Course Overview; Development Process

Similar documents
Course Overview; Development Process

Course Overview; Development Process

Course Overview; Development Process

the gamedesigninitiative at cornell university Lecture 8 Prototyping

CSCI 526 Mobile Games Development (4 units) Spring 2018

Advanced Mobile Devices

Appendix H - What Goes Into a Milestone Definition

One-Year Conservatory in GAME DESIGN

CAPSTONE PROJECT 1.A: OVERVIEW. Purpose

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

MSc in Engineering (Technology Based Business Development) study programme Weekly schedule, autumn semester 2014

UX RUNWAY THE TRIALS AND TRIBULATIONS OF UX IN AN AGILE ENVIRONMENT. Agile2014: Tuesday July 29, 2014 Natalie Warnert #agile2014

IMGD The Game Development Process: Game Development Timeline

Game Development Life Cycle. Jaanus Jaggo

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

the gamedesigninitiative at cornell university Lecture 4 Game Components

Assignment 5: Virtual Reality Design

Game Production: the production process

REQUEST FOR PROPOSAL DEVELOPMENT, LAUNCH, AND MAINTENANCE OF A DIGITAL VERSION OF THE TABLETOP GAME: BOSS MONSTER

CS134: Innovating Game Development A Course in Games Technology

Foundations of Interactive Game Design

Foundations of Interactive Game Design (80K) week five, lecture three

Kevin Chan, Blue Tongue Entertainment

Applying classic game production principles to game productions with short development times

Foundations of Interactive Game Design (80K) week one, lecture one

Game Engine Programming

FINAL TECHNICAL REPORT

Alternative English 1010 Major Assignment with Activities and Handouts. Portraits

GAME PRODUCTION HANDBOOK Second Edition

MGFS EMJ. Project Sponsor. Faculty Coach. Project Overview. Logan Hall, Yi Jiang, Dustin Potter, Todd Williams MITRE

Lecture 1: Introduction and Preliminaries

"Plans are nothing; planning is everything" - Dwight D. Eisenhower

CTPR 438 PRACTICUM IN PRODUCING SYLLABUS 2 UNITS. USC SCHOOL OF CINEMATIC ARTS Spring 2018

Game playtesting, Gameplay metrics (Based on slides by Michael Mateas, and Chapter 9 (Playtesting) of Game Design Workshop, Tracy Fullerton)

CSS 385 Introduction to Game Design & Development. Week-6, Lecture 1. Yusuf Pisan

Practical Big Data Science

CS798 Games for Health Fall 2015 Administrivia

TradeSchool Start Guide

CS248 Video Game Help Session A primer on game development

Gain an overview of the history of portraiture age in relation to contemporary photography

Graduate Peer Consultant Application

Game 230: History of Computer Games

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

Game Production Practice DR. ROBERT ZUBEK, SOMASIM LLC EECS-397/497: GAME DEVELOPMENT STUDIO WINTER QUARTER 2018 NORTHWESTERN UNIVERSITY

Video Games Funding. January 18th Orla Clancy Creative Europe Desk Ireland

Design and prototyping. CS4784: HCI Capstone Virginia Tech Instructor: Dr. Kurt Luther

PELLISSIPPI STATE TECHNICAL COMMUNITY COLLEGE MASTER SYLLABUS. VISUALIZATION TECHNIQUES IDT 2630 (formerly IDT 1600)

Advertising & Marketing Law (Law 712) Eric Goldman Spring 2011

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

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

Object-Oriented Design

A MAP TO WRITING SUCCESS: CREATING A STORY THAT WORKS Winter 2018: PRELIMINARY SYLLABUS

San José State University Department of Design / Industrial Design Program Visualization II, DSID 22 Section 02, Spring 2019

Skylands Learning is your trusted learning advisor. That is our promise your trusted learning advisor. Four simple words.

COMPUTER GAME DESIGN (GAME)

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

PROJECT MANAGEMENT. CSC404 Tutorial Slides

Foundations of Interactive Game Design (80K) week one, lecture one

Mini Project #2: Motion Planning and Generation for a Robot Arm

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti

ECE 396 Senior Design I

Black & White Photography Course Syllabus

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

Innovative Experiences that evolves your Business

MITOCW watch?v=uxmpn92vgxs

Fall Semester 2017 JTC 335 Digital Photography Section 2 Department of Journalism and Media Communication Colorado State University

Writing the Half-Hour Spec Comedy Script Instructor: Manny Basanese

Unit 5: Unified Software Development Process. 3C05: Unified Software Development Process USDP. USDP for your project. Iteration Workflows.

Contact info.

Monday July 9 th 9:00 10:00: Check in, introduction to the program and short tour of campus

Field & Post Production The Media School Indiana University Syllabus - Spring 2018

DIGF 6B21 Ubiquitous Computing

College Essay Writing

For Students: Review and Renew your Accommodations Letter

Designing, developing and playing KEEP ME SAFE IN EUROPE 2

Level Design & Game Industry landscape

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

Ornithology BIO 426 (W/O2) (Spring 2013; CRN 33963) (tentative, version 26th January 2013)

El Camino College Fine Arts Division Photography Department Program Review Fall 2008 Conducted by Professor Darilyn Rowan

Agile Game Development

1.1 Investigate the capabilities and limitations of a range of digital gaming platforms

Kankakee Community College

David Stichweh Art 151 Beginning Photography Summer, 2009 M. W. 5:30-8:00

The Game Development Process

Monday, October 29, 2018 Salvatori Seminar Room, South Mudd Building (3rd floor) - Caltech

Monday July 24 th 9:00 10:00: Check in, introduction to the program and short tour of campus

AMERICAN UNIVERSITYOF BEIRUT FACULTY OF ENGINEERING AND ARCHITECTURE ELECTRICAL AND COMPUTER ENGINEERING DEPARTMENT

Introduction. How are games similar/different from other software engineering projects? Common software engineering models & game development

DIGITAL FABRICATION WITH ROBOTICS (1 credit)

Communications and New Media Title: Writing for Media Catalog Number: CNMS Credit Hours: 3 Total Contact Hours: 45

CS/INFO 4154: Brainstorming and Prototyping. Analytics-driven Game Design. Lecture 3: Epic s Epic Epic

You Can Make a Difference! Due November 11/12 (Implementation plans due in class on 11/9)

Technology Leadership Course Descriptions

Neomancer: An Exercise in Interdisciplinary Academic Game Development

Master of Creative Writing for Scriptwriters

Frontiers: The Interdisciplinary Journal of Study Abroad presents

Math 210: 1, 2 Calculus III Spring 2008

Toon Dimension Formal Game Proposal

Tasker A serious game for procrastination

CTPR 425 PRODUCTION PLANNING SPRING 2014 Section: Units COURSE DESCRIPTION

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: Tuesdays (usually) Create documents and presentations Satisfies technical writing requirement See schedule for exact dates 4

Course Structure Game Labs: First four Thursdays 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 One character designer/artist One user interface specialist Groups have been assigned by staff Taking your preferences into account 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 game in LibGDX Java-based cross platform engine Has become very advanced, surpassing XNA Can use any IDE, but only IntelliJ is supported Must develop a game for a desktop PC/Mac Designing gameplay for mobile input is hard! Subject of advanced class, 4152 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

ENGRC Grading You must enroll in ENGRC 3152 as well No extra work; just what you do in discussion New requirement by school of engineering All CS/INFO grades except game and labs Charter & Group Reports (15%) Course Documents (75%) Attendance & Presentations (10%) Typically higher than course grade 14 Overview

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!) 15

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 16

Waterfall Model Pre-Production Design Cannot start stage until previous step finished. Result: Lots of delays Implement Test 17 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 18

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 19

SCRUM Sprint Product Backlog Sprint Backlog Feature Release Sprint Features at end Features this Sprint 20

Milestones Suggestions for your sprint backlog Flexible enough to handle set-backs Can renegotiate if you get seriously behind Week 5 Nondigital Prototype 2/22 Week 7 Gameplay Prototype 3/6 Week 9 Technical Prototype 3/20 Week 11 Alpha (Code Complete) 4/10 Week 13 Beta (Feature Complete) 4/24 Week 15 Release (Balanced and Tested) 5/8 Week 16 GDIAC Showcase 5/19 21

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 22

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) 23

Sprint Documentation Reports (every 2 weeks) Outlines upcoming sprint (who does what) Reflects on previous sprint (did you meet goals?) Written as a group document Audience: your game producer CATME Reports Online tool for reporting your progress Completed as individuals Allows us to look for problems in group 24

Using CATME for Reports http://www.catme.org 25 Overview

Detailed Specifications Architecture Specification Outline of your software organization Used to distribute tasks to programmers Audience: team programmers Design Specification Outline of your design vision Also includes technical details of asset handling Used for to help designers work toger Audience: team designers 26

Detailed Specifications Architecture Specification Outline of your software organization Used to distribute tasks to programmers Audience: team programmers Design Specification Outline of your design vision Also includes technical details of asset handling Used for to help designers work toger Audience: team designers 27

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 ) 28

Development Process Review Design Implement Pre-Production Release Test Pre-production Initial design Concept Document Gameplay Spec Two-Week Sprints Playable prototypes Reports Arch/Design Spec Release Public Showcase Game Manual Postmortem 29

Semester Schedule Week 1 Form Groups 1/28 Week 2 Team Workflow 2/4 Week 3 Initial Proposal 2/11 Week 4 Concept Document 2/18 (Project Kickoff) February Break Week 5 Nondigital Prototype Milestone Proposals 2/22 2/25 Week 6 Gameplay Specification 3/4 Week 7 Gameplay Prototype 3/6 Week 8 Detailed Specifications 3/18 Week 9 Technical Prototype 3/29 30 Pre-Production Development

Semester Schedule Week 10 Document Revisions 4/1 Spring Break Week 11 Alpha Release 4/10 (Code Complete) Week 12 Game Manual 4/22 (Draft based on Alpha) Week 13 Beta Release 4/24 (Feature Complete) Week 14 Final Portfolio 5/6 Week 15 Final Presentation 5/8 (Balanced &Tested) Week 16 GDIAC Showcase 5/19 Development Release 31