How game layouts environments and maps have evolved
Hook: Hello, are you curious on the development of maps? Are you intrigued by graphics? Then look no further than my research because here I'm going to talk about research from other games my own personal research and predictions and conclusions in the game industry.
Introduce: game maps are the skeleton structure of a game and is the main part of a game where the player can play the game and wonder around and collect objectives
Why does the evolution of maps matter:
It matters because it shows the progression of development in graphics and different types of hard drives and development in technology and the increase in knowledge and the modern technology is used in other ways of life as well for example Nvidia using the technology on self-driving cars and the evolution in certain game engines as well to make the creation of maps to happen in the first place.
What's the purpose of your research:
To show how maps have developed and how technology have influence future designs and how we evolved from previous technology and how and what significant people are involved and the development in the creation of game engines as well as the maps
Origins:
For the first game: The first game was made by William Higinbotham, and it was called tennis for two in 1958 and was made with an analog computer
In 1962 spacewars was made by Steve Russel it was made on a Dec PDP-1 Minicomputer and you would control the ship
"The game features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star. Both ships are controlled by human players. Each ship has limited weaponry and fuel for maneuvering, and the ships remain in motion even when the player is not accelerating. Flying near the star to provide a gravity assist was a common tactic. Ships are destroyed when they collide with a torpedo, the star, or each other. At any time, the player can engage a hyperspace feature to move to a new and random location on the screen, though in some versions each use has an increasing chance of destroying the ship instead."
The Atari 2600 came out in 1977 it was developed by Nolan Bushnell the first successes came from the space invaders game that made over $100000000 was developed by Rick Maurer
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as "The Brown Box."
Baer, who's sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972."
In terms of game engines:
"Strictly speaking, game engines did not exist prior to the '90s. Before the advent of such software applications, games had to be designed from the ground up, and very little of the code base could be reused when deploying games on multiple platforms. Games for the Atari 2600 – a major game console released in the '70s – were coded using assembly language specific to the console."
"Super Mario Bros (1985) is arguably the first console game to be made by reusing a critical piece of code – Shigeru Miyamoto's team had written the code to enable smooth side scrolling for their 2D racing game Excitebike (1984), and their code was reused in the making of the first Super Mario Bros game, allowing Mario to smoothly move across the screen and even accelerate from a walk to a run. This was an important inflection point in game development, considering that much of the first Mario game had to be designed by hand, on graph paper, and the platform for which it was built, the Nintendo Entertainment System, used assembly language, limiting code reuse. Despite this, the developers managed to re-implement the Excitebike code for the Mario game."
"Garry Kitchen's GameMaker (1985), released by Activision for various home computer systems, was the first integrated development environment for making games, and can be considered a proto-game engine. GameMaker allowed users to create background graphics, movable objects known as sprites, sound effects and in-game music, and also included a game programming language that allowed the developer to code more features. GameMaker's versatile programming language set it far apart from other game creation systems of the time."
"The first game engine as we understand the term today was not the Doom engine, but an earlier code base created by id for the production of a new game trilogy for their Commander Keen franchise."
"The developer found a much more receptive audience for the Doom engine – after all, it had powered a massive hit, and was hence licensed by several companies, leading to the release of games such as Heretic (1994), Hexen: Beyond Heretic (1995) and Strife: Quest for the Sigil (1996). Developers using the Doom engine added their own graphics, characters, weapons and levels—the "game content" or "game assets" were unique to the developer, but the technology that powered the game was id's engine."
"Soon after Doom, id released the Quake engine (1996), which featured true 3D real-time rendering and support for 3D hardware acceleration. The engine also used a dynamic shader for moving objects and a static lightmap for stationary bodies. Quake (1996), which was made with the engine, is yet another milestone in gaming."
Bethesda had earlier attempted a true 3D engine of its own, called XnGine (1995), which suffered from bugs and stability issues. Eventually, Bethesda achieved success with the engine by creating the huge, procedurally-generated world of The Elder Scrolls II: Daggerfall (1996), but would eventually abandon XnGine for NetImmerse (1997), the predecessor to Gamebryo.
"The developers at id then outdid themselves with id Tech 3 (1998), an upgraded version of the Quake engine that would later power games such as Medal of Honor: Allied Assault (2002) and Call of Duty (2003), and would be licensed to several developers."
History of unreal engine:
Started in 1998 for 1st person shooter games and is now written in c++ and supports desktop mobile console and virtual reality. The latest version was made in 2022whats called unreal engine 5 its source code is GitHub and gives 5% to epic games to have Fortnite on a epic games, in 2014 unreal was called the most successful video game engine back in 2014.Unreal engine was made by Tim sweeney in 1995 it was supported by windows Linux mac and Unix epic. Unreal 2 was able to support PlayStation 2 Xbox GameCube consoles for the 1st time and it was released in 2002 and was last updated in 2005.Unreal engine 3 it introduced Multithreading what's a CPU what helps when multitasking multiple screens at the same time and its use is having multiple servers renders graphics and gaming used for data analysis and real time systems like operating and embedded devices. Also, it used Microsoft direct 9 what had realistic graphics at the time. Engine 4 included blueprints for the first time was released in 2014 and was the 1st to be downloaded for free. Engine 5 what has a Nantine what ray traces reflections and increases the level of detail in graphics this was released in 2022 and was used for making deep rock Galactica
History of Unity:
2005(unity 1.0):
The Unity game engine launched in 2005, aiming to "democratize" game development by making it accessible to more developers."
Shown at the world wide developers conference by Scott Forstall on the mac OS X
2006:
Unity was named runner up in the Best Use of Mac OS X Graphics category in apples design awards. "Unity was initially released for Mac OS X, later adding support for Microsoft Windows and Web browsers."
2007(unity2.0):
Added 50 new features : "DirectX support was added in 2.0." "The release included an optimized terrain engine for detailed 3D environments, real-time dynamic shadows, directional lights and spotlights, video playback, and other features." "The release also added a version control system to allow developers to collaborate more easily." Included network layers for developers so they would be able to create multiplayer games
In 2008 when the app store came out it was supported by unity
Unity 2.5 come out in march of 2009 and added and editor for windows
2010(Unity 3.0):
Launches in September of 2010 included game console ,Supported android and also featured "Illuminate Labs' Beast Lightmap tool, deferred rendering, a built-in tree editor, native font rendering, automatic UV mapping, and audio filters, among other features.
2012: VentureBeat wrote, "Few companies have contributed as much to the flowing of independently produced games as Unity Technologies. More than 1.3 million developers are using its tools to create gee-whiz graphics in their iOS, Android, console, PC, and web-based games. Unity wants to be the engine for multi-platform games, period." A May 2012 survey by Game Developer magazine indicated Unity as its top game engine for mobile platforms." Unity 4.0 (2012)
Added directX 11 and adobe flash a new amination tool called mecanim and access to linux previews. Facebook included a developer kit for unity in 2013 the tool tracked allowed advertising for campaigns, users were directly linked from social media posts to specific portions within games, and easy in-game-image sharing. Facebook developed a new PC gaming platform with Unity. Unity provided support for Facebook's gaming platforms, and Unity developers could more quickly export and publish games to Facebook.
Unity 5 (2015): The Verge said of 2015's Unity 5 release: "Unity started with the goal of making game development universally accessible. [...] Unity 5 is a long-awaited step towards that future.". With Unity 5, the engine improved its lighting and audio. Through Weblog, Unity developers could add their games to compatible Web browsers with no plug-ins required for players. Unity 5.0 offered real-time global illumination, light mapping previews, Unity Cloud, a new audio system, and the Nvidia PhysX 3.3 physics engine. The fifth generation of the Unity engine also introduced Cinematic Image Effects to help make Unity games look less generic. Some gamers criticized Unity's accessibility due to the high volume of quickly produced games published on the Steam distribution platform by inexperienced developers. Former CEO John Riccitiello said in an interview that he believes this to be a side-effect of Unity's success in democratizing game development: "If I had my way, I'd like to see 50 million people using Unity – although I don't think we're going to get there any time soon. "I'd like to see high school and college kids using it, people outside the core industry. I think it's sad that most people are consumers of technology and not creators. The world's a better place when people know how to create, not just consume, and that's what we're trying to promote.
Annual releases (2017–2023)
December 2016 announced that they would change the numbering system of unity
5.6 in 2017 featured a real-time graphics rendering engine, colour grading and worldbuilding, live operations analytics and performance reporting. Unity 2017.2 also integrated Autodesk's 3DS Max and Maya tools into the Unity engine for a streamlined asset sharing in-game iteration process.
Unity 2018 featured the Scriptable Render Pipeline for developers to create high-end graphics. This included the High-Definition Rendering Pipeline for console and PC experiences, and the Lightweight Rendering Pipeline (later renamed to the Universal Render Pipeline) for mobile, virtual reality, and augmented reality. Unity also included imitation learning where the player can learn habits from magic leap what was a template for developers. C# was released as reference only in march 2018.
2020: Had 1.5 billion devices with unity installed 50% games used unity are mobile more 3 billion games what have unity are installed per month with 15000 new projects started daily and the most important games include Pokémon go Activision and call of duty mobile. Unity introduced the Mixed and Augmented Reality Studio (MARS), which provides developers with additional functionality for rules-based generation of augmented reality (AR) applications. Unity released Unity Forma, an automotive and retail solution tool. Unity announced the Unity Editor will support Apple Silicon. The first beta version shipped later that year.
2021: Unity's Visual Scripting system, a new multiplayer library to support multiplayer games, improved Il2cpp runtime performance, Volumetric clouds for the High Definition Render pipeline. Shadow caching and Screen Space Global Illumination for HDRP. For the Universal Render Pipeline it added new features such as point light shadows, Deferred renderer and general core engine improvements and fixes. Full Apple Silicon support was also added in Unity 2021.2.
2022: Unity Hub support for Apple Silicon editors arrived in version 3.0
implementing visual search queries and multi selection in the package manager. For 2D projects, changes focused on accelerating core software, import, animation, and physics. Sprite atlasing was revised. Support for PSD extension files and layer management were added to the 2D PSD Importer, and Delaunay tessellation for 2D physics was added.
2023: Unity announced that the next version of the engine would be called Unity 6, reverting to the previous version numbering convention.
2024: Unity 6 launched on October 17, 2024, with new features including new generative AI tools called Unity Muse and Unity Sentis.
Unity also announced plans for a revised licensing agreement, including a runtime-feeIn response to backlash, Unity cancelled this runtime fee in September 2024.
Compare old vs new (deep rock and the original fallout)
Fallout upgrade system is called SPECIAL where you can increase stats like strength luck and intelligence for example, for deep rock there's not a name for it other than the weapon upgrade and perk system the perk system you can get different perks like if you go down you can go back up if you get red sugar (the health) you can stay up but you can only use it for the one mission the one for weapons are based on levels and the forge where you can make overclocks.
Technology:
Deep rock used unreal engine, but the fallout was developed by Interplay Entertainment.
"Fallout was developed by Interplay Entertainment, a US-based video game developer and publisher. Founded in 1983 by Brian Fargo, Troy Coleman, and Brent Dunn, Interplay was known for its RPG expertise and iconic titles such as The Bard's Tale and Wasteland. Fallout was announced in 1995 and was initially developed by a team led by project director Tim Cain and programmer Scott Campbell. Cain, who would later go on to play a key role in the development of the second game, was a huge fan of Westerns and wanted to create a game set in a post-apocalyptic Wild West. The game was heavily inspired by the 1955 book "On the Beach" and other post-apocalyptic novels.
Released in 1997, Fallout received critical acclaim for its depth, complexity, and sense of exploration. The game's world was crafted by a team of around 40 people, with each team member bringing their unique skills and experiences to the project."
Deeprock zones:
Hoxxes:
It's a planet what have dangers like electromagnetic storms gravitational anomalies tectonic instability and seas of sulfuric acid.
Crystalline Caverns: It has worthless purple crystals and electric crystals as well what are blue however it's the only source of natural light in the area.
Salt pits: Have lots of red salt crystals and usually the main objective here is to collect glyphid eggs
Fungus bogs: It's a jungle with giant mushrooms pools of thick goo and poisonous fungus spores that release deadly vapours
Radioactive exclusion zone: Contains volatile radiation that glows green creatures here have evolved to adapt to this area and has fleshy tumours on the wall and there can be scattered tunnels.
Dense biozone :Has deadly plant life the cave has a coral formation.
Glacial strata: Its sub zero temperatures oppressive blizzards and the creatures here have adapted to living in these conditions
Hollow bough: Includes sharp vines has a lack of natural life however there's a unique wasp that lives here.
Azure weald: It has big open areas with pink and blue plant life what emits light on the colour of the plant.
Magma core: Is home to explosive plants maggots' lava and earthquakes and has dangerous hot rock underneath the ground.
Sandblasted corridors: It's a sandstone biome easy to tunnel but dwarfs still need to have caution.
Fallout areas:
The glow:
Exterior: "Three charred corpses lie around the crater. The location is extremely irradiated and a rope can be attached to the steel beam in order to enter the facility."
Level one: "The body of Sergeant Allen is found here in a suit of T-51b power armor. On his person was a holodisk that the Vault Dweller can use to become an initiate of the Brotherhood of Steel."
Level two: "On a burned corpse in the northeast corner, a Red Pass Key can be found, granting access to other levels."
Level 3: "This level connects two different lifts providing transportation between the levels of the facility."
Level four: "This level houses the mind of The Glow, ZAX. This supercomputer oversaw all research and development that took place in the base, in addition to performing the routine checks. The body of Charles Ringhold lies in one of the laser labs, carrying a Blue Pass Key."
Level five:
"The labs are sealed and protected by three robot checkpoints."
Level six:
"One of the power generator's fuses have failed, powering down the entire base. The body of one of Allen's comrades lies in one of the rooms."
The cathedral:
"The Cathedral, occasionally called the Cathedral of Happiness, is the holiest site of the Children of the Cathedral and the seat of power for Morpheus and other leaders of the faith. It doubles as a facade for the Los Angeles Vault, concealing the Master's headquarters.
In Fallout, the Cathedral can be found one square west and nineteen squares south of Vault 13, or just south of the Boneyard. It was destroyed in a nuclear detonation on March 3, 2162."
Location:
It is due south of the centre of the city, on a small peninsula. The building faces southeast. There are small destroyed urban buildings mere yards from the Cathedral. Due to the erosion of the shoreline, the ocean is nearby.
Youths from the Cathedral sometimes visit a grove across town, where they pick ragged little white flowers they call Unity Roses.
Exterior:
"Rising above the sprawling ruin of the Boneyard, the Cathedral is almost pristine. Its stark art deco architecture looms imposingly over the nearby streets, cutting a distinctive silhouette with its flawless, rounded symmetry. Above the ornate entryway is a sculpture of a helmeted, armored angel posing defiantly, its mighty arms extended with palms out as if resisting two forces. Behind these arms, intricate inorganic wings extend upwards, again perfectly symmetrical. The figure is androgynous and depicted from the waist up.
Behind the figure is a large stained glass window which seems to stylize a nuclear symbol as a sun. The central doorway is immediately beneath the figure's chest. There are three doorways, and the doors are intricately carved. The whole structure is covered with fine etchings and intricate patternwork. Huge red cloth tapestries hang from the exterior of the structure."
Boneyard:
Adytum:"The first location on entering the Boneyard is Adytum, one of its most important settlements. It is an enclosed community, surrounded by barbed wire and seemingly protected by a militia called the Regulators. In 2241, after the Boneyard became one of the states of the NCR, the Adytum was renamed the New Adytum."
Downtown:"Downtown is home to a nightclub, which was used in 2161 as a living space by the Blades and their friends."
Fortress: On the eastern outskirts of the city lies the Gun Runner factory, where they first settled as weapons manufacturers around 2161. Surrounded by a moat of radioactive fluid, the Gun Runners sell high quality firearms and ammunition, but are limited in their trading due to the nest of deathclaws to their west.
Library: A former public library lies west of Downtown, home to the Followers of the Apocalypse, a peaceful community that migrated into the city sometime before 2161 and settled in the library, dedicating themselves to spreading enlightenment and preventing war. By 2281, they established a Medical University within city limits and are single-mindedly dedicated to spreading knowledge across the wastes.
Deathclaw warehouse: "Between Downtown and the Fortress lies a destroyed warehouse, that was once home to the Rippers, before deathclaws wiped them out and occupied the building as their lair, becoming a scourge on the area by 2161."
Map comparison:
Deep rock galactic: was made with unreal engine and the design is modern and has cartoony graphics and has objectives in the map with secondary's you enter a map with a drop pod and also there's a protect the escort called Dorreta where you protect a drill going to the dig site I'm talking about the escort mission because how different in terms of graphics they look what is linked to how the game is made, and also you can mine for gold or crystals
Fallout one:
Was made by interplay the maps are very different like its in 2d however there were games like doom what were 3d, other differences are that its less bright and more gloomy and not cartoony, another thing is that its more blocky but that comes with the graphics because older games are more pixelated with some of the graphics that come with the game and that makes how the mob looks for example the deathclaw looks completely different to Dorreta from drg
Future: I think the future of maps is simple with the new technologies that are coming like the new Invidia graphics card being the new Geforce RTX 50 or if it's a new generation in terms of consoles and the only way that companies will have problems either making maps or new graphics for games or a new game engine will be glitches what always happens in new things but would eventually get fixed.
Impact on my practice: I think I can use game maps like deep rock galactic as inspiration but I think knowing where what is different compared to now and then in terms of game engines because I have made maps myself in previous projects and it can effect on how I look on making new games in the future with the trend of having your game look cartoony and have some kind of combat system is the current trend in terms of deep rock.
Things that I have learnt:
I have learnt things like the history of certain game engines like unity and unreal engine as well as the engine what was used for the original fallout and the evolution of the devices and graphics up until today what has changed like the older games were more pixelated compared to today and less bright and cartoony and the mobs look scarier because of the cartoony aspect.
Personal insight:
My relation to game engines and maps is in 2023 where I used it for the first time where I was told to create a boss fight arena, and I used things like rocks to create a cave with a skeleton as the main boss with crystals what used his powers. The project after was a tutorial where dan told us to go on YouTube and look up tutorials on how to code a character and I ended up completing it with the character and with a boss. The next one was a RPG map where it's a village with a river and a boat where it's all medieval. Another is my Final major project from last year was a horror project where it's a massive forest it was based on Slenderman, and we incorporated music into the game as well because it was a group effort. This year I have made a zombie game based off Shaun the dead because it was based on what the audience enjoys being comedy and action games so I thought that would be the natural fit for both things.
Future:
In the final major project, I will be using blender because it would reduce risk of errors because it would be my character and my map, and another thing would be I wouldn't need to rely on others to give me characters from the unity asset store.
Blender:
Why am I using blender, I'm using blender because like I said before there's less chance of errors because I would be the one making the code and map and the reason why it would reduce risk is that I would be overlooking the entire project and would specifically identify what's wrong.
Why unity:
Because it's the only game engine I used previously I thought that unreal engine cost money but it doesn't but it would take more time to get use to it rather than going with unity what I know.
Critical:
My personal negative of unity is when starting or even now is how fidgety the error codes and the fact if you don't have a backup your work could potentially just disappear just because you downloaded an item off the unity asset store and there's a lack of protection and when asking the unity help team it took them months to come back to respond where at that point I already completed it.
Critical (secondary source):
Memory
Hogs: Unity has a reputation for consuming high amounts of memory, leading
to performance issues and debug challenges. Large game assets can
cause slow performance, while long asset lists can crash the engine.
This may be a problem for players with lower-end hardware.
Stability and Bug Issues: Unity, like any software, can have bugs. Rendering
and physics errors may occur, making it frustrating to work on complex
scenes.
Limited Caching: Caching allows assets to load quickly by storing them
locally. Unity has limited caching capabilities, making it slow to reload
levels or game assets.
Suboptimal Performance
Performance can vary greatly, depending on the complexity of the project, hardware capabilities, and settings. For example, Complex scenes: Can lead to slow loading times, performance drops, or even crashes, High-quality graphics: May require high-end hardware for smooth rendering, Physics-enabled scenes: Can cause additional performance hiccups and Animation-heavy scenes: May suffer from choppy framerate.
Debugging Issues
Log Output Overwhelming: Endless logging can clutter the output window, making it difficult to identify crucial issues and Frame Pacing Problems: Discontinuous frame updates can disrupt rendering, affecting gameplay quality.
Limited Tools and Support
Limited 2D and 2.5D Support: While Unity offers 3D capabilities, its 2D support is still evolving and may have limited features.
Cons of Unreal Engine
For the working of Unreal Engine, you need a licensed copy for working and even have to pay the five percent tax after your game will be profitable. A second negative is that creating simple games in unreal engine is not suitable. Even for the short-term tasks, the unreal engine cannot be used. For the projects which have a long life, unreal engine is best for them but the cost of such job will be much senior to another source. Thirdly For a single person, this game is not suitable. Fourthly, Carefully choose the team that is for dealing there should be a proper selection process keeping all the essentials in mind and experts in Unreal Engine are much less.
1.2 apply knowledge of critical perspectives to inform own practices:
My perspective on fallout one it's a 2d map game what I haven't really been involved with so I cant really relate other than researching the themes and I would know this type of game would be targeted to young adults with the game being heavily action based and the map being gloomy what is something you would link to games relating to what young adults enjoy. With modern example I used in deep rock I have more of a personal perspective especially that it was made with unreal 4 even though my experience is with unity but its more modern than what was used with fallout one and its 3d unlike fallout one because most of the games I have made are 3d and a personal improvement on deeprock is that the maps are too repetitive at times and for example any missions what include a resource to mine it takes ages for the last ones.
Technology shifts:
Technology shifts will affect me especially when learning something new because if I want information and the unity has changed the settings around it would be harder to follow tutorials for example however it would most likely mean a improvement on things like the ability to increase the graphics and the improvement things like frames per seconds (fps).
(Team, 2025)
Team, S. (2025). What are the cons of Unity engine? - SplicedOnline. [online] SplicedOnline. Available at: https://splicedonline.com/what-are-the-cons-of-unity-engine/ [Accessed 12 Mar. 2025].
(deeprockgalactic.wiki.gg, n.d.)
deeprockgalactic.wiki.gg. (n.d.). Deep Rock Galactic Wiki. [online] Available at: https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki.
(Wikipedia, 2023)
Wikipedia. (2023). Coffee Stain Studios. [online] Available at: https://en.wikipedia.org/wiki/Coffee_Stain_Studios.
(Fcp, 2020)
Fcp (2020). [INTERVIEW] Discussion With The CEO Of The Studio Behind Deep Rock Galactic - NoFrag. [online] NoFrag. Available at: https://nofrag.com/interview-
discussion-with-the-ceo-of-the-studio-behind-deep-rock-galactic/?utm_source=chatgpt.com [Accessed 17 Jan. 2025].
(Unreal Engine, 2019)
Unreal Engine (2019). Deep Rock Galactic | Project Spotlight | Unreal Engine. [online] YouTube. Available at: https://www.youtube.com/watch?v=8peazFYtdHY [Accessed 17 Jan. 2025].
(Wikipedia Contributors, 2019)
Wikipedia Contributors (2019). Unreal Engine. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Unreal_Engine.
(IMDb, 2020)
IMDb. (2020). Deep Rock Galactic. [online] Available at: https://www.imdb.com/title/tt14906734/?ref_=nm_flmg_job_1_cdt_t_19 [Accessed 23 Jan. 2025].
(Pacagma, 2020)
Pacagma (2020). Deep Rock Galactic - Jukebox All Songs 2018-2020. [online] YouTube. Available at: https://www.youtube.com/watch?v=ZsRscxCG07w [Accessed 23 Jan. 2025].
(Steampowered.com, 2020)
Steampowered.com. (2020). Deep Rock Galactic - Behind the Soundtrack - Steam News. [online] Available at: https://store.steampowered.com/news/app/548430/view/2185879391034297611 [Accessed 23 Jan. 2025].
(Ghost Ship Games, 2023)
Ghost Ship Games (2023). Deep Rock Galactic - Into The Abyss (Original Soundtrack Vol. I). [online] YouTube. Available at: https://www.youtube.com/watch?v=oFVF5EndMcs [Accessed 23 Jan. 2025].
Deep Rock Galactic - Vlog#2
(Balasubramanian, 2022)
Balasubramanian, K. (2022). Game Engines: All You Need to Know. [online] Gameopedia. Available at: https://www.gameopedia.com/game-engines-all-you-need-to-know-about/.
(History.com Editors, 2022)
History.com Editors (2022). Video Game History. [online] History.com. Available at: https://www.history.com/topics/inventions/history-of-video-games.
(Wikipedia Contributors, 2018)
Wikipedia Contributors (2018). Spacewar. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Spacewar.
(Wikipedia Contributors, 2019)
Wikipedia Contributors (2019). Tennis for Two. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Tennis_for_Two.
(Wikiwand.com, 2021)
Wikiwand.com. (2021). Unity (game engine) - Wikiwand. [online] Available at: https://www.wikiwand.com/en/articles/Unity3D [Accessed 29 Jan. 2025].
A Gamer Girl (2024). Who made the original Fallout games? - Games Learning Society. [online] Games Learning Society. Available at: https://www.gameslearningsociety.org/who-made-the-original-fallout-games/ [Accessed 30 Jan. 2025].
(A Gamer Girl, 2024)
to, C. (2025). Fo1 World Map. [online] Fallout Wiki. Available at: https://fallout.fandom.com/wiki/Map:Fo1_World_Map? [Accessed 31 Jan. 2025].
(to, 2025)
NVIDIA. (2025). NVIDIA GeForce RTX 5090 Graphics Cards. [online] Available at: https://www.nvidia.com/en-gb/geforce/graphics-cards/50-series/rtx-5090/.
(NVIDIA, 2025)
to, C. (2024b). Deathclaw. [online] Fallout Wiki. Available at: https://fallout.fandom.com/wiki/Deathclaw_(Fallout).
(to, 2024b)
(www.newgenapps.com, n.d.)
www.newgenapps.com. (n.d.). Unreal Engine Review: Pros, Cons, and Suitability. [online] Available at: https://www.newgenapps.com/en/blogs/unreal-engine-review-pros-cons-and-suitability.





"Mysterio's Illusion Challenge"
"Mysterio's Illusion Challenge is a mind-bending experience that will test your perception and leave you questioning reality."

"Web-Slinging Adventures"
"Web-slinging adventures take you on a thrilling journey through the city as you swing from building to building like a superhero."

"City of New York"
The City of New York is a bustling metropolis known for its iconic landmarks, diverse culture, and fast-paced lifestyle.

"Ultimate Spiderman Showdown"
"Ultimate Spiderman Showdown is an epic battle between the web-slinging hero and his arch-nemesis, filled with action, suspense, and high-stakes drama."