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Game development program

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Game development program

  1. 1. 1 By KRISHN VERMA 20194
  2. 2. 2 Games are a subset of Play Play is a component of Games
  3. 3. 3 GAME is global need of person which changes their form in various media. As described in our scripture that there are five basic need of our unit of life called Cell or Kosha :
  4. 4. 4 Annandmaya kosh decide complete satisfaction to full fill desire which is root cause of existing of world and doing karma, which makes infinite variation of behave, habit personality, prosparity,grace of human being and also make human to be human .Humanity is upper most of all living being which itself teach us “ live and live others”. DOPAMINE and Testosterone created in brain as we play games. More we play more secretion of dopamine And testosterone result in pleasure and fun.
  5. 5. 5
  6. 6. 6 Game Design Principle which basically works on 3F 1.FEED BACK 2.FRI ENDS 3.FUN Today era I think it is revolutionary, its not only kind of creative ideas we are crating but it’s a qualities of creative ideas. It’s a number of people who gets to be creative and his voices in that Prism of creative ideas can amplify… Game concept to engage users and solve problems
  7. 7. 7 Some Example ETERNA: solving with crowd games means its all about discovering a new structure of RNA Protein .Thousands of people discovered new RNA structure that science never Discovered.
  8. 8. 8 Some Example PHYLO: its another game discovering structure of DNA of Species. Where people found 350000 mistake found in structure of DNA, whatever discovered early years.
  9. 9. 9 Some Example QUIRKY : its product innovation games .where two new consumer Product released by company in a month.
  10. 10. 10 Some more Example Software : Maya is also kind of tool where users find that ones Time we learn the software he can use his creative resulting in pleasure or secretion of Dopamine . CITY ONE: This is basically a sin city game who ruins city and Users involve in management of city ,by giving the solution of city Problems. LITTLE BRITAIN: same game as above.. EAST INDIA COMPANY: where Britain children play games how Conquer the world example Asian country.
  11. 11. 11 Some more Example DWP : Department of work and pension. Where they use idea street Which was virtual stock of idea which can sell and use by department In 1st 90 days 1500 news ideas generated. 90 billion $ money saved By DWP department. Conclusion: GAMIFICATION IS NEED OF LIFE WHICH WORKS BASED ON LEARNING FROM FAILURE TOOLS,HAVING NO PANALITY
  12. 12. 12 Below are main pillar of Game Development exist:- 1.GAME FAMILY (Core Team) 2.STUDIO (Hardware , Software, Server and its Maintenance) 3.RESOURCE ( Money, Permanent Employee ,Contract Employee, Inter-ship of College Students) 4.SKILL DEVELOPMENT( Research And Development, team management) 5.MARKETING Team ( On the basis of current Market and Budget , will give suggestion to attract viewer and sell games and apps) 6.SERVICE TEAM (After publishing game they will responsible to maintain current game updating)
  13. 13. 13 Before Going to Production lets have a look that GAME have to publish in below platform: 1.Console:A game-playing box that connects to a television set or monitor, with a handheld controller for game play —such as the Wii, Xbox, or PlayStation (each platform having its own proprietary systems that aren’t compatible with other platforms) Cartridge based hand-helds DS -CONSOLE
  14. 14. 14 Before Going to Production lets have a look that GAME have to publish in below platform: Cartridge based hand-helds
  15. 15. 15 Before Going to Production lets have a look that GAME have to publish in below platform: Cartridge based hand-helds
  16. 16. 16 Before Going to Production lets have a look that GAME have to publish in below platform: Wii CD based hand-helds
  17. 17. 17 Before Going to Production lets have a look that GAME have to publish in below platform: PSP Cartridge based hand-helds
  18. 18. 18 Before Going to Production lets have a look that GAME have to publish in below platform: X-BOX 360 Hands Held JOY KEY X-BOX-360 TV
  19. 19. 19 Before Going to Production lets have a look that GAME have to publish in below platform: PS2/ PS3/PS4/PS5 Hand-helds JOY KEY PS5 TV
  20. 20. 20 Before Going to Production lets have a look that GAME have to publish in below platform: PC Games JOY KEY PC games TV
  21. 21. 21 MOBILE CONSOLE ---------> Portable Migration Nintendo NES Nintendo SNES Sega Master System Sega Genesis Sega CD Nintendo N64 Sony PS2 Game Boy Color GBA Sega GameGear Sega Nomad Sega CDX Nintendo DS PSP
  22. 22. 22 Mobile Games Limitations Small in scope Rely on good game play over flashy graphics Lack of processing power of host device. Enough customer information to make a purchase? Limited sales presence through Network Carriers A few lines of text and a screen shot of the game to excite the customer
  23. 23. 23 Portable title diversification Typical trends in portable games include: Singleplayer vs. Multiplayer 2D vs. 3D graphics. Social Network games support both of singleplayer and multiplayer games. Multiplayer games take advantage of the extension of the mobile phone’s connectivity.
  24. 24. 24 Adult demographic based titles Internet gambling Player can play the game in a single player or multiplayer mode for real or play money. MMORPG’s Subscription-based resources and real money transactions Trivia or quiz games (limited data space issue) Expansion packs provide solutions
  25. 25. 25 Adult demographic based titles Multi-use and Multi-player
  26. 26. 26 Adult demographic based titles Most mobile games are single player with artificially intelligent opponents Multiplayer functionality is achieved through: Infared Bluetooth 3G Wi-Fi Wireless LAN Multiplayer mobile games are often a re-branding of multiplayer games for the PC or Console
  27. 27. 27 Unique to Mobile Gaming Geo-caching treasure hunt games Played on mobile device with integrated GPS receiver External GPS receivers connected via Bluetooth Increased number of mobile phones with GPS Overlay games involve specific location of multiple players and game resources in the real world “Enhanced Reality” adds layer of game technology “Flash mob” social event phenomenon
  28. 28. 28 Alternate Mobile Interfaces Touch-screen pads allow immediate reconfiguration No moving parts Gesture-based interface control Multiple game play metaphors (moving, shooting, scratching) Handwriting recognition Motion, proximity, position sensitivity iPhone Warioware Anroid
  29. 29. 29 Pad-based and motion-sensitive
  30. 30. 30 Full-sized touch screens
  31. 31. 31 Dedicated gaming peripherals!! Slot Machine
  32. 32. 32 Below are main pillar of game production exist, by which we can try to attempt our needs which should have our target to make global need: 1.GAME FAMILY (Core Team) 2.STUDIO (Hardware, Software, Server and its Maintenance) 3.RESOURCE ( Money, Permanent Employee ,Contract Employee, Internship of College Students) 4.SKILL DEVELOPMENT( Research And Development, team management) 5.MARKETING TEAM ( On the basis of current Market and Budget ,will give suggestion to attract viewer and sell games and apps) 6.SERVICE TEAM (After publishing game they will responsible to maintain current game updating)
  33. 33. 33 1.GAME FAMILY (Core Team)
  34. 34. 34 2.STUDIO (Hardware, Software, Server and its Maintenance )
  35. 35. 35 3.RESOURCE ( Money, Permanent Employee ,Contract Employee, Internship of College Students)
  36. 36. 36 Programming Tester Team Artist Software Marketing Artist UNITY 5 Testdroid Adobe Flash Abobe After effect Autodesk Stingray Adobe Photoshop Nuke Adobe AfterEffect Cinema 4d Autodesk Maya Photshop Autodesk Stingray Zee brush/Autodesk Mud box Libra Office Libra Office Libra Office 2. Software
  37. 37. 37 PIPELINE (Carny Method) Idea-Pitching It works ?? Vertical Slice MACRO DESIGN MICRO DESIGN Idea cancel NO YES Appr oved NO Pre-Production YES Production- Alpha Stage Production-Beta Stage Production- Gamma Stage
  38. 38. 38 Development Stages • Develop original concept • Shop to publishers • Create schedule (12-24 months) • Deliver work as milestones (work products or completed activity) • React to customer evaluation
  39. 39. 39 Game Development is Unique • Must be willing to rip out features that don’t work • Designers may create things customer never heard of before • May require more research and experimentation than other software development • Often more ideas than time to implement
  40. 40. 40 Development Team Size • In the 1980’s might be single developer • Most teams today have 10-60 people • Programming in now a smaller part of the complete project than before (need good software engineering and media design work)
  41. 41. 41 Example 1988 • 3 programmers • 1 part-time artist • 1 tester
  42. 42. 42 Example 1995 • 6 programmers • 1 artist • 2 level designers • 1 sound designer • Contract musicians
  43. 43. 43 Example 2002 • 2 producers • 4 programmers • 2 game designers • 1 2D and texture artist • 3 level designers • 1 audio designer • 4 animators • QA lead and testers
  44. 44. 44 Development Milestones: Development Timeline • Here are some example development periods for different platforms: – 4-6 months for a high-end mobile game – 18-24 months for an original console game – 10-14 months for a license / port – 16-36 months for an original PC Game
  45. 45. 45 Concept Phase • Where concepts come from – Sequels – Film licenses – Technology re-use – Occasionally, original concepts get greenlit • Producing the conceptual design • Green light
  46. 46. 46 Vertical Slice Of Game • Vertical Slice of Game – is that where we know actual product how it look, game play working or not ?,it is sellable in market or not? By this product we can publish in demo form in local market or or some small regional area.
  47. 47. 47 Check list Vertical Slice Of Game  What is the game we are making and who is it for? Describe all major features.  What is the budget and deadline?  What art style and technology will we use?  How much art do we need? Do we make it in house, buy it or do we need to hire a artist/art team?  Who are the leads for Design, Programming, Production and Art?  What tech will drive this game? Do we have an engine already?  Can we use third party modules or server, etc, or do we have to make our own?
  48. 48. 48 Pre-Production Phase • GDD • Team selection • Internal staffing plan – Existing employees (same roles) – Promotions, transfers (new roles) – Hire new employees
  49. 49. 49 External Development • Selecting an external developer – Previously used developers – Referrals (producers, developers) – Non-Disclosure Agreement (NDA) – Bid package • Treatment or GDD to date • Publisher’s expectations for product • Bid format and due date
  50. 50. 50 The Development Agreement • Developer’s obligations • Publisher’s obligations • IP ownership • Warranties • Termination • Milestones
  51. 51. 51 Milestones • Highly detailed, specific • Quantifiable, measurable • Due dates • Payment amounts (upon acceptance) • Can use terms like “alpha” , “beta” and “gamma” unless clearly defined • Milestone approval cycles
  52. 52. 52 The Technical Design Document • Game Design Document is a statement of the problem • Technical Design Document is a statement of the solution • Foundation for the programming work • Identify technical challenges • Plan for technical solutions • Set forth asset format guidelines
  53. 53. 53 Scheduling • Generate task lists from GDD & TDD • Plan everything – Programming – Assets – Demos – Approvals – Green lights – Vacations, holidays – QA • Work backwards from completion
  54. 54. 54 Adjusting the Schedule • Add people to reduce development time? • Deliver assets on time – Don’t make programmers wait for assets • Prioritize feature set – Lower priority features to be done later if possible • Look for bottlenecks – (feature-technology interdependencies)
  55. 55. 55 Budgeting • Personnel costs – Salary X time X involvement % • Developer/Contractor payments • Equipment & software • Supplies • Travel & meals • Shipments
  56. 56. 56 Profit & Loss Analysis (P&L) • Costs – Production budget – Cost of goods (COGs) – Marketing – Licensor royalties – Developer royalties • Revenues – Projected Sales – Wholesale price – Ancillary sales (OEM, strategy guides)
  57. 57. 57 Kickoff Green Light • Producer’s plan for the project – GDD – TDD – Schedule – Budget • Green light – Executives – IP owner (licensor) – Platform holder
  58. 58. 58 Production Phase • Programming now underway • Kicking off tasks – art creation – Art lists – Art asset file naming conventions – Art asset tracking – Art asset approval cycles – Art asset delivery formats
  59. 59. 59 Red Flag Spotting • The usual causes of red flags: – Team conflicts – Personnel issues – Design problems – Money troubles – Technical glitches – Change requests – Schedule delays • Take immediate action
  60. 60. 60 Kicking Off Tasks - Audio • Sound list • Music specification • Story text • Voice-over script • Creation of sounds • Creation or licensing of music • Recording of voice-overs
  61. 61. 61 First Playable – Proof of Concept • Keeping everyone on board – Licensor(s) – Platform holder(s) – Executives – The Team • The Cerny method • Keeping the momentum going
  62. 62. 62 Working with Marketing • Working title  final title • Screen shots • E3 demo • Magazine demo • Platform holder promo
  63. 63. 63 Post-Production • Personnel transfers • Localizations • ESRB rating • Box & docs • Strategy guide
  64. 64. 64 Quality Assurance • Test plan • The QA database • QA – the view from inside • The QA-producer relationship • Post mortem
  65. 65. 65 Game Design Process • ON NEXT SLIDE • ANY ????????
  66. 66. 66 • THANK YOU FOR COPERATION

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