How to develop and localize Xbox 360 Titles. 강상진 XBOX Program Manager 한국마이크로소프트소프트웨어연구소

Size: px
Start display at page:

Download "How to develop and localize Xbox 360 Titles. 강상진 XBOX Program Manager 한국마이크로소프트소프트웨어연구소"

Transcription

1 How to develop and localize Xbox 360 Titles 강상진 XBOX Program Manager 한국마이크로소프트소프트웨어연구소

2 Agenda Xbox Title DEV Team Xbox Software Architecture Overview XTL(Xbox Title Library) XDK(Xbox Development Kit) Creating an Xbox Project What is Localization? Q&A

3 Xbox Title DEV Team Producer/Program Manager Programmers Artists Designers Sound Designers/Composers Testers Writers Marketing

4 Producer/Program Manager Hub of communication Specifications Team meetings Resolving design conflicts Communication to management Responsible for budget In many companies responsible for hiring team. Usually one main producer with associate or executive producer

5 Programmers Lead programmer acts as architect of the game, managers other developers, sets up build processes etc. Graphics programmers Rendering engine. Usually at least 2. AI programmers artificial intelligence. Used to be smaller team. Now is increasing to 2-3. Network programmer at least one. UI programmer - usually 1 newer programmer or is scripted. Audio programmer almost always combined with another function. Tools programmers depends on what tools the team is using. Usually most of the team is dedicated to tools at one point in the process. Focus is typically art/level design tool work. Some studios will use middleware for engine reducing this work. Some studios will have an internal shared tools team.

6 Artists Art director/lead artists Responsible for visual look and feel of game Reviews art by team and sets direction Concept artist shared resource Used early during design time to describe look and feel

7 Crimson Skies

8 Xbox Concept Art

9 Artists (cont.) Modelers All 3D modeling depending on game can be anywhere from 2-5 Animators Responsible for all animations Anywhere from 2-3 2D artists not as common as they once were UI/setup UI, splash screen, manuals Sometimes these artists will do some script or mock up for UI functionality. Typically one or two of these on a project Texture artists All texturing in game. Up to 2 people in this role Terrain artists. They typically both model and texture. For outdoor games like Crimson or Mech terrain resources creation can represent a large percentage of overall art staff duties Effects artist Responsible for all particle effects/explosions etc. Usually a shared role between teams or combined with another role Cinema/cut scenes/photographs

10 Designers Lead Designer Owns overall vision of the game. Works with team to incorporate best ideas The more technical the better the designer Level designers Responsible for individual levels or areas in the game. Depending on abilities and toolset, handle layout as well as scripting of levels. Sometimes programmer handles scripting Can be 2-6 depending on game Multiplayer designer Teams will sometimes have designer just dedicated to this area given its importance, balance issues etc.

11 Sound Designers/Composers Sound designers Responsible for designing the audio for the game. Utilize many sound libraries and create from scratch. Composers Design the music track for the game. Not on every project. Particularly important for period games.

12 Testers Game testers Testers focused on the game play Core team members Usability testing Focuses on ease of use in particular UI Often a shared team. Use one to lead with external people testing Gameplay balancing/playtesting External to the team. Gives feedback on balance of game and first user experience Both internal testers and external Often a shared team Beta program All external testers Usually most important in PC games where you have many configurations Configuration testing Shared team with hardware lab. More common with PC

13 Story writers Writers Can take an overall story idea and make it cohesive and ensure it fits into the universe (ala MechWarrior) Usually a shared service or contracted team Script writers Script the dialogue of the game. Example: Crimson Skies set in 30 s. Needed dialogue consistent with the time Usually a shared service or contracted team Manual writers More common in PC where manuals can be large Usually a shared service. Sometimes this is done by the designers

14 Marketing Responsible for developing the messaging, box, advertisements, pricing, promotions. Usually a shared service. In small development shops this role is mainly interfacing with Publisher marketing.

15 Scheduling Milestones 1-12 each adds more functionality Content Complete Code Complete (should be 3 months prior to ship) time to spend those advertising dollars

16 Alpha Precert Typical Milestones 100% hand off to localization ZBR 4-6 weeks before ship RC0 4 weeks before ship RC1 2 weeks before ship RTX Release to Xbox/Publisher (Cert #2) RTM Shelf 3-6 weeks after RTM

17 You ve Shipped Unfortunately you are not done.. Marketing Patch Localized versions Next version Another job Postmortem

18 What typically goes wrong in game development We needed more resources We needed a better schedule The specs were inadequate Marketing didn t know what it wanted We should communicate better Your group doesn t understand My group isn t valued Didn t build tools soon enough Group conflict Poor performers

19 Xbox S/W Architecture Overview Design goal: Helping developers create awesome games. System software is not Windows. It s not designed to be a platform. System software be small, fast, close to the hardware, and predictable.

20 The Big Picture The Kernel, the Xbox Title Library (XTL), game titles and Xbox dashboard.

21 XTL (Xbox Title Library) A collection of static libraries containing functions that game titles link to and call. A highly optimized version of DirectX written specifically for the Xbox. Music and sound libraries. Networking. System link play and the Xbox Live.

22 XTL (Xbox Title Library) - cont. Peripherals Thin layer for interfacing with Xbox peripherals such as controllers, memory units, and voice units. Storage CRT Save games, Save Game Signing, Soundtracks, and Nicknames. C Run-time libraries. Display and Other Drivers The bulk of the display driver for the GPU is contained in the XTL. Kernel contains minimum amount of display driver code.

23 Dashboard Can be thought of as another game title. Allowing interaction with the Xbox when no game disc is inserted. Provides a DVD movie player with standard movie viewing features and controls. User can manage the storage space. Online Dash : Xbox Live

24 PC to Xbox No mouse and PC Keyboard Except Xbox input devices like controller TV output Low resolution, Safe Area Certification Pre Cert and Final Cert Registration and download latest XDK For more information

25 XDK The Xbox Development Kit (XDK) for Visual Studio.NET provides many new features that make development easier and faster for the Xbox video game system from.

26 Creating an Xbox Project

27 Build Project Menu

28 Direct3D Support Support added to tool-tips and watch window for Direct3D variable expansion, View render states and texture states,

29 Pipeline, Developer s View PC Content Tool (Maya, Max, Softimage, Lightwave, etc.) Deep Exploration Art Browser and Translator.xdx Resource Compiler xbrc Xbox Compiled Resources.xbr Preview Client xbview Deep Exploration outputs XDX file XDX file is checked into source tree, with source textures (and source models, if desired) Compile from XDX to Xbox resources XDX is import format, too

30 Deep Exploration

31 Art Translation MAX, Maya, Lightwave, SoftImage SDK allows for creation of other converters Techniques common to multiple 3D packages and often supported by translators Simple animation Meshes Textures Standard materials Custom materials Bi-directional XDX native Xbox format can be output to graphic tools

32 What is Localization? Game = Art, Cultural Content Localization = Globalization + Translation Local market 에맞는 Local content 로둔갑시키는작업 SMART 한 Global code design 은최소한의개발자의노력으로세계각국의언어로짧은시갂내에발표가능하게하는원동력

33 Localization Strategy WW Sim-Launch with High quality Titles Target 지역, 문화적특성, 게이머성향을고려한디자인 International/Localization 을고려한코드디자인 한국의경우, Xbox 360 타이틀은적어도 자막한글화 이상의버젂을출시할수있도록노력 여러특화된팀이각지역에서유기적으로연계해서작업 Scenario Editor, Game Design Engineer, Art Engineer, Audio/Sound Engineer Program Manager, Developing Engineer, Testing Engineer, Localization Engineer Licensing Specialist, Legal Specialist Globalization Support Engineer Geopolitical Intelligence Specialist

34 Development Cycle Requirements - 사용자요구사항 / 시나리오체크 - Feature list 결정 Design - 기능적인측면 - 로컬리제이션측면 - 테스팅측면 Implementation - 코딩 - 테스팅 - 매뉴얼 / 도움말 - 로컬라이징 Release Verification - 보안검사 - 모든작업완료 - 라이선스검사 - 전반적인최종품질검사 - GeOPS

35 Localization System 소스관리시스템버그추적시스템 Multiple Language 빌드개발시스템 UI 번역 / 관리시스템 Postmortem Scorecard 시스템 Network infra 코드의라이브러리화! 리소스의데이터베이스화!

36 Techincal Requirements Unicode 기반 게임실행코드와리소스파일의철저한분리 Multilingual 지원 언어별로구분된리소스파일 UI 텍스트, 오디오 / 비디오, 그래픽이미지 Language specific setting 파일 Default 게임언어, 정렬값등

37 Techincal Requirements Word wrap EA character: Character-base break Alpha/Numeric character: Spacebase break Hotkey 각나라의등급시스템요구조건고려 예 ) 일본의경우, 4 손가락의캐릭터는허용되지않음 World-wide 라이선스

38 Techincal Requirements UI layout 은긴문장의경우 30% 의버퍼를, 짧은단어의경우 200% 정도의버퍼를가지고디자인 UI 각각의스트링은중복해서여러굮데사용하지말것 UI 텍스트 변수값의순서는변동이가능하게디자인 조사처리 ( 한국어 )

39 Techincal Requirements 폰트 기준폰트크기 : 12px (9pt) PC 타이틀 폰트 3 가지 set 이상존재 Alpha/Numeric/Latin, East-European, Asian 폰트속성, 크기, 위치및줄갂격을조정할수있도록코드디자인

40 Technical Requirements UI 리소스파일은 20~30 개정도가관리하기에수월 Localization 이필요한 Art 파일은 30 개미맊으로구성 리소스파일의기본구조 : Identifier = string A/V 립싱크자동보정 보이스오디오길이에대한유연성 자막

41 Questions?

GAME PRODUCTION HANDBOOK Second Edition

GAME PRODUCTION HANDBOOK Second Edition THE GAME PRODUCTION HANDBOOK Second Edition BY HEATHER MAXWELL CHANDLER INFINITY SCIENCE PlliSS INFINITY SCIENCE PRESS LLC Hingham, Massachusetts New Delhi, India TABLE OF CONTENTS Foreword Preface Acknowledgments

More information

Like Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle)

Like Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle) Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape

More information

Propietary Engine VS Commercial engine. by Zalo

Propietary Engine VS Commercial engine. by Zalo Propietary Engine VS Commercial engine by Zalo zalosan@gmail.com About me B.S. Computer Engineering 9 years of experience, 5 different companies 3 propietary engines, 2 commercial engines I have my own

More information

PRODUCT DEVELOPMENT Family LINE OF. Product Live Ops

PRODUCT DEVELOPMENT Family LINE OF. Product Live Ops PRODUCT DEVELOPMENT LINE OF Product BUSINESS Production Development - Live Ops Product SENIOR MANAGEMENT STUDIO MANAGEMENT MANAGEMENT Management Creative Producing Producing Monetization Management Game

More information

The purpose of this document is to outline the structure and tools that come with FPS Control.

The purpose of this document is to outline the structure and tools that come with FPS Control. FPS Control beta 4.1 Reference Manual Purpose The purpose of this document is to outline the structure and tools that come with FPS Control. Required Software FPS Control Beta4 uses Unity 4. You can download

More information

Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you

Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Software Architect at Zynga, and CTO of CastleVille Legends (for ios/android)

More information

the gamedesigninitiative at cornell university Lecture 4 Game Components

the gamedesigninitiative at cornell university Lecture 4 Game Components Lecture 4 Game Components Lecture 4 Game Components So You Want to Make a Game? Will assume you have a design document Focus of next week and a half Building off ideas of previous lecture But now you want

More information

INTRODUCTION TO GAME AI

INTRODUCTION TO GAME AI CS 387: GAME AI INTRODUCTION TO GAME AI 3/31/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Outline Game Engines Perception

More information

Effects of Shader Technology: Current-Generation Game Consoles and Real-Time. Graphics Applications

Effects of Shader Technology: Current-Generation Game Consoles and Real-Time. Graphics Applications Effects of Shader Technology: Current-Generation Game Consoles and Real-Time Graphics Applications Matthew Christian A Quick History of Pixel and Vertex Shaders Pixel and vertex shader technology built

More information

Pangolin: A Look at the Conceptual Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy

Pangolin: A Look at the Conceptual Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy Pangolin: A Look at the Conceptual Architecture of SuperTuxKart Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy Abstract This report will be taking a look at the conceptual

More information

IMGD The Game Development Process: Game Development Timeline

IMGD The Game Development Process: Game Development Timeline IMGD 1001 - The Game Development Process: Game Development Timeline by Robert W. Lindeman (gogo@wpi.edu) Kent Quirk (kent_quirk@cognitoy.com) (with lots of input from Mark Claypool!) Outline Game Timeline

More information

Gaming Development. Resources

Gaming Development. Resources Gaming Development Resources Beginning Game Programming Fourth Edition Jonathan S. Harbour 9781305258952 Beginning Game Programming will introduce students to the fascinating world of game programming

More information

Engineering at a Games Company: What do we do?

Engineering at a Games Company: What do we do? Engineering at a Games Company: What do we do? Dan White Technical Director Pipeworks October 17, 2018 The Role of Engineering at a Games Company Empower game designers and artists to realize their visions

More information

UNITY TECHNOLOGY ROADMAP

UNITY TECHNOLOGY ROADMAP UNITY TECHNOLOGY ROADMAP COPYRIGHT 2015 @ UNITY TECHNOLOGIES Good Afternoon and welcome to the Unity Technology Roadmap Discussion. Objectives Decide if upcoming releases are right for your project Understand

More information

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We

More information

Ubi meets the students. May 22nd, 2013

Ubi meets the students. May 22nd, 2013 Ubi meets the students May 22nd, 2013 UBISOFT 1 Ubisoft - a global network of talented people 2 What do we do? 3 Heroes Wanted 4 UBISOFT - A GLOBAL NETWORK OF TALENTED PEOPLE UBISOFT Over 8,350 talented

More information

The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, / X

The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, / X The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, 2012 10.5682/2066-026X-12-153 SOLUTIONS FOR DEVELOPING SCORM CONFORMANT SERIOUS GAMES Dragoş BĂRBIERU

More information

Game Engines: Why and What? Dan White Technical Director Pipeworks Message

Game Engines: Why and What? Dan White Technical Director Pipeworks Message Game Engines: Why and What? Dan White Technical Director Pipeworks danw@pipeworks.com Message As you learn techniques, consider how they can be integrated into a production pipeline. 1 Sense of scale Video

More information

Oculus Rift Getting Started Guide

Oculus Rift Getting Started Guide Oculus Rift Getting Started Guide Version 1.7.0 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.

More information

Lecture 1: Introduction and Preliminaries

Lecture 1: Introduction and Preliminaries CITS4242: Game Design and Multimedia Lecture 1: Introduction and Preliminaries Teaching Staff and Help Dr Rowan Davies (Rm 2.16, opposite the labs) rowan@csse.uwa.edu.au Help: via help4242, project groups,

More information

Oculus Rift Getting Started Guide

Oculus Rift Getting Started Guide Oculus Rift Getting Started Guide Version 1.23 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.

More information

BMOSLFGEMW: A Spectrum of Game Engine Architectures

BMOSLFGEMW: A Spectrum of Game Engine Architectures BMOSLFGEMW: A Spectrum of Game Engine Architectures Adam M. Smith amsmith@soe.ucsc.edu CMPS 164 Game Engines March 30, 2010 What I m about to show you cannot be found in any textbook, on any website, on

More information

Kevin Chan, Blue Tongue Entertainment

Kevin Chan, Blue Tongue Entertainment Kevin Chan, Blue Tongue Entertainment Games are made in Australia? Who is this guy? Who are THQ and Blue Tongue Entertainment? How is a game made? Careers in the games company Long history of game development

More information

Prof Manjula R 1, Chakradhar Raju M 2, Sai Chand M 3 Computer Science Department, VIT University

Prof Manjula R 1, Chakradhar Raju M 2, Sai Chand M 3 Computer Science Department, VIT University Software Engineering Challenges in Game Development Prof Manjula R 1, Chakradhar Raju M 2, Sai Chand M 3 Computer Science Department, VIT University Abstract Game development is the software process that

More information

Understanding OpenGL

Understanding OpenGL This document provides an overview of the OpenGL implementation in Boris Red. About OpenGL OpenGL is a cross-platform standard for 3D acceleration. GL stands for graphics library. Open refers to the ongoing,

More information

Console Architecture 1

Console Architecture 1 Console Architecture 1 Overview What is a console? Console components Differences between consoles and PCs Benefits of console development The development environment Console game design PS3 in detail

More information

Game Production: the production process

Game Production: the production process Game Production: the production process Fabiano Dalpiaz f.dalpiaz@uu.nl 1 Outline Lecture contents 1. Game production overview 2. Pre-production 3. Production 4. Testing 5. Post-production 6. Teams 7.

More information

1hr ACTIVITY GUIDE FOR FAMILIES. Hour of Code

1hr ACTIVITY GUIDE FOR FAMILIES. Hour of Code 1hr ACTIVITY GUIDE FOR FAMILIES Hour of Code Toolkit: Coding for families 101 Have an hour to spare? Let s get your family coding! This family guide will help you enjoy learning how to code with three

More information

New Physically Based Rendering (PBR) and Scene Editor included in latest release of Paradox, C# Game Engine - version 1.1.3β

New Physically Based Rendering (PBR) and Scene Editor included in latest release of Paradox, C# Game Engine - version 1.1.3β FOR IMMEDIATE RELEASE Media Contact Elle Airey Silicon Studio pr@siliconstudio.co.jp +81 (0)3 5488 7070 New Physically Based Rendering (PBR) and Scene Editor included in latest release of Paradox, C# Game

More information

Human Computer Interaction Unity 3D Labs

Human Computer Interaction Unity 3D Labs Human Computer Interaction Unity 3D Labs Part 1 Getting Started Overview The Video Game Industry The computer and video game industry has grown from focused markets to mainstream. They took in about US$9.5

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm

More information

Sensible Chuckle SuperTuxKart Concrete Architecture Report

Sensible Chuckle SuperTuxKart Concrete Architecture Report Sensible Chuckle SuperTuxKart Concrete Architecture Report Sam Strike - 10152402 Ben Mitchell - 10151495 Alex Mersereau - 10152885 Will Gervais - 10056247 David Cho - 10056519 Michael Spiering Table of

More information

Videogame graphics. Ubisoft

Videogame graphics. Ubisoft Videogame graphics Ubisoft Gustav Taxén, Ph. D. Associate Professor School of Computing Science and Communication Royal Institute of Technology, Stockholm gustavt@csc.kth.se Videogames the business Videogame

More information

Radhika.B 1, S.Nikila 2, Manjula.R 3 1 Final Year Student, SCOPE, VIT University, Vellore. IJRASET: All Rights are Reserved

Radhika.B 1, S.Nikila 2, Manjula.R 3 1 Final Year Student, SCOPE, VIT University, Vellore. IJRASET: All Rights are Reserved Requirement Engineering and Creative Process in Video Game Industry Radhika.B 1, S.Nikila 2, Manjula.R 3 1 Final Year Student, SCOPE, VIT University, Vellore. 2 Final Year Student, SCOPE, VIT University,

More information

Standards and Interoperability. A Game Developer s Perspective

Standards and Interoperability. A Game Developer s Perspective Standards and Interoperability A Game Developer s Perspective Get off the computer, Peter! - Mum, circa 1995 Flight Simulator 95 worked for me because: It was affordable It was customisable It enabled

More information

SGD Simulation & Game Development Course Information

SGD Simulation & Game Development Course Information SGD Simulation & Game Development Course Information SGD-111_2006SP Introduction to SGD SGD-111 CIS Course ID S21240 This course provides students with an introduction to simulation and game development.

More information

Attack of Township. Moniruzzaman, Md. Daffodil International University Institutional Repository Daffodil International University

Attack of Township. Moniruzzaman, Md. Daffodil International University Institutional Repository Daffodil International University Daffodil International University Institutional Repository Computer Science and Engineering Project Report of M.Sc 2018-05 Attack of Township Moniruzzaman, Md Daffodil International University http://hdl.handle.net/20.500.11948/2705

More information

Appendix H - What Goes Into a Milestone Definition

Appendix H - What Goes Into a Milestone Definition Appendix H - What Goes Into a Milestone Definition Here's an example of what a milestone description might look like for an actionadventure game based upon a hypothetical license called AdventureX. Sample

More information

Computer Games 2011 Engineering

Computer Games 2011 Engineering Computer Games 2011 Engineering Dr. Mathias Lux Klagenfurt University This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Agenda Game Loop Sprites & 2.5D Game Engines

More information

Introduction. Video Game Programming Spring Video Game Programming - A. Sharf 1. Nintendo

Introduction. Video Game Programming Spring Video Game Programming - A. Sharf 1. Nintendo Indie Game The Movie - Official Trailer - YouTube.flv 235 Free Indie Games in 10 Minutes - YouTube.flv Introduction Video Game Programming Spring 2012 Nintendo Video Game Programming - A. Sharf 1 What

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208120 Game and Simulation Design 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the content

More information

Developing Games for Xbox Live Arcade. Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft

Developing Games for Xbox Live Arcade. Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft Developing Games for Xbox Live Arcade Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft Endless Fun is Just a Download Away! Agenda 1 st Generation Results Xbox Live Arcade on the Xbox

More information

Team 4. Kari Cieslak, Jakob Wulf-Eck, Austin Irvine, Alex Crane, Dylan Vondracek. Project SoundAround

Team 4. Kari Cieslak, Jakob Wulf-Eck, Austin Irvine, Alex Crane, Dylan Vondracek. Project SoundAround Team 4 Kari Cieslak, Jakob Wulf-Eck, Austin Irvine, Alex Crane, Dylan Vondracek Project SoundAround Contents 1. Contents, Figures 2. Synopsis, Description 3. Milestones 4. Budget/Materials 5. Work Plan,

More information

Introduction. Video Game Design and Development Spring part of slides courtesy of Andy Nealen. Game Development - Spring

Introduction. Video Game Design and Development Spring part of slides courtesy of Andy Nealen. Game Development - Spring Introduction Video Game Design and Development Spring 2011 part of slides courtesy of Andy Nealen Game Development - Spring 2011 1 What is this course about? Game design Real world abstractions Visuals

More information

Key Abstractions in Game Maker

Key Abstractions in Game Maker Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead January 19, 2007 Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Upcoming Assignments Today:

More information

Anarchy Arcade. Frequently Asked Questions

Anarchy Arcade. Frequently Asked Questions Anarchy Arcade Frequently Asked Questions by Elijah Newman-Gomez Table of Contents 1. What is Anarchy Arcade?...2 2. What is SMAR CADE: Anarchy Edition?...2 3. Why distribute a free version now?...2 4.

More information

Emergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009

Emergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009 Emergent s Gamebryo Game Tech 2009 Casey Brandt Technical Account Manager Emergent Game Technologies Questions To Answer What is Gamebryo? How does it look today? How is it designed? What titles are in

More information

YEAR 7 & 8 THE ARTS. The Visual Arts

YEAR 7 & 8 THE ARTS. The Visual Arts VISUAL ARTS Year 7-10 Art VCE Art VCE Media Certificate III in Screen and Media (VET) Certificate II in Creative Industries - 3D Animation (VET)- Media VCE Studio Arts VCE Visual Communication Design YEAR

More information

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT Introduction to Game Design Truong Tuan Anh CSE-HCMUT Games Games are actually complex applications: interactive real-time simulations of complicated worlds multiple agents and interactions game entities

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the

More information

Gta Iv Manual Full Version Game Setup For Pc

Gta Iv Manual Full Version Game Setup For Pc Gta Iv Manual Full Version Game Setup For Pc gta 4 download full version pc game set up free for Windows XP - GTA 2 Volume was still 2D. free download.., GTA 2 is set original PC game manual). Question:

More information

Gaming Development Fundamentals

Gaming Development Fundamentals Gaming Development Fundamentals EXAM INFORMATION Items 27 Points 43 Prerequisites RECOMMENDED COMPUTER PROGRAMMING I DIGITAL MEDIA I Grade Level 9-12 Course Length DESCRIPTION This course is designed to

More information

Game Development Life Cycle. Jaanus Jaggo

Game Development Life Cycle. Jaanus Jaggo Game Development Life Cycle Jaanus Jaggo 1 Game development life cycle (GDLC) Different from standard software development? 2 Game development life cycle (GDLC) Different from standard software development.

More information

NVIDIA APEX: High-Definition Physics with Clothing and Vegetation. Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA

NVIDIA APEX: High-Definition Physics with Clothing and Vegetation. Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA NVIDIA APEX: High-Definition Physics with Clothing and Vegetation Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA Outline Introduction APEX: A Scalable Dynamics Framework APEX Clothing

More information

GAME DEVELOPMENT ESSENTIALS An Introduction (3 rd Edition) Jeannie Novak

GAME DEVELOPMENT ESSENTIALS An Introduction (3 rd Edition) Jeannie Novak 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

More information

Issues in the translation of online games David Lakritz, Language Automation, Inc.

Issues in the translation of online games David Lakritz, Language Automation, Inc. Issues in the translation of online games David Lakritz, Language Automation, Inc. (dave@lai.com) This whitepaper discusses important issues to consider when translating an online video game: How the translation

More information

DESIGNING GAMES FOR NVIDIA GRID

DESIGNING GAMES FOR NVIDIA GRID DESIGNING GAMES FOR NVIDIA GRID BEST PRACTICES GUIDE Eric Young, DevTech Engineering Manager for GRID AGENDA Onboard Games on to NVIDIA GRID GamePad Support! Configurable Game Settings Optimizing your

More information

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti Basic Information Project Name Supervisor Kung-fu Plants Jakub Gemrot Annotation Kung-fu plants is a game where you can create your characters, train them and fight against the other chemical plants which

More information

Game Design Document (GDD)

Game Design Document (GDD) Game Design Document (GDD) (Title) Tower Defense Version: 1.0 Created: 5/9/13 Last Updated: 5/9/13 Contents Intro... 3 Gameplay Description... 3 Platform Information... 3 Artistic Style Outline... 3 Systematic

More information

Towards a Reference Architecture for 3D First Person Shooter Games

Towards a Reference Architecture for 3D First Person Shooter Games Towards a Reference Architecture for 3D First Person Shooter Games Philip Liew-pliew@swen.uwaterloo.ca Ali Razavi-arazavi@swen.uwaterloo.ca Atousa Pahlevan-apahlevan@cs.uwaterloo.ca April 6, 2004 Abstract

More information

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards Utah Course Details: Course Title: Primary Career Cluster: Course Code(s): Standards Link: Game Development Fundamentals CTE

More information

Getting Started with EAA Virtual Flight Academy

Getting Started with EAA Virtual Flight Academy Getting Started with EAA Virtual Flight Academy What is EAA Virtual Flight Academy? Imagine having a Virtual Flight Instructor in your home or hangar that you could sit down and get quality flight instruction

More information

NVIDIA APEX: From Mirror s Edge to Pervasive Cinematic Destruction. Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA

NVIDIA APEX: From Mirror s Edge to Pervasive Cinematic Destruction. Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA NVIDIA APEX: From Mirror s Edge to Pervasive Cinematic Destruction Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA Agenda Mirror s Edge Case study (Anders Caspersson) PhysX in Mirror

More information

Virtual Flight Academy - Quick Start Guide

Virtual Flight Academy - Quick Start Guide Virtual Flight Academy - Quick Start Guide Ready to get started learning to fly or maintaining proficiency? EAA Virtual Flight Academy will help you build the confidence and competence to get it done!

More information

9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am. Balance Mechanics. Refactor SLEEP. Effects

9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am. Balance Mechanics. Refactor SLEEP. Effects 48-Hour Video Game Contest Programmer/Designer, Artist Day 1 Day 2 9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am Controls Programmer- Designer 2D / 3D Artist Loading Character Art

More information

freelancing FOR BEGINNERS

freelancing FOR BEGINNERS ULTIMATE GUIDE TO freelancing FOR BEGINNERS A STEP-BY-STEP GUIDE TO HELP YOU GET STARTED AS A FREELANCER FROM SCRATCH www.acefreelancing.com DISCLAIMER This is a free ebook. You are free to give it away

More information

Unity Certified Programmer

Unity Certified Programmer Unity Certified Programmer 1 unity3d.com The role Unity programming professionals focus on developing interactive applications using Unity. The Unity Programmer brings to life the vision for the application

More information

UNIT-III LIFE-CYCLE PHASES

UNIT-III LIFE-CYCLE PHASES INTRODUCTION: UNIT-III LIFE-CYCLE PHASES - If there is a well defined separation between research and development activities and production activities then the software is said to be in successful development

More information

Concrete Architecture of SuperTuxKart

Concrete Architecture of SuperTuxKart Concrete Architecture of SuperTuxKart Team Neo-Tux Latifa Azzam - 10100517 Zainab Bello - 10147946 Yuen Ting Lai (Phoebe) - 10145704 Jia Yue Sun (Selena) - 10152968 Shirley (Xue) Xiao - 10145624 Wanyu

More information

The purpose of this document is to help users create their own TimeSplitters Future Perfect maps. It is designed as a brief overview for beginners.

The purpose of this document is to help users create their own TimeSplitters Future Perfect maps. It is designed as a brief overview for beginners. MAP MAKER GUIDE 2005 Free Radical Design Ltd. "TimeSplitters", "TimeSplitters Future Perfect", "Free Radical Design" and all associated logos are trademarks of Free Radical Design Ltd. All rights reserved.

More information

Level 3 Extended Diploma Unit 22 Developing Computer Games

Level 3 Extended Diploma Unit 22 Developing Computer Games Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes Understand the impact of the gaming revolution on society Know the different types of computer game Be able to design and develop computer

More information

Pangolin: Concrete Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy

Pangolin: Concrete Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy Pangolin: Concrete Architecture of SuperTuxKart Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy Abstract For this report we will be looking at the concrete architecture

More information

Sponsorable Video Galleries Project v1.6

Sponsorable Video Galleries Project v1.6 Contents: Project Purpose: For the IGN Video Development team, the Video Gallery project will enable sponsorship of original video content series. The Video Galleries will receive an interface facelift

More information

Instructions.

Instructions. Instructions www.itystudio.com Summary Glossary Introduction 6 What is ITyStudio? 6 Who is it for? 6 The concept 7 Global Operation 8 General Interface 9 Header 9 Creating a new project 0 Save and Save

More information

Mage Arena will be aimed at casual gamers within the demographic.

Mage Arena will be aimed at casual gamers within the demographic. Contents Introduction... 2 Game Overview... 2 Genre... 2 Audience... 2 USP s... 2 Platform... 2 Core Gameplay... 2 Visual Style... 2 The Game... 3 Game mechanics... 3 Core Gameplay... 3 Characters/NPC

More information

Level 3 Extended Diploma Unit 22 Developing Computer Games

Level 3 Extended Diploma Unit 22 Developing Computer Games Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes Understand the impact of the gaming revolution on society Know the different types of computer game Be able to design and develop computer

More information

PRODUCTION IN THE GAME INDUSTRY

PRODUCTION IN THE GAME INDUSTRY Li kewhatyou see? Buyt hebookat www. f ocal pr ess. com Ci nemat i cgamesecr et sf or Cr eat i vedi r ect or sand Pr oducer s Newman ISBN 9780240810713 3 PRODUCTION IN THE GAME INDUSTRY Though this is

More information

Have you ever been playing a video game and thought, I would have

Have you ever been playing a video game and thought, I would have In This Chapter Chapter 1 Modifying the Game Looking at the game through a modder s eyes Finding modding tools that you had all along Walking through the making of a mod Going public with your creations

More information

Design Document for: Name of Game. One Liner, i.e. The Ultimate Racing Game. Something funny here! All work Copyright 1999 by Your Company Name

Design Document for: Name of Game. One Liner, i.e. The Ultimate Racing Game. Something funny here! All work Copyright 1999 by Your Company Name Design Document for: Name of Game One Liner, i.e. The Ultimate Racing Game Something funny here! All work Copyright 1999 by Your Company Name Written by Chris Taylor Version # 1.00 Thursday, September

More information

SPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko

SPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko SPIDERMAN VR Adam Elgressy and Dmitry Vlasenko Supervisors: Boaz Sternfeld and Yaron Honen Submission Date: 09/01/2019 Contents Who We Are:... 2 Abstract:... 2 Previous Work:... 3 Tangent Systems & Development

More information

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia Game Design Methods Lasse Seppänen Specialist, Games Applications Forum Nokia Contents Game Industry Overview Game Design Methods Designer s Documents Game Designer s Goals MAKE MONEY PROVIDE ENTERTAINMENT

More information

Your First Step to Game Programming... Your First Step to Game Programming... Manual and Catalog Version 0.01

Your First Step to Game Programming... Your First Step to Game Programming... Manual and Catalog Version 0.01 Manual and Catalog 2010 Version 0.01 Contents Motive... 3 Objective of the Program... 3 Program Overview... 4 Certification and Accreditation... 4 Tuition and Fees... 5 How it works... 5 What it requires...

More information

THE FIRST TO RESPOND. THE LAST TO GO HOME.

THE FIRST TO RESPOND. THE LAST TO GO HOME. THE FIRST TO RESPOND. THE LAST TO GO HOME. MOTOROLA APX Mobile Radios Safety Redefined. GET MORE INFORMATION. WITH LESS INTERACTION. During a high-speed pursuit or commanding a Fireground scene, communication

More information

Project 4: Small Game Project (Team Size: 8)

Project 4: Small Game Project (Team Size: 8) Fall 2014: CMS.611J/6.073 Instructors: P.Tan, S. Verrilli, R. Eberhardt, A. Grant Project 4: Small Game Project (Team Size: 8) 30 pts Goals: Create a small but fully functional and well polished web browser

More information

2/22/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: VVP

2/22/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: VVP 2/22/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: VVP 1. Introduction and overview 1.1 Purpose of this Document The purpose of this document

More information

Game Designers. Understanding Design Computing and Cognition (DECO1006)

Game Designers. Understanding Design Computing and Cognition (DECO1006) Game Designers Understanding Design Computing and Cognition (DECO1006) Rob Saunders web: http://www.arch.usyd.edu.au/~rob e-mail: rob@arch.usyd.edu.au office: Room 274, Wilkinson Building Who are these

More information

Get Started Using Wwise. It s as easy as 1, 2, 3!

Get Started Using Wwise. It s as easy as 1, 2, 3! Get Started Using Wwise. It s as easy as 1, 2, 3! Step 1: Understand the Basics Take a few moments to review the following resources to understand Wwise s unique approach to sound design for games, as

More information

Xbox Adaptive Controller

Xbox Adaptive Controller Xbox Adaptive Controller Fact Sheet Designed for gamers with limited mobility, the Xbox Adaptive Controller is a first-of-its-kind device and Microsoft s first fully packaged product to embrace Inclusive

More information

Unity Game Development Essentials

Unity Game Development Essentials Unity Game Development Essentials Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Will Goldstone 1- PUBLISHING -J BIRMINGHAM - MUMBAI Preface

More information

Guitar Hero Instructions Xbox 360 Cheats Unlock All Songs

Guitar Hero Instructions Xbox 360 Cheats Unlock All Songs Guitar Hero Instructions Xbox 360 Cheats Unlock All Songs The latest cheats available anywhere in the universe. A with ending. Xbox 360, Wii: Published by: MTV Games: Developed by: Guitar Hero III: Legends.

More information

Introduction to Mobile Gaming. Jon Schlegel Founder and CEO

Introduction to Mobile Gaming. Jon Schlegel Founder and CEO Introduction to Mobile Gaming Jon Schlegel Founder and CEO Introducing Optime Software Leading developer of classic casual games for smartphones Over 70M unique application downloads to date 13 games currently

More information

Beginning Mobile Phone Game Programming By Michael Morrison READ ONLINE

Beginning Mobile Phone Game Programming By Michael Morrison READ ONLINE Beginning Mobile Phone Game Programming By Michael Morrison READ ONLINE As a games developer you can work in design, programming, art or animation games, arcade games, tablets, mobile phones and other

More information

The Complete Guide to Game Audio

The Complete Guide to Game Audio The Complete Guide to Game Audio For Composers, Musicians, Sound Designers, and Game Developers Aaron Marks Second Edition AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO

More information

Paper Prototyping Kit

Paper Prototyping Kit Paper Prototyping Kit Share Your Minecraft UI IDEAs! Overview The Minecraft team is constantly looking to improve the game and make it more enjoyable, and we can use your help! We always want to get lots

More information

Title (Name of App) Preview

Title (Name of App) Preview Name of App. Company Name. 1 Title (Name of App) Preview 1 liner description 2016 Sanctuary Game Studios, LLC. All rights reserved. Version 1. Name. Date. Name of App. Company Name. 2 Table of Contents

More information

Recording guidebook This provides information and handy tips on recording vocals and live instruments at home.

Recording guidebook This provides information and handy tips on recording vocals and live instruments at home. Welcome to The Hit Kit s QuickStart instructions! Read on and you ll be set up and making your first steps in the world of music making in no time at all! Remember, you can find complete instructions to

More information

Learning technology trends and implications

Learning technology trends and implications Learning technology trends and implications ISA s 2016 Annual Business Retreat By Anders Gronstedt, Ph.D., President, Gronstedt Group 1.15 pm, March 22, 2016 Disruptive learning trends Gamification Meta

More information

Team Breaking Bat Architecture Design Specification. Virtual Slugger

Team Breaking Bat Architecture Design Specification. Virtual Slugger Department of Computer Science and Engineering The University of Texas at Arlington Team Breaking Bat Architecture Design Specification Virtual Slugger Team Members: Sean Gibeault Brandon Auwaerter Ehidiamen

More information

Videos get people excited, they get people educated and of course, they build trust that words on a page cannot do alone.

Videos get people excited, they get people educated and of course, they build trust that words on a page cannot do alone. Time and time again, people buy from those they TRUST. In today s world, videos are one of the most guaranteed ways to build trust within minutes, if not seconds and get a total stranger to enter their

More information

Project Documentation for Zombie Trail

Project Documentation for Zombie Trail Project Documentation for Zombie Trail Requirements Basic Requirements of the Program o The program is designed to be a fully playable (the game will not crash, and the end goal of the game is reachable)

More information