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Introduction to

Video games can mix story-like and game-like entertainment almost seamlessly ... Consoles (Xbox, PlayStation, Wii, etc) have their own specific tools ...

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Introduction to

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    Slide 1:Introduction to Computer Games

    Ali Arya Carleton School of Information Technology

    Slide 2:Introduction & Topics

    History of Video Games Games Concepts Elements Production Team Production Process Tools for Game Design and Development

    Slide 3:Some Milestone Games

    Pong and space invaders: 1st videogame hits Pac-man: fine tuning existing ideas Star raiders: 1st 3D space combat Wing Commander: cut scenes 7th Guest, FF, MGS: video cut scenes (cinematics) Half-life: integrated cut scenes SimCity/Sims Wolfenstein3D/Doom/Quake: 3D engine, FPS Civilization Tomb Raider

    Slide 4:Pong by Atari (1972)

    The story begins. The first commercially successful video game Table tennis

    Slide 5:Games to Remember

    Slide 6:Cut Scenes?

    Slide-show Video Live-action or animated High-quality Integrated Using game engine Not different from gameplay scenes

    Slide 7:Doom by id Software (1993)

    Pioneer in 3D graphics Next generation of Wolfenstein 3D Re-usable “engine” Violence, “satanic” imagery, and other controversies

    Slide 8:The Sims by Maxis (2000)

    Simulated characters, simulated life SimCity (1989) God-game!

    Slide 9:Audience

    Female players and designers Game developers have realized that games are not just for boys! Need to understand the audience

    Slide 10:What’s a Game?

    Creative expression Art Beauty? Entertainment Non-interactive Interactive playing environments Toys do not have rules or goals Puzzles have goals Games have rules and goals Conflict and competition not necessary Fun?

    Slide 11:Playing Games

    Activity Play Main purpose Fun (It can have different meaning.) Also Goals (Is it necessarily winning?) Has Rules (vs. Fiction)

    Slide 12:Example:

    Thou shall not bite, or bite hard, thy brother’s ear!

    Slide 13:Essential Elements

    Play Participatory Non-linear Fun Pretending Artificial importance (magic circle) Goals Will result in: Facing challenges Performing actions Rules Define goals, challenges, & actions. Understandable!

    Slide 14:Example: Board Games

    Slide 15:Gameplay

    Gameplay therefore consists of: The challenges that a player must face to arrive at the object of the game, and The actions that the player is permitted to take to address those challenges

    Slide 16:Storytelling

    Most games incorporate some kind of story Video games can mix story-like and game-like entertainment almost seamlessly They can make player feel he is inside a story and affecting flow of events This is one reason why video games are considered a new medium

    Slide 17:Story vs. Gameplay

    Slide 18:Example: Half-Life

    Relatively well-developed characters and storyline Can give players reason for performing actions Can cause emotional attachment So the experience will be more enjoyable. For whom?

    Slide 19:Game Production

    Originally considered a software development project Artistic tasks and content development were added later, requiring new skills, team members, and project structure Game engines also transformed game development to more “scripting” than “programming”.

    Slide 20:Development Team

    Design Game Designer Level Designer Writer Art Art Lead Concept, Character, Background, Animation, Texture, Sound, etc Test Test Lead Testers Programming Tech Lead AI and Logic, Physics, Effects, Sound, Tools, DB, Networking & MU, etc Producer(s) External Internal Assistants

    Slide 21:Game Producers

    External From publisher Internal From development company aka project manager or director Assistant Assets, daily tasks (builds, backup, etc), screenshots, PR, checking milestones, paperwork, etc

    Slide 22:Design Team

    Game designer Play a lot of games! Use demos and reviews, look around, chat, etc Level designer Very new field of work Writer Not a linear medium! Not dialog-based

    Slide 23:Programming Team

    Tech lead Programmers AI and Logic Physics Tools, DB, network and multi-player Graphics effects, sound effects, weapons Scripting languages

    Slide 24:Art Team

    Art director Artists Concept Character modeling Background modeling Animation Texture Sound, etc

    Slide 25:Externals

    Music Voice Sound effects Video Motion capture Language localization Legal, manual, etc

    Slide 26:Production Lifecycle

    Concept development and design Pre-production (proof of concept) Production Test (alpha and beta) Release Maintenance Upgrade

    Slide 27:Concept Development

    Summary (aka high concept) Pitch (aka proposal or concept doc) High concept Genre Gameplay (objectives, challenges, actions) Features (interaction, perspective, characters, weapons, etc) Setting Story Target audience Platform Competition Estimated budget and schedule Team Risk Analysis Example

    Slide 28:Example: Machine Imprint

    Slide 29:Example: Machine Imprint

    Slide 30:Pre-Production

    Project plan Design documents Game design Character, world, flow, story, level, etc Technical design Art bible (style guide) Art production plan Prototype

    Slide 31:Examples of Concept Art

    Examples of Concept Art

    Slide 33:Examples of Concept Art

    Slide 34:Example: Level Design

    Slide 35:Example: Puzzle Design

    Slide 36:Example: Interactivity

    Slide 37:Production

    Includes technical and artistic parts Creating art assets, animations, rendering, etc Developing software modules, implementing gameplay and user interface Integration Local testing

    Slide 38:Model Development

    IMD 4901 February 8th, 2007 38 MARCO – Keep is short, but make sure you show everything. MARCO – Keep is short, but make sure you show everything.

    Slide 39:Model Development

    IMD 4901 February 8th, 2007 39 MARCO – Keep is short, but make sure you show everything. MARCO – Keep is short, but make sure you show everything.

    Slide 40:Objects

    Computer terminal 1 Drink machine 1 Security camera 1 IMD 4901 February 8th, 2007 40 Reception desk 4 Bookshelf 1 JNET – Gloss over.JNET – Gloss over.

    Slide 41:Environments

    Slide 42:Motion Capture

    Slide 43:Testing

    Gameplay functionality Unit/character functionality Story progression User interface Sound and music Compatibility Gold master/final checklist

    Slide 44:Test-related Versions

    Alpha Features and assets Expected bugs Closed Beta No severe defects (crash-bug) Open Beta Public access for test Release

    Slide 45:Publishing

    Public relations (PR) Marketing Sales Stores Distributors Original Equipment Manufacturer (OEM) Promotion

    Slide 46:Tools and Technologies

    Art Tools Programming Languages Game Engines Game and 3D World Design Tools Consoles (Xbox, PlayStation, Wii, etc) have their own specific tools which are usually very expensive!

    Slide 47:Art Tools

    3D modeling and animation Maya, 3DS Max, Blender, MilkShape3D 2D graphics and animation Flash, Adobe Photoshop, Corel Painter Audio editing Sony Sound Forge, Audacity, Sweep Can have their own programming language ActionScript for Flash and MelScript for maya

    Slide 48:Programming Languages

    C/C++ Most powerful and common for games Most difficult to learn and use! Java Provides security and is cross-platform Not as efficient (slow performance) Widely used for mobile and causal games C# For Microsoft .NET framework Only Windows and Xbox XNA framework provides free tools for console game development (Xbox)

    Slide 49:Game Engines

    Commercial Blade3D, Havok, Source, Torque Free and open-source OGRE, Crystal Space, Irrlicht, jME, Panda3D, Reality Factory, The Nebula Device 2 TorqueX is special edition of Torque for XNA Not really free and almost open-source! Can have their own art and programming tools Example: Torque Builder and TorqueScript

    Slide 50:Other Tools

    Game Maker: Free tool for making simple games Alice: Free 3D programming tool Adventure Game Studio: Free tool for creating adventure games Multiverse: Free tool for creating online virtual worlds Inform: Free design tool for interactive fiction

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