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Game Design

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Game Design

11

Business and Management of Games

Game Design for Business

(2)

Game Team

• In the beginning

– One person was enough to create and program a game

Games were very small (4 to 30 KB)

• As computers grew, so did the size of games

– Teams of hundreds of designers, artists, programmers, QA analysts, etc.

• Team structure and responsibilities are very

complex

(3)

Team Structure

• Publishers and Developers

– Publishers usually finance, market and sell the game

– Developers are responsible for delivering the game

(4)

Team Structure

Image courtesy of [1]

(5)

Developer’s Team

• Small teams

– Everybody does everything

• Large teams and companies

– Well defined positions ad resposibilities

(6)

Game Designer

• In charge of the play experience

– Since play experience is linked to all aspects of the game (programming, art, etc), must collaborate with all other members

(7)

Game Designer

• Core tasks

– Brainstorm concepts – Create prototypes

– Playtest and revise prototypes

– Write/ update concept and design documents – Communicate vision for the game to the team – Create levels for the game

– Advocate for the player

(8)

Producer

• The project leader

– Team leader for developer’s team

– Communication between developer and publisher – Schedule and budget for the production from the

developer side

– Track and allocate resources as well as forecast

– Manage developer team to make sure deliverables are completed on time

– Motivate team and solve production related problems

(9)

Producer

• Game designers need to negotiate the design and scheduling details

– Realistic timetable – Realistic budget

– Good designers need to understand schedules and budgets

(10)

Programmer

• High- and low-level coders, network and

systems engineers, database programmers, computer hardware support, etc.

– senior programmer, lead programmer, and technical director, all the way up to CTO

(11)

Programmer

• Write technical specifications

• Implement:

Software prototypes Software tools

Game modules and engines Data structures

Management of communications

• Document code

• Coordinate with QA engineers

(12)

Visual Artists

• Character designers, illustrators, animators, interface designers, 3D artists

– Led by art director, senior art director, lead animator, etc.

(13)

Visual Artists

• Responsible for

– Characters

– Worlds and world objects – Interfaces

– Animations – Cutscenes

(14)

QA Engineers

• Create a test plan for the project

• Execute the test plan

• Record all unexpected or undesirable behavior

• Categorize, prioritize, and report

• Retest and resolve issues

(15)

Specialized Media

• Many roles are too specialized ton include in every team

– Writers

– Sound designers – Actors

– Martial arts instructors – Etc.

(16)

Level Designer

• Work in tandem with the designer to make levels fit with the theme of the game

– Implement level designs

– Come up with level concepts

– Test levels and work with the designer to improve overall gameplay

(17)

Publisher’s Team

• Usually are large corporations

– Thousands of employees

(18)

Producer

• Not directly involved in production, but has an interest in the success of the game

– Team leader for the publisher’s team

– Main communication link between the publisher and developer

– Schedule and budget for the production from the publisher’s side

(19)

Producer

– Track and allocate resources as well as forecast – Approve work accomplished by the developer so

milestone payments can be made

– Coordinate with internal executive management, marketing, and QA personnel

(20)

Marketing Team

• Find ways to sell the game

– A strong link to the demands of the customers

Focus groups

Common hardware of target audience

(21)

Other Roles from the Producer

• Upper management

• QA

• Usability team

– Evaluation of interfaces, user scenarios, usability test sessions, etc.

(22)

Communication

Image courtesy of [1]

The lines in the image represent communication channels

(23)

Stages of Development

Image courtesy of [1]

(24)

Stages of Development

• Concept/Contract

– Team, project plan, idea

• Preproduction

– Small team to test feasibility

– Will implement one level/ environment, with a focus on the differentiating risky features

– The most critical part of a project’s life

(25)

Stages of Development

• Production

– The longest and most expensive stage – The purpose is to get the Alpha code

No more features will be added

• QA

– Make sure that what features you have implemented are well polished

“70% of the quality of a game comes during this last 10% of development”, Steve Ackrich, Activision

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Stages of Development

• Production

– The longest and most expensive stage – The purpose is to get the Alpha code

No more features will be added

• QA

– Make sure that what features you have implemented are well polished

“70% of the quality of a game comes during this last 10% of development”, Steve Ackrich, Activision

(27)

Project Plan

Image courtesy of [1]

(28)

Bibliography

1. Fullerton, T., Game Design Workshop: A

Playcentric Approach to Creating Innovative

Games, CRC Press, 2014

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