1 / 10

Games Development

Games Development What do we need? The Games Design Document The Technical Design Document Development Team Publisher Plan (and Money)! Technical Design Document Interaction/ Layout Diagrams ( see week 3 Lecture Notes ) UML (Unified Modelling Language) Diagrams Use Case Diagrams

Jeffrey
Download Presentation

Games Development

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Games Development

  2. What do we need? • The Games Design Document • The Technical Design Document • Development Team • Publisher • Plan (and Money)!

  3. Technical Design Document • Interaction/ Layout Diagrams (see week 3 Lecture Notes) • UML (Unified Modelling Language) Diagrams • Use Case Diagrams • Class Diagrams • State Diagrams • Collaboration Diagrams • Sequence Diagrams etc.

  4. Considerations • Planning/ Schedule and Budget • Saving Time and Money - Existing Component Libraries • Graphics • Sounds • Game Engines (e.g. Goldeneye 007 > Perfect Dark, Quake 2 > Half Life) • Middleware (e.g. Renderware) • API’s (Application Programming Interface) • Portability • Game Licences • Films • Sports • Characters etc. • Prototyping/ Research and Development

  5. Development Team - Roles • Director/ Project Leader • Producer • Game Designer/s • Programmers • Lead, Level, Gameplay, Physics, Interface, AI, Data etc. • Artists/ Graphical Designers • Lead, Level, Interface, Characters, Animation, FMV (Full Motion Video), Objects etc. • Sound Engineers • Lead, Sound Effects, Music, Voice Recordings etc. • Quality Assurance • Lead, Game Testing (Black Box) • Manual Developer • Writer, Editor, Designer, Translators

  6. Programming a Game • PC’s • C • C++ • Java • Assembler • DirectX • COM (Component Object Model) • Flash/ Director and Java (Web/ Mobile Games) • Emulators • Consoles • Exclusive SDK’s (Software Development Kit)

  7. Quality Assurance • Testing • Does it need to be any good? • Quality vs. Profit. • Patches • Why oh why?! • Good use. • Bad use. • Console Ports • Quality vs. Profit • The Gold Master • Mission Accomplished!

  8. Release Considerations • Schedule/ Timing • Film Premieres • Sport Season • Christmas and Other Holidays • Shelf Span • Location • Society • Censorship • Languages (Speech and Text) • Publicity/ Marketing • Demos • Trailers • Exhibitions/ Expos • Websites, Posters etc. • Audience

  9. Questions?

  10. Next Lecture The Social and Contextual Issues of Computer Games Mitja Kostomaj Next week at 10am.

More Related