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Learn about game programming experience, team development, overcoming adversity, the importance of demos for professional game developers, and the journey of Marc Olano, an experienced game developer.
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ART 485 / CMSC 493 Game Project Class
Introduction • Game programming experience • Team development • Adversity • Cancelled projects, reassignment • Success • Demo for professional game developers
Who am I? • Marc Olano • BS EE, University of Illinois • Plus Visualization, Theatre Lighting Design • PhD CS, University of North Carolina • First graphics hardware shading • Normal maps, Some ideas used on GPUs • 4 years Silicon Graphics • Cramming shading into non-programmable hardware • Here since 2002 • Sabbatical at Firaxis Games (Civilization V), Epic Games (UE4) • Work w/ 2K, Activision, Big Huge, Treyarch, Oxide
“In the beginning” • This class in 2009 • AAA tools, AAA complexity • Gamebryo + WWise + Scaleform • All used in some real AAA games • All poorly documented, steep learning curve • 1 person-month to integrate Scaleform& Gamebryo • Legal encumbrance
“Riding the pendulum” • This class in 2010 • Tiny teams, Tiny 2D games • Some awesome, some less awesome • Maybe too tiny… • Little programming complexity • I’ve seen High School students do better • OK, so they were Imagine Cup finalist HS students
The Goldilocks Version? • Survival of the fittest • Just like the real world :) • Best ideas get 2-3 person 2-week prototype • Best prototypes get 5-8 person team • 6 weeks development • 2 weeks to refine it • 2 weeks to make it bulletproof • Industry demo
Cool Toys • One project should use our 3D scanner • Creates 3D models and textures of objects & people from 94-camera rig • One project should use PI2 • 6x4 grid of Stereo HD displays with tracking • Crazy high-res VR (11520 x 4320) • 11520 x 4320 anything!
How to Pitch • Look at rubric, due midnight SUNDAY • Create five slide pitch in Google Docs • Share it with me • I will merge into one mondo presentation • 3 minute presentations • Over 3 minutes = -10% (practice!) • +1 minute question(s)
Your Pitch • Slide 1: Elevator pitch • 2 sentences, 10 seconds • Slide 2: Demographics • Who is your target player, why will they like it? • Similar games that succeeded • Slide 3: Mechanic • What do your players do? Why is that fun? • Slide 4: Technical • Time and resources • Slide 5: Style • What will the game look like? (possible screen mock-up) • What is the artistic style? (images from other games or artists)
Considerations • Can this game be finished in a semester? • Does something about it stand out • Artistic style • Unique or unusual tech • Theme or gameplay • Will it enhance your portfolio?
Unity3D / Unreal Engine • In the lab: • Unity • Unreal (not installed, will be soon) • I’llselect the tool I think will work best for you • Unless you have a compelling reason to use something else • And can convince me
Ethics • You can use external toolkits and code • If you have the rights • And you credit them • But you need to make your own game • The design must be yours • The art must be yours • The core game code must be yours
Grading Personal Team 10% Prototype Due 2/19 5% URCAD Draft 2/19, Final 2/22 Attend 4/24 35% Sprints Every two weeks 10% Final demo Schedule in finals week 10% Pitch • Due Sunday 10% Portfolio & Site • Due 5/2 20% Perf. & Attendance • All semester • Your teammates are depending on you! • No text, no final = you must attend