Introduction Game Development

Similar documents
IMGD 1001: Fun and Games

IMGD 1001: Fun and Games

SE320: Introduction to Computer Games

Artificial Intelligence Paper Presentation

Digital Games. Lecture 17 COMPSCI 111/111G SS 2018

Individual Test Item Specifications

CISC 1600 Introduction to Multi-media Computing

Game Designers. Understanding Design Computing and Cognition (DECO1006)

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:

Video games: Factors associated with problem use. Nick Harris, PhD, R. Psych

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

Gaming Development Fundamentals

Introduction to Computer Games

Survey Platform

CONTENTS. List of Tables and Figures List of Boxes Acknowledgements. 27 Suggested further reading

New Challenges of immersive Gaming Services

Interactive Media and Game Development

A (Very) Brief History

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards

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

INTRODUCTION. What is

GAME DESIGN AND DEVELOPMENT

G54GAM Coursework 2 & 3

Digital Media & Computer Games 3/24/09. Digital Media & Games

Last Week. G54GAM - Games. A Language for Defining Games. Last Week. Defining Play, Games and Genres

Level 3 Extended Diploma Unit 22 Developing Computer Games

Online Gaming Support for Parents (source YHGFL) JE

AI in Computer Games. AI in Computer Games. Goals. Game A(I?) History Game categories

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

Level 3 Extended Diploma Unit 22 Developing Computer Games

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

Fundamental theory. In game design

Trade Offs in Game Design

Interactive Media and Game Development

Read & Download (PDF Kindle) Minecraft Seeds: Top 30 Seeds For Pocket Edition ((+ Gift Inside), Minecraft Seeds Handbook,Minecraft Seeds For Pocket

CS Computer Game Design. Introduction. Ken Forbus Spring 2002

Run Ant Runt! Game Design Document. Created: November 20, 2013 Updated: November 20, 2013

O M N I V E R S E GAMES. Welcome to Omniverse, your home for more than 15 top virtual reality titles, optimized for commercial gameplay on the Omni.

Artist Career Challenges & Goals From a AAA team to a Start-Up

Level 3 Extended Diploma Unit 22 Developing Computer Games

Who plays mobile games? Player insights to help developers win

DEVELOPMENT ESSENTIALS:

Tradeskills for Fun and ROI Who are these players and what do they want??! Emily C. Taylor Daybreak Games

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers.

Parents Guide to Fortnite

COMS 465: Computer Mediated Communication

GUIDE FOR REVIEWERS v1.0. September 20, 2018 FACT SHEET

26 Developing. computer games. Learning outcomes. Credit value: 10

Who am I? AI in Computer Games. Goals. AI in Computer Games. History Game A(I?)

About Creative Assembly

Mmorpg unblocked free

Kevin Chan, Blue Tongue Entertainment

Computer Gaming and VR John K. Bennett

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

A RESEARCH PAPER ON ENDLESS FUN

Ludology. Bo Kampmann Walther Center for Media Studies, SDU 2005

WeekI. , of video games IND - Survey of peers on Interactive Entertainment

Team 11. Flingshot. An infinite mobile climber game which uses the touch screen to control the character.

TOKYO GAME SHOW 2018 Visitors Survey Report

JUNE 2014 MAIN EXAMINATION MODULE: MARKETING MANAGEMENT PROGRAMME: POST GRADUATE DIPLOMA IN MANAGEMENT

This one-semester elective course is intended as a practical, hands-on guide to help you understand the process of game development.

Chapter 4 Summary Working with Dramatic Elements

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

Southeast Asia Games Market. The World s Fastest Growing Region C A SUAL GAMES SEC TOR REPORT 2015

Executive Summary: Game Overviews: Evaluation Criteria: 15 March 2012 TCO Multimedia

March, Global Video Games Industry Strategies, Trends & Opportunities. digital.vector. Animation, VFX & Games Market Research

Programming of Graphics

Global MMORPG Gaming Market: Size, Trends & Forecasts ( ) November 2017

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

INTRO. Best Regards, Aaron Elliott. Vice President of Marketing

Level Design & Game Industry landscape

Look at your results and decide who is the biggest computer gamer in your class.

VR AR. (Immersion) (Interaction) (International) ---

Ages 9+ Monday, Nov 14 5:30-7:30 Saturday, Dec 3 9:00-11:00

Overview. Sierra On-Line. Products. Sierra Overview. Divisions 2/21/2010

Analyzing Games.

Recycling Industry Information

Measuring the Games Influence on Improving English Proficiency

Intro to Interactive Entertainment Spring 2017 Syllabus CS 1010 Instructor: Tim Fowers

CAPSTONE PROJECT 1.A: OVERVIEW. Purpose

Neomancer: An Exercise in Interdisciplinary Academic Game Development

GAME AUDIENCE DASHBOARD MAIN FEATURES

Global Social Casino Market: Size, Trends & Forecasts ( ) March 2018

SAULT COLLEGE OF APPLIED ARTS AND TECHNOLOGY SAULT STE. MARIE, ONTARIO COURSE OUTLINE

Ubi meets the students. May 22nd, 2013

Game Design 2. Table of Contents

INTERACTIVE FICTION & GAME DESIGN IDEAS FOR EDUCATORS

Serious Game Secrets. What, Why, Where, How, Who Cares? Andrew Hughes, Designing Digitally

05/2008 today: Braingame Publishing GmbH (R&D) 04/2002 today: Editor at Adventure Treff.de

10/30/2013. Game User Experience. Langxuan James Yin October 28, A History of Games. The Cathode Ray Amusement Device (1947)

CS 680: GAME AI INTRODUCTION TO GAME AI. 1/9/2012 Santiago Ontañón

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards

Seaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.

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

SETTING THE STAGE FOR THE NEED OF A VIDEO GAME GENRE VOCABULARY

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

Draw With Jazza - Creating Characters: Fun and Easy Guide to Drawing Cartoons and Comics

Homeschool Propeller Car Build, Sept 28 2:00 2:50

Game Industry Presented by: Pam Chow

student handbook Australian Council for Educational Research

Transcription:

Sommersemester 2015 Introduction Wahlpflichtveranstaltung 4. Fachsemester Ernst Kruijff

l Sources (slides) Prof. Dr. Masuch: Architecture and Design Rabin, Introduction to l To read l Rabin, Introduction to l Slides are ONLY for learning, not distribution! 2

Much learning does not teach insight. Heraclit (*540 BC, Ephesus, 480 BC) 3

General Lecture Behavior You don t need to transcribe the lecture all course materials are available on the website. Participate! Think! Discuss! 4

Organisation l Slides: http://cg.inf.h-bonn-rhein-sieg.de login: GaMeDeV l Deliverables: sent to ernst.kruijff@h-brs.de as PDF (PDF ONLY!) I will put the deliverables online (course internal) 5

Your task l Design and develop your own innovative game l...in 7 Weeks l...presenting the intermediate stages l...and have fun along the way! 6

Topics of this Course l Introduction, goals, ideas, team l Ludology l design l Funativity l Character and level design l Modeling and animation l Storytelling l Interface design l Production-management l Society, history and genres 7

weekly plan l 18.5 Intro, goals, ideas, initial team built l 18.5 Ludology, GDD intro l 27.5 design l 27.5 team brainstorm, game idea preparation l 27.5 team game idea preparation l 27.5 presentation game ideas/teams (GDD) l 30.5 Funativity l 30.5 practice l 1.6 Character and level design l 1.6 practice l 6.6 practice l 6.6 Presentation stage 1 8

l 8.6 Modelling and animation l 8.6 practice l 13.6 Storytelling l 13.6 practice l 15.6 Interface design l 15.6 practice l 20.6 presentation stage 2 l 20.6 practice l 22.6 Production and management l 22.6 practice l 27.6 Society, history, games l 27.6 practice l 29.6 Final presentation l 29.6 Open s slot 9

last block? l Monday May 23, 13:30 Open s Session in C016 SS 2015 Einführung 10

Architecture and Design 01 - Introduction to Design

Overview 1. What is Design? 2. Milestone s 3. The Classification of s 4. Genres 4.1 Genres 4.2 Mobile s 4.3 Online s 5. Multidimensional Categorizations 6. Conclusion 12

1 What is Design?

Motivation Who plays computer games? Who owns a console? Why should we deal with games at the university? 14

s and Society l s are conquering our everyday life no longer a secret hobby of some weird nerds rising acceptance (recruiting, mobile phones) non-gamers become extinct (demographic factor) means of mass marketing new platforms and media channels home entertainment (console as DVD player) mobile games online (MMORPG, virtual communities) 15

s and Innovation l Computer games drive innovation (graphics, user interfaces, ) are among the first to use new techniques from computer science research other fields of application profit from this rise highly interesting research questions in various fields 16

s have become Big Money in the eighties: a single programmer given motivation, programming skills and some time could develop a great game today: games are highly complex multimedia software projects they are a publisher investment of several million they are developed by some 30 specialists working for 2-3 years on a single title 17

So we end up with a pretty hard question: How do you make a good game? 18

Criteria for a good game l A good computer game requires: good gameplay intuitive UI an intriguing story a constant level of adequate difficulty long term challenge novel features 19

Great s A great game results from great game design It also requires a solid technical implementation Main goal of a game is to provide entertainment The interaction, the gameplay has to be fun Technology alone cannot provide fun in the long term 20

Design l design may be described as imagining a game defining the way it works describing the core elements (conceptual, artistic, functional etc.) transmitting that information to the player 21

What is game design? l Is game design... art? science? craft? 22

Key Components of s core mechanics story interac7on 23

Anatomy of a game designer Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge Writing (and drawing) skills Ability to compromise Passion 24

Practical Tips for Designer Develop games you like Play lots of games, know your competitors Use the right tools Avoid boredom in your game at any cost Do not compromise in quality at the beginning Test your ideas, discuss them, test them, discuss, Enjoy what you are doing 25

Design vs. Programming design is a creative process of developing a game concept, its core elements and structure. This includes art work story playability, game balance The game realization can be restricted to paper. Computer game design does not require any programming per se. 26

Design vs. Programming The term Programming refers to the process of actually coding a game. It consists of making a project plan for the realization of a game idea actually programming the game elements This might include programming of a game engine implementing the game assets and interaction in an existing game engine. 27

Design vs. Programming The term covers Design, Programming and all other production related topics. 28

2 Milestone s (more to come at the end of this course)

Pong/Breakout Simple ball games Easy to program Good seller 31

Zork One of the smash hits of the textadventure era Great story 32

Space Invaders First of its kind Simple gameplay Exploits technology to the fullest Huge video game hit 33

Pac-Man Smash hit maze game Fine-tuning makes gameplay First game character that became a pop culture icon 34

Sim City New gameplay Addictive No clear goal More a toy than a game 35

King s Quest Sierra Interface Easy right-clickaccess to functions A huge story Pretty pictures 36

Monkey Island Scumm interface became very popular Up to today one of the funniest stories Innovative sword fighting system (with words) 37

Myst For a decade the best selling game Incredible dense atmosphere Puzzles and a great story 38

Doom/Quake Ego-Shooter Hit Violence reached a new level in games Excellent graphics 39

Warcraft/Starcraft Classic real-time strategy Fantasy story Added role playing elements later Closed multiplayer (battle.net) WoW 40

Tomb Raider Established a pop culture icon A woman as a main character Genre formative 41

Half-Life Graphics and story Added riddles to regular egoshooters A new gameplay dimension Immersion 42

The Sims Life-Simulation Great appeal to female gamers 43

3 The Classification of s

s Children s play Board games Sports games Gambling Computer games 45

What defines a computer game? Intuitive answer: a game that is played on a computer What is a game? What about video games? We deal with these later.. First, we need to classify games 46

Classification Principles governing the organization of objects into groups according to their similarities and differences or their relation to a set of criteria. In biology, the establishment of a hierarchical system of categories on the basis of presumed natural relationships among organisms. Encyclopedia Britannica 47

Classification l Classification should be descriptive unambiguous complete non overlapping in their choice of criteria 48

Classification Schemes for Computer s l Numerous possibilities: dimension perspective platform year of release 49

Dimension 1D Text based games: Zork 1: The Great Underground Empire ; inspired by the grandfather of all adventures 50

Dimension 2D Arcade classics in 2D: Pacman, Donkey Kong 51

Dimension 2½D l Cartoon techniques: Broken Sword Cartoon techniques: Broken Sword 52

Dimension 3D Revolu7onary 3D graphics: Quake 53

Dimension 4D 4th dimension Most popular: time Wait Did the previous games not incorporate time? 54

Dimension 4D l Classification criteria dimension descriptive ü unambiguous ~ complete ~ non overlapping -- 55

Perspective Central projec7on Three point projec7on 56

Perspective Parallel projec7on (isometric projec7on) 57

Perspective l Classification criteria perspective descriptive unambiguous ü ü complete ü non overlapping -- 58

Platforms PC Consoles Handhelds Other 59

Platform l Classification criteria platform descriptive unambiguous ü ü complete ü non overlapping -- 60

Release Date l Classify games according to their date of release l 1970 1975 1980 1985 1990 1995 2000 2005

Release Date l Classification criteria release date descriptive ~ unambiguous ~ complete non overlapping ü ü 62

Genres Most popular categorization: Classification by genre 63

4 Genres (we ll come back about this again)

Classification #1 (Fritz ~1985) Abstract puzzle, thinking and dexterity games Pong- and wall breaker games, pile-up games Control games Disposal games, position games, card games Action games Shooter Combat games Funny-s Maze-like games Comic-adventures Simulation Sports games + vehicle games Combat simulations, battle simulations Economical, political simulations Board games Story games History, SF, fantasy story games Adventure games Role-playing games, action adventures, strategy adventures 65

4.2 Mobile s

Mobile s s with limited resources computing interaction display Casual gamer Small games easy entry, easy exit Immersion not primarily perceptual Prof. Dr. Masuch: Architecture and Design - Introduction 67

Mobile s development like in the old days (project size, budget, developing time etc.) Strong growing market Adaptation of classic games for mobile phones Undiscovered so far: speech interaction Prof. Dr. Masuch: Architecture and Design - Introduction 68

4.3 Online s

Online s

71

Online s l World of Warcraft by Blizzard Entertainment Most successful MMORPG 11,5 million active subscribers 1 month - $ 14,99 72

Online s MMORPG are role-playing games with a strong social component Other player add liveliness to the online world no AI can provide MMORPG require an intense time engagement Player live an alternate reality MMPORPG struggle attention economics 73

5 Multidimensional Categorizations

Multidimensional Categorizations Aarseth, Smedstad, Sunnanà suggest a multidimensional Categorization Classification attributes Space Time Player structure Control Rules 75

Multidimensional Categorizations l Space Perspective Omni-present (god-like-view) Vagrant (player view) Topography Geometrical (unlimited degree of freedom) Topological (limited degree of freedom) Environment Dynamic (changeable environment) Static (unchangeable environment) 76

Spatial Classification Example 77

6 Conclusion

Conclusion design, game programming and game development are not equivalent Milestone games There is no ideal categorization Sorting games by genre is most popular Multi-dimensional categorization is promising, but academic Mobile and online games have certain peculiarities 79

Elements l Important for successful design: Know the rules of a genre Learn to identify the core elements of a game Mobile and online games are a bit different Satisfy and contradict genre patterns, play with the expectations of the gamer 80