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September 15-17, 2008. Austin Game Developer’s Conference. What is the Austin GDC?. An annual meeting of professionals from the computer games industry A supplement to the larger Game Developer's Conference held in San Francisco each Spring
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September 15-17, 2008 Austin Game Developer’s Conference
What is the Austin GDC? • An annual meeting of professionals from the computer games industry • A supplement to the larger Game Developer's Conference held in San Francisco each Spring • A great way to maintain technical currency and monitor industry trends • An opportunity to network with industry professionals • A source of information about employment opportunities and skills demands in the computer games industry
Why go to Austin GDC? • To support the creation of two new computer games courses at Butte College: • Introduction to Game Design and Development • Game Engine Design and Programming • To network with industry professionals and get ideas toward the creation of a computer games curriculum at Butte College • To gather information about the computer games industry to share with our partner institutions in Northern California • To demonstrate a commitment to a computer games curriculum to our students, partner institutions, and our community
Austin GDC Agenda [1] Day One -> Open Source Tools [2] Day Two -> Writing and Design [3] Day Three -> Careers
[1] Open Source Tools • Advantages of open source tools • Licensed at no cost • Are widely used in industry • Have very active developer and user communities • Are often extensible by writing plugins • Disadvantages • Lack of formalized support • Projects may be abandoned Open Source Initiative: www.opensource.org
[1] Open Source Tools: Highlights • jMonkeyEngine -> www.jmonkeyengine.com • OGRE 3D -> www.ogre3d.org • Panda3D -> panda3d.org • Project Darkstar -> projectdarkstar.com • 2D Engines • Developer tools
[1] Open Source Tools: jMonkeyEngine www.jmonkeyengine.com • A high performance scene graph based graphics API • Completely open source (BSD License) • Written in pure Java • Extensive, online javadoc-style documentation • An active user community that supports a wiki and tutorials • Features include: • Easy to use, powerful application-building classes • Imposters (Render to Texture), Environmental Mapping, Lens Flare, Tinting, Particle Systems, et al.
[1] Open Source Tools: jMonkeyEngine jMonkeyEngine graphics
[1] Open Source Tools: OGRE 3D www.ogre3d.org • OGRE stands for: Object-Oriented Graphics Rendering Engine • A scene-oriented, flexible 3D engine written in C++ • Utilizes hardware-accelerated 3D graphics • Has a large and active user community that supports a wiki and provides tutorials • Complete online API • Supported by a published book, "Pro OGRE 3D Programming," by Gregory Junker
[1] Open Source Tools: OGRE 3D OGRE 3D graphics
[1] Open Source Tools: Panda3D panda3d.org • Originally created by Disney for its Toontown MMO (Massively Multiplayer Online) game • Presently jointly maintained by Disney and the Entertainment Technology Center at Carnegie Mellon University • Released as free software in 2002 under a modified BSD License • Written in C++ with Python bindings • Has a complete online API to Python bindings and an extensive manual with tutorials
[1] Open Source Tools: Panda3D Panda3D graphics
[1] Open Source Tools: Project Darkstar projectdarkstar.com • A software infrastructure that aims to support a variety of applications: • Massively scalable online games • Virtual worlds • Social networking • Created by Sun Microsystems, now an open source project • Written in pure Java • Online javadoc API • Online tutorials
[1] Open Source Tools: 2D Engines • Slick 2D engine for Java -> slick.cokeandcode.com • PyGame 2D engine for Python -> www.pygame.org • AS3GE for Flash -> code.google.com/p/as3ge • Ffilmation for ActionScript -> www.ffilmation.org • HGE (Haaf's Game Engine) for C++ -> hge.relishgames.com • Torque Game Builder -> www.garagegames.com
[1] Open Source Tools: Developer • Eclipse IDE -> www.eclipse.org • Blender 3D Rendering Application -> www.blender.org • GIMP (GNU Image Manipulation Program -> www.gimp.org
[2] Writing and Design • Key ideas for game writers • On-demand dialogue (ODD) and storytelling • Giving players choices with consequences • Creating a "next-gen" experience • Key ideas for game designers • Understanding learning styles • Creating episodic games • Making trade-offs www.igda.org
[2] Writing and Design: Highlights • On-demand dialog (ODD): "The Death of Linearity (Or Who Shot the Three Act Structure?)" • presentation by Andrew Walsh • Player choice: "Unsharding, The Secret to Storytelling in a Massively Multiplayer Environment" • presentation by James Portnow • Next-gen: "We Tell Stories" • presentation by Adrian Hon
[2] Writing and Design: Highlights • Learning styles: "Learning to Play: The Importance of Learning Styles and Gender in MMOs" • presentation by Sheri Graner Ray • Episodic games: "The Sandwich of the Month Club: Writing and Designing Successful Episodic Games" • presentation by Dave Grossman • Trade-offs: "RAGE: Storytelling and Technology at id Software" • presentation by Tim Willits
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Presentation by Andrew Walsh • Who is Andrew Walsh? • Writer for computer games, television, theatre, et al. • Computer game writing credits include: • Prince of Persia • Medieval II: Total War • And many others • Contributor to the book Game Writing: Narrative Skills for Video Games • Homepage -> www.andrewwalsh.com
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Primary goals of game writing • Create a strong, identifiable story • Provide a deep story world • Bring game characters to life
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Evolution of game narrative: Classic Three Act Model • For the player, a less engaging experience • No interactive content • Linear story structure Open/Cutscene Non-interactive dialog Cutscene Non-interactive dialog Close/Cutscene See Aristotle, "Poetics" and Gustav Freytag, "Die Technik des Dramas"
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Evolution of game narrative: Interactive Dialogue Model • More interactive for the player • Still a linear structure with little player choice Open/Cutscene Interactive dialog Cutscene Interactive dialog Close/Cutscene
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Evolution of game narrative: On-demand storytelling • Player chooses when to access the deeper story • Still influenced by the Three Act Structure • Not a "next-gen" experience Open/Cutscene Cutscene Close/Cutscene On-demand story block On-demand story block On-demand story block On-demand story block On-demand story block NOTE: Interpretation by J Boyd Trolinger based on presentation by Andrew Walsh
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Evolution of game narrative: "next-gen" On-demand storytelling "...a story design that allows the player to choose when to access the story and how much of the story she or he wants to experience." Andrew Walsh
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Evolution of game narrative: "next-gen" On-demand storytelling • A typical game level On-demand story block On-demand story block On-demand story block On-demand story block START Staging Post Staging Post Staging Post END On-demand conversation elements NOTE: Interpretation by J Boyd Trolinger based on presentation by Andrew Walsh
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Evolution of game narrative: "next-gen" On-demand storytelling • Longer game narratives are composed by linking together multiple levels with story arc • Note that acts do not have to be abandoned Story arc NOTE: Interpretation by J Boyd Trolinger based on presentation by Andrew Walsh
[2] Writing and Design: ODD "The Death of Linearity (Or Who Shot the Three Act Structure)?" • Keys to "next-gen" On-demand storytelling • A companion character in the game can reinforce the narrative through conversation • Requires solid game AI to succeed • Allow the player to choose when and how much of the story to access
[2] Writing and Design: Player choice "Unsharding, The Secret to Storytelling in a Massively Multiplayer Environment" • Presentation by James Portnow • Who is James Portnow? • Founder and CCO of Divide By Zero Games -> dbzcorp.com • Regular contributor to Game Career Guide -> gamecareerguide.com
[2] Writing and Design: Player choice "Unsharding, The Secret to Storytelling in a Massively Multiplayer Environment" • What is unsharding? • Many massively multiplayer online (MMO) games distribute their players across multiple servers, or shards • Multiple shards means multiple game worlds, and multiple story worlds • An unsharded MMO places its players in a single game world • Unsharding provides players with a single game world, and thus a single story world • EVE online -> www-eve-online.com • At present the only truly unsharded MMO
[2] Writing and Design: Player choice "Unsharding, The Secret to Storytelling in a Massively Multiplayer Environment" • What are the advantages of unsharding? • All players influence the shared story world with their decisions • All players can experience the effects of "massive choice events" • Player politics and decision making truly shape the story
[2] Writing and Design: Next-gen "We Tell Stories" • Presentation by Adrian Hon • Who is Adrian Hon? • Co-founder and CCO of Six to Start -> www.sixtostart.com • Designer and producer of Perplex City -> perplexcity.com • Leading designer of alternative reality games (ARG)
[2] Writing and Design: Next-gen "We Tell Stories" • We Tell Stories -> wetellstories.co.uk • A "digital fiction" project by Penguin Publishers • An effort to promote next-gen storytelling by leveraging the latest Internet technologies • An experiment in creating immersive and innovative "new fiction"
[2] Writing and Design: Next-gen "We Tell Stories" • Lessons learned from the We Tell Stories experiment • The Internet provides interesting storytelling possibilities • For example, Toby Litt, in his story "Slice," used a traditional weblog and Twitter micro-blogs to deliver his story to his readers • There is much work to be done to uncover the potential of the Internet • The highly collaborative and dynamic Web 2.0 in particular offers many new storytelling possibilities • Parting thoughts • Game developers should remember that technologies frequently change, while good stories last • Games created to exploit a new technology, without a solid story, will disappear as the technology becomes obsolete
[2] Writing and Design: Learning styles "Learning to Play: The Importance of Learning Styles and Gender in MMOs" • Presentation by Sheri Graner Ray • Who is Sheri Graner Ray? • A leading expert on gender and computer games • Author of Gender Inclusive Game Design: Expanding the Market • Co-founder and Executive Chair of Women in Games International
[2] Writing and Design: Learning styles "Learning to Play: The Importance of Learning Styles and Gender in MMOs" • Why must game designers know about learning styles? • To maximize accessibility and attract the largest audience • Because good games provide learning tools for all kinds of learners • What are the most common learning styles? • Explorative, or risk-taking learning • Most common learning style for males • modeling, or imitative learning • Most common learning style for females
[2] Writing and Design: Learning styles "Learning to Play: The Importance of Learning Styles and Gender in MMOs" • Not all learners fit the gender "expectation" when it comes to learning • Allowing for different learning styles will benefit many players • An example of good practices • Video Professor -> www.videoprofessor.com • Allows for explorative learning but also provides tools for the imitative learner as well
[2] Writing and Design: Episodic games "The Sandwich of the Month Club: Writing and Designing Successful Episodic Games" • Presentation by Dave Grossman • Who is Dave Grossman? • Game programmer and designer • LucasArts • Programmer of "The Secret of Monkey Island" • Co-designer of "Day of the Tentacle" • Telltale Games -> www.telltalegames.com • Designer of games in the "Sam & Max" series
[2] Writing and Design: Episodic games "The Sandwich of the Month Club: Writing and Designing Successful Episodic Games" • The "Sandwich of the Month Club" model for episodic games • The model used in the design of the "Sam & Max" series of games • Provide variety within a familiar framework • Give the player enough to satisfy their "hunger" • Make the game good enough to bring the player back • Issue new episodes often enough (but not too often) that players do not feel the need to pursue a new "meal"
[2] Writing and Design: Trade-offs "RAGE: Storytelling and Technology at id Software" • Presentation by Tim Willits • Who is Tim Willits? • Lead designer and co-owner of id Software -> www.idsoftware.com • Lead designer of Doom 3 • Executive producer of Quake 4
[2] Writing and Design: Trade-offs "RAGE: Storytelling and Technology at id Software" • Game maker trade-offs for modern game consoles • Personal computers provide game makers with vast processor, graphics, and memory resources • Modern game consoles such as Xbox 360 and the PlayStation 3 introduce resource constraints • Game levels and game-related media (such as music) must be reduced to fit storage limits • Graphic complexity must be reduced to get acceptable game play performance
[3] Careers • Pursuing a career in computer games • Academic preparation • Real-world experience • Passion and play • "Getting it right" with Human Resources www.gamecareerguide.com
[3] Careers: Highlights • Breaking in: "100 Questions, 97 Answers, in 56 Minutes, on 300 Slides" • presentation by Brenda Brathwaite • Getting noticed: "You're Hired! How to get HR to Notice" • panel discussion with Jennifer Ballard, Ed Roman, Paula Fellbaum
[3] Careers: Breaking in "100 Questions, 97 Answers, in 56 Minutes, on 300 Slides" • Presentation by Brenda Brathwaite • Who is Brenda Brathwaite? • Professor of game development and interactive design at Savannah College of Art & Design • Twenty-six year veteran of the computer games industry • Worked on the Wizardry series of games, Dungeons & Dragons: Heroes, and many, many others • Member of Board of Directors of the International Game Developers Association (IGDA) • Author of "Challenges for Game Designers"
[3] Careers: Breaking in "100 Questions, 97 Answers, in 56 Minutes, on 300 Slides" • Brenda's tips for "breaking in" to the industry – a selection • Work hard and show your passion for games • Attend conferences and network with professionals • Bring business cards to hand out, even if you are a student • Follow up – keep in touch with the people you meet • Know the important people in the industry – be knowledgeable about them and their work • Finish your degree • Get good grades – shows commitment and hard work
[3] Careers: Breaking in "100 Questions, 97 Answers, in 56 Minutes, on 300 Slides" • Brenda's tips (continued) • Create a portfolio of good work • Working prototypes • Polished art • Extensive writing samples • Completed games • And above all... • Make games, make games, make games!
[3] Careers: Getting noticed "You're Hired! How to get HR to Notice" • Panel discussion with • Jennifer Ballard, Aspyr Media -> www.aspyr.com • ~100 employees • Ed Roman, Ghostfire Games -> ghostfiregames.com • 2 employees • Paula Fellbaum, Nexon Publishing North America -> company.nexon.com/english/html/game/main.asp • ~2000 employees
[3] Careers: Getting noticed "You're Hired! How to get HR to Notice" • Skills most in demand in 2008 • Jennifer: designers, artists, programmers • Ed: artists, programmers • Paula: programmers
[3] Careers: Getting noticed "You're Hired! How to get HR to Notice" • Key points for job hunting in the computer games industry • Know the company • Who are their significant artists, designers, programmers, and writers? • What are their important games/products? • Play their games and be knowledgeable from a player perspective • What are they working on now? • Bring your portfolio • Be prepared to show game mods, prototypes, and complete games • Have polished samples of your work
[3] Careers: Getting noticed "You're Hired! How to get HR to Notice" • Key points for job hunting (continued) • Make sure you resume is polished • Correct spelling and grammar are very important • Skills and education presented should be applicable to the job • Should have multiple resumes if seeking multiple jobs • Attend conferences and network with industry professionals • Be yourself and show your personality
[3] Careers: Getting noticed "You're Hired! How to get HR to Notice" • Key points for job hunting (continued) • Make yourself stand out in a crowd • Connect your life experience, in addition to your technical skills, to the job you seek • Demonstrate an ability and willingness to work in a team • Do not lie about skills and education • Highlight your accomplishments – awards won, projects completed