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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

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Games Development

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  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.

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