
• What is the basic process of designing a level?• Artistic• Logical• Geometry• Texturing and Lighting• Zoning• Navigation Paths• Optimisation
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Class hierarchies and Architecture
• Know the basic structure of Unreal Class heirachy
• Know how mutators interact with these classes
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Zones Portals and AntiPortals
• Occlusion Zones• Know when and where to use them
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Your Assignment
• Don’t forget your assignment• Know what worked• What didn’t– How you balanced the game– What worked– What failed
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The End
Good Luck!