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Fundamentals of game development overview

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Fundamentals of game development overview

  1. 1. Fundamentals of Game Development<br />An Introduction to the Game Development Program at Chaffey<br />
  2. 2. HISTORY OF GAMES<br />History of games<br />Significant milestones in the history of electronic game development - The names and players that shaped the industry<br />Pong<br />Atari, Sega, Nintendo, Activision<br />Bushnell, Miyamoto<br />The History of Gaming (pbs.org)<br />
  3. 3.
  4. 4. KEY ISSUES<br />Video Game slump in the 1980’s<br />Temporary decline, Oversupply, Lack of innovation, Competitive pricing<br />The new golden age of home consoles<br />Nintendo Entertainment System (NES), Sony Playstation<br />Senate Hearings and Game Violence<br />In class debate<br />Personal Computer Revolution<br />MMOG’s<br />
  5. 5. PLAYERS<br />What motivates people to play games, and how does this affect the types of games that are developed<br />Geographics<br />Demographics<br />Psychographics<br />
  6. 6. Why do you play?<br />Social interaction - Play to interact with opponents or teams<br />Physical seclusion - Play within the privacy of own environments<br />Competition - Play to win<br />Knowledge - Play to learn<br />Mastery - Play to get better<br />Escapism - Play to relieve stress, not think about real life<br />Addiction - Play because you cant stop So… Why do you play?<br />
  7. 7. A world of gamers..<br /> 52% of players report watching less television as a result of playing games<br /> 47% of players are going to the movies less<br /> 41% of players watch movies at home less often<br /> 54% of U.S. households have purchased or plan to purchase one or more games<br /> adult women make up a larger percentage of players than boys ages 6–17<br /> females of all ages now make up almost 40% of the game-playing population<br /> men and women over 18 make up 64 percent of the player population<br /> 17% of players are over age 50<br />
  8. 8. GAME ELEMENTS<br />Genres <br />Platforms<br />Development tools and languages<br />Player modes<br />Interfaces<br />Controls<br />Engines<br />
  9. 9. Genre<br />The term genre refers to the traditional divisions of art forms from a single field of activity into various kinds according to criteria particular to that form.<br />Source: wikipedia.com<br />Genres in computer games help the designers form a unified vision, help the businessman sell the game, and help the audience know what they are getting<br />
  10. 10. GenresAction<br />Platformer<br />(Donkey Kong)<br />Racing<br />(GravRally)<br />Fighting<br />(Tekken)<br />
  11. 11. GenresAction (cont’d)<br />First-Person Shooter [FPS]<br />(Deus Ex)<br />Third-Person Shooter<br />(Tomb Raider)<br />
  12. 12. GenresSimulation<br />Vehicle <br />(Microsoft Flight Simulator 2004)<br />Participatory – Sports<br />(All-Star Baseball 2005)<br />Process<br />(Sim City 4)<br />
  13. 13. GenresStrategy<br />Turn-based strategy<br />(Civilization III)<br />Real-time strategy (RTS)<br />(Command & Conquer: Generals – Zero Hour)<br />
  14. 14. GenresMassively Multiplayer Online Games (MMOGs)<br />MMOFPS<br />(Planetside)<br />MMORPG<br />(EverQuest)<br />MMORTS<br />(Shattered Galaxy)<br />MMOPG<br />(Puzzle Pirates)<br />
  15. 15. Genres<br />Casino<br />(Prestige Casino)<br />Adventure<br />(Myst)<br />Action-Adventure<br />(Beyond Good & Evil)<br />Puzzle<br />(Tetris)<br />
  16. 16. Genres (cont’d)<br />Role-playing (RPG)<br />(Wizardry 8)<br />Bemani<br />(DDR)<br />Trivia<br />(Quia)<br />Survival-horror<br />(Silent Hill)<br />
  17. 17. Game Project: Game Concept<br />The purpose of a concept document is to sell the idea for a game to your team, company or funding source. Submit a 3-5 page concept document containing headers and 1 paragraph (on average) discussions of each of the following:<br />Title<br />Genre<br />Platform<br />Premise, high concept, Backstory<br />Target rating<br />Target maket<br />Player motivation<br />USP – Unique selling proposition<br />Competitive analysis<br />Group project, presentation, top pitch is determined by the students, top project will be continued upon by the entire class<br />
  18. 18. ROLES<br />Roles in the Game Industry<br />Places to find jobs<br />Qualifications<br />Internships<br />Skill sets<br />Companies <br />
  19. 19. Getting In<br />Common entry is through QA or test department<br />Build examples of your work<br />Code samples<br />Art<br />Design<br />For all jobs – PLAY PLENTY OF GAMES<br />Play games that you don’t like<br />Generalized salary range $25K - $90K/yr<br />
  20. 20. Game Development Teams<br />Production<br />Art and Design<br />Programming<br />Audio<br />Quality Assurance<br />Students apply for a position on the final project for the class and are split into teams according to their job title. <br />
  21. 21. Resources<br />“Working So Others Can Play” http://www.gignews.com/crosby1.htm<br />www.gamejobs.com<br />www.dice.com<br />www.monster.com<br />International Game Developers association www.igda.org<br />Game Demo night<br />Networking opportunities<br />
  22. 22. Development of the Design Document and Prototype<br />Storytelling<br />Character Development<br />Graphics<br />Sound<br />Game Development Tools<br />Game Maker<br />The Games Factory<br />FPS<br />??<br />
  23. 23. Traditional Storytelling<br />
  24. 24. Story Elements<br />Premise - One or two sentences that summarize the game<br />Backstory - Info that leads up to where the game begins<br />Synopsis – the setting and actions that take place in the game, the artificial game world<br />Theme – what the story is really about, the primary goal or obstacle<br />Setting – the backdrop, the world being explored<br />
  25. 25. Game Story Devices<br /><ul><li> Interactivity
  26. 26. Non-linearity (story layers/pathing)
  27. 27. Player control
  28. 28. Collaboration
  29. 29. Immersion
  30. 30. Cinematics & cut-scenes
  31. 31. Scripted events</li></li></ul><li>Character Description<br /><ul><li> Name
  32. 32. Type
  33. 33. Gender/age
  34. 34. Physical appearance
  35. 35. Background & history
  36. 36. Personality characteristics
  37. 37. Vocal characteristics
  38. 38. Relevance to story synopsis</li></li></ul><li>Game Mechanics<br />Game Mechanics is another word for rules<br />Common Mechanics<br />Setup – At least one rule to describe how the game begins<br />Victory Conditions – how the game is won<br />Progression of Play – Who goes first?<br />Player Actions – What can players do?<br />Definition of game view(s) – What each player knows/sees at any point<br />
  39. 39. Game Dynamics<br />A game dynamic is a pattern of play that comes from the mechanics once they are set in motion by the players<br />Examples:<br />Territorial Acquisition<br />Civilization, Starcraft, Risk, Go<br />Race to the End<br />Mario Kart, CandyLand, Life<br />
  40. 40. Challenge Part I<br />Create a race to the end gameplay dynamic for two to four players. The game should be be about progressing on a path from start to finish. The first player to the finish wins<br />Determine a theme and a goal<br />Identify the mechanics of the game<br />Playtest – Everytime you add a mechanic to the game, test it. Does it improve the game?<br />Create Deliverable: Board game, tile game, card game with a set of mechanics<br />
  41. 41. Challenge Part II<br />Create a territorial acquisition gameplay dynamic for two to four players. The game should be about collecting territory. The first player to collect all or collect the most after X wins.<br />Determine a theme and a goal<br />Identify the mechanics of the game<br />Playtest – Everytime you add a mechanic to the game, test it. Does it improve the game?<br />Create Deliverable: Board game, tile game, card game with a set of mechanics<br />
  42. 42. Challenge Part III<br />Two different mechanics, how did that affect the process?<br />Compare and discuss the creation of the two games in challenges I and II<br />

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