Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week 5 -...
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Transcript of Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week 5 -...
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Games Development
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
• The Games Design Document
• The Technical Design Document
• Development Team
• Publisher
• Plan (and Money)!
What do we need?
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Technical Design Document
• Interaction/ Layout Diagrams (see week 3 Lecture Notes)
• UML (Unified Modelling Language) Diagrams
– Use Case Diagrams
– Class Diagrams
– State Diagrams
– Collaboration Diagrams
– Sequence Diagrams etc.
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Considerations• Planning/ Schedule and Budget
• Saving Time and Money - Existing Component Libraries– Graphics– Sounds– Game Engines (e.g. Goldeneye 007 > Perfect Dark, Quake 2 > Half Life)– Middleware (e.g. Renderware)– API’s (Application Programming Interface)
• Portability
• Game Licences– Films– Sports– Characters etc.
• Prototyping/ Research and Development
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Development Team - Roles
• Director/ Project Leader
• Producer
• Game Designer/s
• Programmers– Lead, Level, Gameplay, Physics, Interface, AI, Data etc.
• Artists/ Graphical Designers– Lead, Level, Interface, Characters, Animation, FMV (Full Motion Video), Objects etc.
• Sound Engineers– Lead, Sound Effects, Music, Voice Recordings etc.
• Quality Assurance– Lead, Game Testing (Black Box)
• Manual Developer– Writer, Editor, Designer, Translators
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Programming a Game
• PC’s– C– C++– Java– Assembler– DirectX– COM (Component Object Model)– Flash/ Director and Java (Web/ Mobile Games)– Emulators
• Consoles– Exclusive SDK’s (Software Development Kit)
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Quality Assurance
• Testing– Does it need to be any good?– Quality vs. Profit.
• Patches– Why oh why?!– Good use.– Bad use.
• Console Ports– Quality vs. Profit
• The Gold Master– Mission Accomplished!
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Release Considerations
• Schedule/ Timing– Film Premieres
– Sport Season
– Christmas and Other Holidays
– Shelf Span
• Location– Society
– Censorship
– Languages (Speech and Text)
• Publicity/ Marketing– Demos
– Trailers
– Exhibitions/ Expos
– Websites, Posters etc.
– Audience
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Questions?
Interactive Gameplay Design
Games Development
Mario MichaelidesLecture 7 (10am), Week 5 - 03/11/2005
Next Lecture
The Social and Contextual Issuesof
Computer GamesMitja Kostomaj
Next week at 10am.