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Transcription:

Lecture 1: Course Overview; Development Process

CS/INFO 3152: Game Design Single semester long game project Interdisciplinary teams of 5-6 people Design is entirely up to you First 3-4 weeks are spent preparing Labs to develop basic game concepts Design activities to solidify your ideas Group activities to help you collaborate Remainder of class spent on project 2

CS/INFO 3152: Game Design We provide a basic milestone schedule Today s focus: development process Deliverables every two weeks (after week 4) Details on course website: http://www.cs.cornell.edu/courses/cs3152 Games demonstrated at Showcase Like BOOM, open to public Public reaction is part of your grade Submissions posted on GDIAC website 3

Course Structure Lectures: Mondays, Wednesdays, Fridays Of general design and development interest Programming-specific around Spring Break Lecture notes posted on website (but incomplete!) Communication Labs: Tuesday or Thursday Create documents and presentations Satisfies technical writing requirement See schedule for exact dates 4

Course Structure Game Labs: First four Tuesdays(ish) Special labs for programming or design Complete according to your project role Only INFO has a choice; CS is programming only Playtest Sessions: Thursday after milestones Submit a playable prototype every two weeks Ors will playtest your prototype in class We will critique each or s games 5

This course is a lot of work! Expect at least 10 hours/week outside of class Once project starts in four weeks Typically bare minimum to finish game But if you do this, guaranteed at least a B Includes Time working on game Time writing documents Does Not Include 5 days/week in class Time spent on readings Time meeting with group 6

This course is a lot of work! Expect at least 10 hours/week outside of class Once project starts in four weeks Typically bare minimum to finish game But if you do this, guaranteed at least a B Includes Time working on game Time writing documents Does Not Include 5 days/week in class Time spent on readings Time meeting with group 7

Project Groups This is a group-oriented course 5-6 person teams of diverse talents At least one 3110 programmer At least one visual designer/artist Groups are assigned by staff Taking your preferences into account Assignments complete by this week Groups must be in same section 8

Game Requirements Must be unique with innovative gameplay Avoid standard point & click adventures But can take elements from or games Example: platformer + something new Must be feasible in a semester Avoid full-blown RPGs or real-time-strategy games But can have basic elements of se games Must have a single player mode 9

Game Requirements Must develop in XNA 4.0 or MonoGame See website for getting software via MSDNAA XNA 4.0 requires Visual Studio 2010 MonoGame is cross-platform but more limited All programmers must work in C# Very easy to pick up if you know Java Focus of programmer game labs See website for help and resources 10

Intellectual Property Your group retains all ownership You can commercialize it later You can make derivative works Individual ownership is your responsibility But Cornell gets a non-exclusive license Non-commercial use of final version submitted We can post this version on our website We claim no or rights to your game 11

Grading Policy Mixture of group and individual grades Group grades are same for all group members Group game grade (25%) Technical writing (20%) Class presentations (5%) Individual grades distinguish group members Individual game grade (25%) Game Labs (20%) Attendance (at demos) (5%) 12

Game Grade Group grade reflects game quality Grade Criteria A Bug-free, Fun-to-play B Complete and playable C Complete but unplayable D/F Serious delinquencies Individual grade represents contribution Grade Criteria > Group Visionary, group MVP = Group Good attitude, hard worker < Group Produce negative work D/F Abandon group 13

Design process Software Development Decide what game you want to make Create a specification of your design Development process Implement your specification Test result to make sure it works Release (yeah!) 14

The Traditional Model Document extensively; design to specification Design and documents done before coding starts Development follows a specified project timeline A general software engineering model Often called waterfall model Pre-Production Design Implement Test Release 15

Waterfall Model Pre-Production Design Cannot start stage until previous step finished. Result: Lots of delays Implement Test 16 What if you discover game is not fun? Result: Start Over? Release

The Iterative Model Cannot evaluate game without playing it first Iterate: Rethink design from intermediate results Should be playing 20% into development! This requires prototypes (may be nondigital) Design Implement Pre-Production Release Test 17

SCRUM & Agile Development Iterative model is called agile development The most popular agile method is SCRUM Key (but not only) idea: SCRUM sprint Focus on a small, but testable deliverable 3-4 weeks in industry; 2 weeks in this class Sprint Backlog: features left to implement Chosen to implement for this sprint Re-evaluate features at end of every sprint 18

SCRUM Sprint Product Backlog Sprint Backlog Feature Release Sprint Features at end Features this Sprint 19

Milestones Suggestions for your sprint backlog Flexible enough to handle set-backs Can renegotiate if you get seriously behind Week 5 Nondigital Prototype 2/19 Week 7 Gameplay Prototype 3/6 Week 9 Technical Prototype 3/14 Week 11 Alpha (Code Complete) 4/7 Week 13 Beta (Feature Complete) 4/21 Week 15 Release (Balanced and Tested) 5/4 Week 16 GDIAC Showcase 5/16 20

Documentation Major part of development process Why course counts for technical writing Ensures group is always on same page At every point of development Pre-production: concept document, gameplay Sprints: reports, architectural specification Release: game manual, post-mortem Challenge is understanding your audience 21

Pre-Production Documentation Concept Document Describes basic idea behind your game Communicate core vision without too many details Focus of Communication Lab next week Audience: a game publisher (to get funding) Gameplay Specification Thorough overview of your gameplay Include formal design elements shown in class May change as part of your sprints! Audience: new team members (hired later) 22

Sprint Documentation Reports (every 2 weeks) Outlines upcoming sprint (who does what) Reflects on previous sprint (did you meet goals?) You must be honest! Not graded on progress. Audience: your game producer Architectural Specification Outline of your software organization Used to distribute tasks to programmers Audience: team programmers 23

Sprint Documentation Reports (every 2 weeks) Outlines upcoming sprint (who does what) Reflects on previous sprint (did you meet goals?) You must be honest! Not graded on progress. Audience: your game producer Architectural Specification Outline of your software organization Used to distribute tasks to programmers 24 Responsibility of Project Leader Audience: team programmers Responsibility of Lead Programmer

Release Documentation Game Manual Concise description of gameplay Instructions on how to play game Story, or material to improve setting Audience: your players Postmortem Honest reassessment of what happened What went right; what went wrong Audience: yourself (for next time ) 25

Development Process Review Design Implement Pre-Production Release Test Pre-production Initial design Concept Document Gameplay Spec Two-Week Sprints Playable prototypes Reports Architecture Spec Release Public Showcase Game Manual Postmortem 26

Semester Schedule Week 1 Form Groups 1/25 Week 2 Group Charter 1/30 Week 3 Concept Document 2/6 (Project Kickoff) Week 4 Gameplay Specification 2/13 Week 5 Nondigital Prototype 2/19 Week 6 Milestone Proposals 2/27 Content Repository Week 7 Gameplay Prototype 3/6 Week 8 Architecture Specification 3/9 Week 9 Technical Prototype 3/14 Pre-Production Development 27

Semester Schedule Week 1 Form Groups 1/25 Week 2 Group Charter 1/30 Week 3 Concept Document 2/6 (Project Kickoff) Week 4 Gameplay Specification 2/13 Week 5 Nondigital Prototype 2/19 Week 6 Milestone Proposals 2/27 Content Repository Week 7 Gameplay Prototype 3/6 Week 8 Architecture Specification 3/9 Week 9 Technical Prototype 3/14 Immediately after Feb. break Pre-Production Development 28

Semester Schedule Week 10 Level Design Document 3/27 Spring Break Week 11 Alpha Release 4/7 (Code Complete) Week 12 Game Manual (Draft based on Alpha) Week 13 Beta Release (Feature Complete) 4/17 4/21 Week 14 Final Portfolio 5/1 Week 15 Final Presentation 5/4 (Balanced &Tested) Week 16 GDIAC Showcase 5/16 Development Release 29

Semester Schedule Week 10 Level Design Document 3/27 Spring Break Week 11 Alpha Release 4/7 (Code Complete) Week 12 Game Manual (Draft based on Alpha) Week 13 Beta Release (Feature Complete) 4/17 4/21 Week 14 Final Portfolio 5/1 Week 15 Final Presentation 5/4 (Balanced &Tested) Week 16 GDIAC Showcase 5/16 Immediately after Spring break Development Release 30