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Core Game Design (Game Architecture)

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BEIT old syllabus subject

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Core Game Design (Game Architecture)

  1. 1. Chapter : 1 Core Game Design 6/1/2014 1Prepared by Pawar R.B. Gharda Institute of Technology
  2. 2.  Information about game design  To make game interesting  Good game is that which provide good experience.  Programmer should know the game environment and various choices related to player and what is the content of that choices related to player. 6/1/2014 2Prepared by Pawar R.B. Gharda Institute of Technology
  3. 3.  Keep simple  Unique  Real time environment  Always used two player to play  Fun 6/1/2014 3Prepared by Pawar R.B. Gharda Institute of Technology
  4. 4.  For game development the skills required is creativity , craft, and technique.  Getting idea is the important requirement into game development.  Game design process is followed by concept, goal, plan, specification, code, test. 6/1/2014 4Prepared by Pawar R.B. Gharda Institute of Technology
  5. 5. Two steps in Game design process: Step1: Build the concept 1.Get an idea 2.Build the game concept 3.Creat a goal 4.Creat an emotional experience for the player. Step 2: Creating the game specification 1.Write the design document 2.Build the prototype 3.Chose and appropriate lifecycle model 6/1/2014 5Prepared by Pawar R.B. Gharda Institute of Technology
  6. 6.  Getting an idea:  Ideas come from dreams and inspiration  Programmer should come with unique idea  There is brief description What the game should be written.  This should measured in originality, potential audience(all age group, specific group, only girls and only boys)  Final idea are check and the concept is created. 6/1/2014 6Prepared by Pawar R.B. Gharda Institute of Technology
  7. 7.  Game concept:  Game is good if player win by doing unexpected things.  The game should have action(use many keys)  Adventure (story)  Puzzle(analytical thinking)  Educational(learning by doing )  Games likes movies combine different feature.  Adventure game combine action and puzzle 6/1/2014 7Prepared by Pawar R.B. Gharda Institute of Technology
  8. 8. Difference between movies and games  Require input from user  Player make decision in game  Game some time have no ending, one ending and multiple ending but movies have predetermine ending.  Game has rule and goals, players, objects, physics, sound, speech and emotion. 6/1/2014 8Prepared by Pawar R.B. Gharda Institute of Technology
  9. 9.  Every game has goal. All aspect focused the player towards achieving the goal Games having following goals: 1. To collect pointes 2. To gain power 3. To reach the destination/target first 4. To overcome obstacles 5. To discover something's 6. To eliminate opponents 6/1/2014 9Prepared by Pawar R.B. Gharda Institute of Technology
  10. 10. Point scoring game having no visible objective Racing and conquest type game having visible objective 1.In racing the player knows his/her position, compare with opponent at any time 2.In RPG pointes earned spend on improving the attribute 3. In strategy games, gather resource. 4.In adventure games, collect items are used to solve the something's 6/1/2014 10Prepared by Pawar R.B. Gharda Institute of Technology
  11. 11.  If emotional experience does not match the goal player not enjoy the game.  Design a game in such way that players get addicted.  Cool graphics, fast action stimulating strategy added to the game. 6/1/2014 11Prepared by Pawar R.B. Gharda Institute of Technology
  12. 12.  Score: ◦ player expect more from game experience than score. ◦ Fighting racing and sports  Moves: ◦ controlling virtual athletes' in sports and vehicle in racing required a steady practice.  Explore levels: ◦ Hide the some of the levels, move through the levels realize the hidden area, ◦ eg. Racing game having additional cars. 6/1/2014 12Prepared by Pawar R.B. Gharda Institute of Technology
  13. 13. What type of game it is? What is the objective? What feature gameplay having  Identify the player  Identify the game type and constraints  Identify the universe  Identify the goal o Determine the criteria for success. How player win/loss. o Determine the rule for interaction o How the constraint told to the player? Is story tell to the player 6/1/2014 13Prepared by Pawar R.B.
  14. 14.  The concept put dawn on the paper  This will generate the outline and sketch of game design  This will help to move ahead or give up  This stage technical constraint are not require only unique feature take into account.  Description of game working is given and result is committed. 6/1/2014 14Prepared by Pawar R.B. Gharda Institute of Technology
  15. 15.  Feature based description easy to understand  Feature comes into account from rules  Rule changes when detailed the program  Reason for changes is the diff. rule interact with each other. 6/1/2014 15Prepared by Pawar R.B. Gharda Institute of Technology
  16. 16. 1.Vital feature(integral feature):  This make the game work properly.  In football game formation is selected first and the choice of player made accordingly. 2.Chrome feature:  Some feature not effect on the game but increase the enjoyment.  Story, look and feel of the game.  Example: player choose the stadium. 3. Gameplay substitute: o Some features does not affect the game but provide lot of choices to the player. o Ex: player can chose one on one with the computer or multiplayer mode in LAN. 6/1/2014 16Prepared by Pawar R.B. Gharda Institute of Technology
  17. 17. 1.Explain the developer how the game works 2. Provide the vision statement through out development 3. Identify the feature that are chrome or integral 6/1/2014 17Prepared by Pawar R.B. Gharda Institute of Technology
  18. 18.  Good interface design provide the user view with there is no restriction on controlling the game  Good interface are very useful in strategic games 6/1/2014 18Prepared by Pawar R.B. Gharda Institute of Technology
  19. 19.  Initial stage rule should be guess  Then more and more rule are added and new rules is interact with old one and changes made, finally they became a hole.  Rules provide the different features  One unit is affected then, affect all other unit 6/1/2014 19Prepared by Pawar R.B. Gharda Institute of Technology
  20. 20.  Level design affect the core gameplay.  Low level provide the more watching than playing  Story oriented game provide more narrative character so that user involve into game with lot of interest.  Level should not be use to create deficiencies into game.  Accurate specification is given to level designer who understand the rules  Primary goal of the game design create interest in reader and convey the design aspect without ambiguity.  Interest should be from start to end. 6/1/2014 20Prepared by Pawar R.B. Gharda Institute of Technology
  21. 21. Detailed game description:  Basic concept: ◦ The idea should be informative and interesting  Background story: ◦ This is necessary for adventure kind of game and not puzzle kind of game  Objective: ◦ Reader should have clear idea of gameplay and provide more detailed as possible in design documents 6/1/2014 21Prepared by Pawar R.B. Gharda Institute of Technology
  22. 22.  Game play: ◦ Working of game from beginning to end, title screen and option screen should be displayed, computerized opponent should be provided by Artificial Inteliggence, result of particular option should be known to player, information provide by help option window. 6/1/2014 22Prepared by Pawar R.B. Gharda Institute of Technology
  23. 23.  Character ◦ Action in a game  World ◦ Location, characters, objects, event  Controls ◦ Buttons to be provided for user interface  Graphics ◦ Grass, hard pitch  Sound and music ◦ To create impact in a game ◦ Added more real time effect 6/1/2014 23Prepared by Pawar R.B. Gharda Institute of Technology
  24. 24. Prototype are build into following order  Minimize the risk  Get the client feedback in development process  Help to visualize the end product  Find the flexibility Typical game section Game section-1  Environment is set up for game  option to play or exit  Requested to enter input  Input is stored and view 6/1/2014 24Prepared by Pawar R.B. Gharda Institute of Technology
  25. 25. Game section-2  Game state is change according to user last input  AI is applied for player action. Then background animation, music, sound effects perform  Finally housekeeping is done Game section-3  Current animation is drawn into virtual buffer and then displayed  Frame displayed rate is specified and locked.  Exit state source are released  System setting are restored  Control given to operating system 6/1/2014 25Prepared by Pawar R.B. Gharda Institute of Technology
  26. 26. 1. Rapid prototyping phase before specification very popular techniques 2. Building of game involves implementation and integration in repeated block 3. Agile-Extreme programming involve ◦ Team based and collaborative approach ◦ Hardly any documentation ◦ Integration of testing into development process 6/1/2014 26Prepared by Pawar R.B. Gharda Institute of Technology
  27. 27. 4. Development process involve ◦ Build the prototype ◦ Asking other people to look at the game ◦ Carefully observing the player ◦ Reward the player in the game ◦ Using new tester ◦ Taking the game to the next level ◦ Good design are both High level (architectural level ) and low level(design level) 6/1/2014Prepared by Pawar R.B. 27
  28. 28.  Strategy required to reach end points are called the gameplay  Rules are interact with each other or environment to generate result. 1.Implementing the gameplay:  The game is series of choices  The decision has gameplay value when it has an upside and downside  Each decision affect the next  Decision include correct choice at the circumstances 6/1/2014 28Prepared by Pawar R.B. Gharda Institute of Technology
  29. 29.  Dominated strategy: The choice witch is not using in circumstance is called dominated strategy  Dominant strategy: The choice witch is use in circumstance is called dominated strategy  Near dominant strategy are used in certain circumstances where above not work  It is widely use by the player  Eg of near dominant strategy are given by asking following question:  What is the most common feature?  Is the facility use only once then how much developing time required?  How much special efforts are needed to create interface 6/1/2014 29Prepared by Pawar R.B. Gharda Institute of Technology
  30. 30. Different option involve in gameplay  Option may or may not be taken depending on factor  Option can have time constraints  Option does not affect the game much  Option that is worth being taken  Option that is never worth being taken 2.Toolbox to assist with choices  There is no particular method to create choices that are left to the player  Strategic choices are made for long term  Tactic choices are made for short term or current  There should be enough scope for good judgment 6/1/2014 30Prepared by Pawar R.B. Gharda Institute of Technology
  31. 31. 3.Impermance Advantage can be impermanent due to following factor  They can be destroyed, injured, stolen  Can lost any time, limitation on use  No use in certain circumstances  Gameplay enrich your experience and interaction Interaction can be done in the following ways  By changing the setting or game itself  By directly controlling the character 6/1/2014 31Prepared by Pawar R.B. Gharda Institute of Technology
  32. 32.  Vision document and describe final product and serve as goal to the developer  When code strictly follow the gameplay specification then product is ready to release. 1.Responsibility of the designer  Clarify the designer ideas which taken from many resources  Bring them to structural level  Then decided it should be implemented or give up 6/1/2014 32Prepared by Pawar R.B. Gharda Institute of Technology
  33. 33.  Development phases in gameplay Phase Process Person Outcome Feasibility Discussed the initial idea Designer , architect, technology group Project go ahead signal from client Conceptualization Detailing the design Designer Game specification designer’s note Plan Planning the mini- specification for each stage Designer and software planner Set of mini- specification documents Technical architecture Preparing architecture component and tool Architect, project leader, planner Technical specification project plan Component building Constructing the component and tool for game consider interdependencies Development team Component that are functionally complete Integration Project leaders get the component created by the D.TR Project leader and designer Completed part of the game and tools 6/1/2014 33Prepared by Pawar R.B. Gharda Institute of Technology
  34. 34. Phase Process Person Outcome Complexity level Project leader discussed with level designer to build the game level Project leader, level designer Complete game fore each level, artwork and manuals are finalizes Review Quality assurance dept. dose the review in parallel with the leveling Quality assurance dept. Bugs are fixed and feedback are provided to developer 6/1/2014 34Prepared by Pawar R.B. Gharda Institute of Technology
  35. 35. Gameplay specification Content mapping Designer node Module 2 specification Module 1 specification Module n specification Content mapping of designer’s notes with the game play specification 6/1/2014 35Prepared by Pawar R.B. Gharda Institute of Technology
  36. 36. Each level has the following design items  Games are developed in an iterative manner  Most time spiral model chosen  Each mini-specification (level) is developed and tested ◦ Goal to design this feature is implemented in that level ◦ Philosophy, this level how differ from previous ◦ Expected result is outcome at particular level ◦ Alternate and other idea suggested in brainstorm session 6/1/2014 36Prepared by Pawar R.B. Gharda Institute of Technology

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