GAME DEVELOPMENT ESSENTIALS An Introduction (3 rd Edition) Jeannie Novak
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1 GAME DEVELOPMENT ESSENTIALS An Introduction (3 rd Edition) Jeannie Novak FINAL EXAM (KEY) MULTIPLE CHOICE Circle the letter corresponding to the best answer. [Suggestion: 1 point per question] You ve already developed a game for the computer platform. Now, you plan to port the game to a console platform. What type of company would specifically need to be involved in this new version? a) licensor c) CGI house e) development studio b) publisher d) hardware manufacturer ANSWER = d You are developing a game adaptation of a well-known television series. What type of company would specifically need to give you permission to develop this adaptation? a) licensor c) CGI house e) development studio b) publisher d) hardware manufacturer ANSWER = a You started out as an independent developer producing and publishing original games for the computer platform. Your company was recently purchased by Activision and now it s developing titles published exclusively by Activision. Instead of an independent developer, your company is now a developer. a) 1 st -party c) 3 rd -party e) licensed b) 2 nd -party d) private party ANSWER = c Nintendo is a unique company in the industry because it produces, publishes and develops hardware for its own games. Nintendo is a developer. a) 1 st -party c) 3 rd -party e) licensed b) 2 nd -party d) private party ANSWER = a
2 You are working in the marketing department at Electronic Arts. Your supervisor has given you the task of putting together a special game signing event at the local Gamestop retailer. This type of marketing is known as: a) advertising c) public relations e) online community management b) promotion d) market research f) sales ANSWER = b You are working in the marketing department at Sony. You have been putting together a press kit for God of War III. The kit will be sent out to media outlets (e.g., reporters at newspapers, radio stations, television stations, online magazines) and you will be following up later on possible game reviews and interviews with the developers. This type of marketing is known as: a) advertising c) public relations e) online community management b) promotion d) market research f) sales ANSWER = c FILL-IN-THE-BLANK Supply the missing term by filling in the blank area in each of the following sentences. [Suggestion: 1 point per blank] A prosumer is a combination of a producer and a consumer. Unlike testing, quality assurance (QA) involves establishing standards and procedures for the development of a game. In a game involving player vs environment (PvE), developers must pay attention to developing characters that are controlled by the game otherwise known as non-player characters. You are primarily involved at the beginning of a game s development. One of your best skills is your ability to sketch characters and environments as other members of the team are coming up with game ideas. The name of your role/position is concept artist. You are primarily involved with developing the structure including storylines and gameplay -- associated with a particular game mission. You also develop maps associated with segments of the game world. The name of your role/position is level designer.
3 You ve already pitched your game project to a publisher, the project has been greenlit - - and you are now ready to begin to develop a detailed feature set for the game. You and your team finish a lengthy document that will be used to make sure all your team members are on the same page once you go into production. This document is called a game design document (GDD), and the development phase you re in is called the prepre-production phase. You have just finished the production phase of the development cycle, and you are ready to begin testing the game. Your first round of testing (often interior) is called the alpha phase. LIST & SHORT ANSWER List the items requested and provide short 1-3 sentence answers where necessary. [Suggestion: 5 points per question] What is usability and why is it important in game development? Usability corresponds to the functionality of a product. Since a game must work in order to be played, usability is an important feature of a game. What is machinima and how is it created? Machinima ( machine cinema ) is the integration of a game and a movie. Machinima is created by modifying (modding) a pre-existing game using a level editor and creating a linear movie. This technique is being used by independent filmmakers and animators. What is prosumerism and how is modding an example of it? Prosumerism occurs when players become co-developers of a product. Modding communities exist of players who modify pre-existing games with the use of level editors. The mods often include changes in design, art and programming. In essence, the players have actually become developers. What are 5 types of disabilities that need to be addressed when making a game interface compliant with accessibility requirements? Choose one of the disabilities and discuss how you would ensure that your game accommodated this disability. a) visual b) audio c) motor (physical) d) speech e) cognitive Answers to the second half of this question will vary based on each student s game idea.
4 What are the 3 phases of iterative design, and why is this process important in game development? a) design b) prototype c) evaluate Iterative design is important in game development because it allows for new builds and versions to be released to testers, who can provide continued feedback on the product until it reaches the final (gold) phase. Discuss 3 reasons why game audio is important. Students should provide any 3 of the following and provide rationales for their answers: a) atmosphere b) gameplay cues c) quality enhancement d) immersion e) interface reinforcement Why is it more difficult to be a voice actor in a game as opposed to other media (e.g., film/television)? Games are usually voiced out of context, which is partially due to the many story paths that can be taken through a game and the use of dialogue as a response to player triggers. Actors also must say one line in many different ways so that players experience variety in the game when dealing with NPCs. Due to all this, voice actors also often work alone and they don t have the privilege of bouncing lines off of other actors. What is the difference between looping and adaptive audio? Looping audio repeats in a never-ending loop, while adaptive audio changes based on the game environment and player triggers. What is the difference between a passive and active visual interface? A passive visual interface cannot be controlled by the player. It usually consists of a heads-up display (HUD) containing information and statistics. An active visual interface is interactive, meaning that players can click on components to control actions (such as moving, shooting, talking, and saving the game). What is the difference between game art and design? Game art involves a game s visual style and graphics whereas game design involves storytelling, character development, levels and gameplay. Game artists and designers are often part of different subteams. Game designers are more like writers and engineers, deciding what components should be included in an interface and how to structure levels. Game artists make sure that the levels and interfaces have a certain aesthetic and artistic style.
5 VISUAL INTERFACE DESIGN [Suggestion: 15 points] Your area of specialization is interface design, and you ve been given the task of redesigning an interface for a racing game. The only piece of information you have is that the vehicle in the game is a spaceship. You know the genre but you want to do something different with it. Below, sketch out an interface for this game (turn the page sideways if needed for the correct orientation) incorporating at least 2 traditional HUD elements and at least 2 additional components that are unique. Answers will vary. Students may choose any platform including mobile (smartphone, tablet, handheld), which may necessitate portrait rather than landscape orientation. Traditional HUD elements include score, lives & power, map, character (creation, skills & attributes, inventory), and start screen. Unique HUD elements might include time lapse, enemy tracking, and communication. PHYSICAL INTERFACE DESIGN [Suggestion: 12 points] Choose one of the games listed below and invent a unique physical interface for that game that would take the place of the current keyboard/mouse, console controller, or any peripheral device that s already on the market. Think of something that isn t obvious (e.g., steering wheel for a game involving driving vehicles). Justify your reasons for inventing this device. (Several of the games below are franchises. Indicate which version you ve chosen.) Advance Wars Alan Wake Angry Birds Assassin s Creed BioShock Borderlands Chronicles of Riddick City of Heroes Civilization Donkey Kong Doom Escape from Monkey Island Fable FarmVille Final Fantasy Grand Theft Auto Halo Heavy Rain Indigo Prophecy Left4Dead Madden NFL Mass Effect Pac-Man Plants vs. Zombies Red Dead Redemption Sim City StarCraft The Sims Tomb Raider Uncharted World of Warcraft Answers will vary based on choice of game. Students should provide a clear description of their original physical interfaces and discuss how their interface relates to (and benefits) the existing game s elements including platform, gameplay, and storyline.
6 FUTURE TRENDS [Suggestion: 8 points] Discuss 3 significant trends that you feel are beginning to occur in game development content, technology, marketing, or production. What are the short-term and long-term changes that you feel may take place in this area? This question involves personal opinion and critical thinking; answers will vary. Students should refer to trends related to categories discussed in the Conclusion: What types of games will be played in the future? Who will develop the games of the future? How will games be developed in the future? How will games be played in the future? Who will play the games of the future, and how will we reach them? EXTRA CREDIT It has been said that Atari s 1982 E.T.: The Extra Terrestrial game was such a flop that 5 million copies were buried in the Atari landfill in New Mexico. Over 20 years later, you have now somehow managed to convince Amblin Entertainment (Steven Spielberg s company) and Universal Pictures to enter into a deal with your game development company to make a new E.T. game. You know the story. How would you make this an interesting game? List the game s rules and concept documentation elements. Answers will vary. Game rules may be simple, but coherent. Students should apply their idea to the components of a concept document including: a) premise b) player motivation c) unique selling proposition (USP) d) target market e) genre f) target rating g) target platform & hardware requirements h) license i) competitive analysis j) goals
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DEVELOPMENT ESSENTIALS: Jeannie Novak ; \ DELMAR»% CENGAGE Learning Australia Brazil Japan Korea Mexico Singapore Spain United Kingdom United States CONTENTS Introduction About the Game Development Essentials
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