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Computer Game. Di Ko 2006.9.20 Real Time Worlds Asia. Agenda. Game Developing Process The Future of the Virtual World. Game Developing Process. Produce vs. Design. Produce. Design. Game Developing Process in RTWA. Project Unit. Developing Unit. Tech/Functional Unit. Define.
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Computer Game Di Ko 2006.9.20 Real Time Worlds Asia
Agenda • Game Developing Process • The Future of the Virtual World
Produce vs. Design Produce Design
Game Developing Process in RTWA Project Unit Developing Unit Tech/Functional Unit Define Visioning Developing Unit Design Tech Unit Research Pre-Production Pre-Production / Production Tech Unit Specify Production Implement Functional Unit Test Test Release Developing Unit Release Release Functional Unit Developing Unit Post-Release Documentation
Visioning • Concept • Team Building • Funding
Visioning: Concept • 무엇을 만들지 정한다. • 개발팀의 취향 • 회사의 요구사항 • 시대의 트렌드 • Developer Oriented vs. Market Oriented • Content vs. Service • Package vs. Online
Visioning: Concept • Vision Document • General Overview: Name, Keyword, Category, Genre • Game Summary • Target (Platform / Consumer Demographics) • Unique Points • Graphics Look and Style … • Key Feature Summary
Visioning: Team Building • 좋은 게임을 만들기 위한 3가지 요소 • Money / Time / Man • 게임 개발자 • Producer / Director • Game Designer • Concept, System, Content, Level, Balance, … • Programmer • Game Engine, Gameplay, Interface, Tool, Network, Server, DB, … • Artist • Concept, Modeler, Mapper, Animator, Sound Designer, … • 모든 직군의 사람이 필요한 것은 아니다. 하지만 모든 필요한 일을 할 사람이 있어야 한다.
Visioning: Funding • 얼마나 많은 예산이 들어가나? • 일반적인 계산법 • 총M/M x 650만원 (대형개발사 기준) • 어디서 예산을 확보하나? • 회사 • 그냥 직접 투자한다. • Publisher • VC
Pre-Production • [가능한 모든] 재미요소의 검증 • 게임 디자인 및 리뷰 • 게임 플레이 테스트 툴 구현 • [가능한 모든] 기술적 문제점의 해결 • 제작에 필요한 방법론의 완성 • 제작에 필요한 엔진의 구현 • 제작에 필요한 툴의 구현 • 게임 제작 중 가장 중요한 단계
Production • 가장 큰 적은? • “변경 (Change)” • 변경이 늦게 발생할 수록 Cost는 기하급수적으로 증가 • 모든 개발과정에서의 노력은 최대한 불명확성을 제거하고 변경을 최소화하기 위한 과정이다.
Tech/Functional Unit • Tech/Functional Unit • 실제 Pre-Production / Production 단계에서 구현되는 단위 • Tech/Functional Unit 개발의 4단계 • Define: Requirements Documents • Research: R&D Reports • Specify: Specifications • Implement: Codes • Release
Test • Who? • 프로젝트와 관련된 “모든 사람들”
Test: 개발자 • 개발자의 테스트 책임 • 테스트 계획 검토 • 단위 수준 테스트 (Unit level testing) • 시스템 통합 예비 테스트 • 내부 테스트를 통해 찾아낸 모든 버그의 수정
Test: QA팀 • QA팀의 테스트 책임 • 테스트 계획 • 개발 / 실행 자동화 • 기능 조합 테스트 • 설치 테스트 • 통합 및 시스템 테스트 • 성능 및 부하 테스트 • 수동 테스트 • 문제 분석 및 보고 • 수정 사항 검증 및 버그 종결
Release • Release 담당이 해야 할 일 • 제품의 빌드 환경을 정의, 생성, 유지 • 제품의 설치 과정을 정의, 생성, 유지 • 패치를 정의, 생성, 유지 • 설치 과정의 기본적인 품질 보증과 단위 테스트를 지휘 • 릴리즈 과정에 필요한 도구, 스크립트, 자동화 개발 • 빌드 환경에 대한 계획
For More Information • Developing Online Games: An Insider’s Guide • Jessica Mulligan, Bridgette Patrovsky / New Riders • Under Pressure and On Time • Ed Sullivan / Microsoft Press
History of Virtual Reality • Jaron Lanier: Father of VR • John Walker: “Through the looking glass” 1988 Founder and CEO of Autodesk
Evolution of Human Computer Interface • 1st Generation: Knobs & Dials, ENIAC 1950 • 2nd Gen: Batch – mid 19050s • 3rd Gen: Time Sharing – 1960s • 4th Gen: Menus • 5th Gen: Graphics (GUI) • What’s Next? • The unanimous answer to all this was “through the screen to cyber space” • THE BIRTH OF VIRTUAL REALITY PHENOMENON
Virtual Reality • Oops!
Through the Looking Glass • Right Direction, Wrong Approach • Human Intuitive Familiarity • User interface to go from computer-like to more human-like: Familiarity + Intuition • Program is a world • Conversation vs. Exploration • Any program can be imbedded into a Virtual world • Virtual world as an OS • Failed to Create True Immersion • Cannot force suspension of disbelief
What does it take for a full immersion? True Immersive Virtual Reality • Dream of the 80/90s is becoming real: • Old: Sensory immersion (Hardware) • New: Mental & Emotional Immersion (Software) • Focus is ‘inside’ the Virtual World • Sense of Community: • Validation of feelings and achievements • Economy: Accumulation of Wealth • Persistent world where you can grow your wealth and status • Virtual Wealth translates directly to wealth in the real world • Roles & Activities: Quests & Rewards • Explore, Socialize, Achieve, Empower & Control • Emotional • Need to Connect, Sense of Significance, Social Acceptance, Need to Achieve, Sense of reward
New Trends Power of Content • Guild War • Yogurting • SUN • Zera Online + Single-play World of Warcraft True Persistent World • Active Worlds • DIVE Second Life
Second Life • 3D Virtual World • http://secondlife.com • Owned by its residents • The World / The Creations / The Marketplace • Total Residents: over 700K • US$ Spent 1day: 350K • Problem? • It’s not Cool • It’s Too Ideal
The New Unique Value: Virtual Being The New Real Real NonReal Real NonReal • In a ‘Persistent’ Virtual Environment with other humans it is possible to create real world like values on things that exist within the environment
New Category Practical Virtual Reality • New experience for the mass market
Practical VW Practical Virtual World WEB WEB1.0 WEB 2.0 • Service not software • Hard to recreate DB • Users as co-developers • Collective Intelligence • Above level of single device • Publishing of content • Developer create • -Users only receive VW 2.0 Statice-commerce Dynamice-commerce OpenMarketplace E-Commerce Virtual WorldMarket Places Social Websites Personal Websites PortalClubs Blogs Social Networkbased websites Avatar basedSocial Network • Interest based • Community sites Virtual World as centralplatform for Online gaming OnlineGames Text Mud Dungeons & Dragons MMORPG MMOGwith UCC Advanced MMOG - Text based onlineRole Playing games • Small map • Limited actions • Larger map • User created contents • Large map • Physics, Light Engine • Advanced Game play Real 3D graphics + Infinite Map+ Free form 2.5D 3D Advanced 3D Free Form 3D 2D VideoGames - Parallel - Scroll Game - 3D Simple Objects Limited Environment - 3D World with Physics & AI Engine - 2D with sense of height and space - Extended Map, free formgame play