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    84 May/June 2011 Publ ished by the IEEE Computer Society 0272-1716/11/$26.00 2011 IEEE

    EducationEditors: Gitta Domik

    and Scott Owen

    Practical Game Design andDevelopment PedagogyPaul J. Diefenbach

    Drexel University

    U

    nlike many game development programs,

    Drexel Universitys program doesnt reside

    in one department and so mirrors the true

    nature o commercial game development.1 Drex-els Digital Media program oers a game art and

    production major that instructs students on the

    undamental skills o design, art, programming,

    3D modeling, animation, audio, and video pro-

    duction and on how to use industry tools such as

    Maya. The Computer Science department oers a

    game programming and development concentra-

    tion ocusing on sotware development skills and

    oers sotware courses or prototyping game con-

    cepts. The gaming courses (www.games.drexel.edu/

    classes.html) and RePlay Lab (www.replay.drexel.

    edu) bring these two majors together, with addi-tional participation o students and aculty rom

    other majors including music industry, screenwrit-

    ing and playwriting, engineering, and business.

    The prerequisite courses provide the technical

    oundation or Game Development Workshops

    I and II. Workshop I serves as a design and pre-

    production phase in which teams o our to six

    students create a game concept and write a one-

    page sell document, an executive summary, a

    game design document, and a game prototype in

    11 weeks. Instructors select the best, most viable

    games or ull production in Workshop II the ol-lowing term, and teams are merged and expanded.

    The sequence mirrors the industry in structure and

    development, using project- and asset-management

    sotware, agile development with weekly Scrum

    sprints, meeting minutes and communication logs,

    and a milestone payment mechanism in virtual

    dollars that translates into student grades, empha-

    sizing sot skills.2

    In presenting the workshops, weve made several

    recurring observations about students tendencies

    that have inuenced the workshops structure and

    ocus. Here, we detail our observations and how

    weve modifed the workshops in the areas o game

    design and development.

    Game DesignWe noticed that students oten have creative ideas

    but miss actors that might at frst seem intuitive.

    So, Workshop I now addresses vague game con-

    cepts and pitches. It reintroduces strategy, game-

    play, and story to ocus on designing games rom

    the players perspective so that students can assess

    how this aects code and assets.

    Fun and StrategyStudents sell presentations oten discuss story,

    characters, controls, and so on but dont mention

    the word un. When asked how their game is un,they typically respond with a list o game eatures,

    an intricate story, or exciting visuals. Yet eatures

    and story alone dont make or a compelling game,

    and students oten dont examine how their ideas

    translate to the players perspective. Students must

    learn to recognize that games must support players

    with dierent playing styles, strategies, and rea-

    sons or playing.

    A recent castle-deense game illustrates provid-

    ing strategic support (see Figure 1). In this game,

    the player must set up catapults and other de-

    enses during a layout stage, and then fght attack-ing enemies while the deenses automatically fre.

    Although this concept appealed to fghter-style

    players, the automatic weapon fring permitted

    the player to assume only a fghter role during the

    action gameplay.

    Two simple changes expanded the player profle

    to support more strategic fghters as opposed to

    button mashers. The frst let players add de-

    enses during attacks, but at a cost to their health

    because theyre deenseless while making changes.

    The second change let players make deenses that

    must be triggered by the players proximity, which

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    IEEE Computer Graphics and Applications 85

    orces players to chose between fghting or trigger-

    ing deenses.

    GameplayStudents oten design games rom an abstract

    perspective, as i the characters in the game are

    sel-governed and the designer is an all-knowing

    god. For example, they might propose a game

    about two aliens battling over a magic crystal.

    The students will have decided the games lookand physical characteristics, the aliens abili-

    ties, the conicts backstory, and bizarre power-

    ups, yet disagree when we ask them whether the

    game is played rom a frst- or third-person per-

    spective or whether its played with a keyboard

    or controller.

    We teach teams to discuss gameplay rom the

    players perspective. What does the player see?

    What does the player do? How is inormation

    conveyed?

    A recent game pitch or ZapJak (see Figure 2)

    illustrates a typical game description:

    Players race uturistic cars around an Internet-

    inspired electronic world similar to Tron and

    can destroy or hijack AI bot vehicles.

    This doesnt address what the player sees and does.

    A refned concept that addressed the players per-

    spective added this:

    The player, using an analog controller stick

    or speed and direction, controls rom abehind-the-vehicle view a uturist ic hover-

    car propelled in a three-tiered city envi-

    ronment o approximately 100 square city

    blocks. Similar to Tron, the games city roads

    represent the Internet, and each building

    represents a website, with larger websites

    such as Google having larger buildings in

    the highest, exclusive gated tier. Players use

    the second analog stick to aim a reticle at

    enemy bot vehicles to hijack a vehicle and

    transer driving control to the new vehicle.

    With three vehicle types and varied roads

    (a) (b)

    Figure 1. EpicDeense. (a) The hack-and-slash strategy. (b) The triggered-deense strategy. Workshop students

    modifed gameplay to support dierent player styles by permitting hack-and-slash play or strategic armament

    placement and management.

    (a) (b)

    Figure 2. ZapJak. (a) An early concept sketch. (b) The players view o the game. The original pitch or this game ailed to considerthe players perspective. The students revised their pitch to remedy this problem.

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    having dierent characteristics, hijacking

    vehicles is integral to player strategy in

    both timed races and last-player-standing

    modes.

    Conveying the Story and BackstoryStudents oten also ail to consider the players

    inherent knowledge, or lack thereo, o the game.

    As I previously mentioned, students usually cre-

    ate an intricately detailed story yet ail to consider

    how to convey the story to the player. Students

    must be asked, Does the player see this story as

    images, video, or machinama? [Machinama em-

    ploys the game engine to create an animation.]

    Or must they read text? Or must the game have

    a voice-over or character dialogue? Additionally,

    conveying the story can be resource-intensive or

    both digital-media artists and computer sciencesotware developers, so students must learn to ex-

    amine the alternatives that work or their game

    (see Figure 3).

    Moach Rotel, a game about a cockroach whose

    amily was killed by the houses owner, was story-

    intensive, with a 60-plus-page script, in-game dia-

    logue, and machinima segments. Because the

    characters were cockroaches, the game used click-

    ing sounds or cockroach-speak (obviating the

    need or voice talent). It presented the dialogue

    as scrolling text, which was conveyed by a cus-

    tom dialogue-parsing logic the sotware develop-ers wrote to translate the scriptwriters annotated

    dialogue into in-game events, text, and sounds.

    Engine Divine and CityScape used an alter-

    native strategy: conveying the story by cutscenes

    (video or animation clips between parts o a

    game). Both used animatics (an animated story-

    board), but each generated the images dierently

    because o their team skill sets and resource al-

    locations. Engine Divine had a strong lead art-

    ist and decided that hand-drawn artwork would

    best convey the complex backstory. The CityScape

    team had no strong artist and wanted to convey

    a comic-book eel or its superhero game. So, the

    team used Photoshop flters to translate staged

    photos into a comics-style sequence.

    Game DevelopmentOnce the students have vetted their game concepton the basis o the concerns we just detailed, they

    ollow an iterative Scrum development cycle that

    permits continual refnement. This has introduced

    problems due to students having little experience

    in incremental development, milestone planning,

    and resource management. We now structure

    the milestones to guide inexperienced students

    in long-term project planning. Development now

    involves three distinct phases: establishing the as-

    set pipeline, refning and balancing gameplay, and

    dressing up the game.

    Prove the Asset Pipeline EarlyIterative development has become increasingly

    popular or games, and Drexel has been teaching

    Scrum methodology since frst oering its game

    development program. In previous years, teams

    ran into difculties because o development issues

    such as choosing a game engine on the basis o

    its capabilities instead o the teams comort with

    it. Another issue has been the tendency to ocus

    on fnal models and animations beore establish-

    ing frm asset pipeline practices or understanding

    engine requirements, such as scale, polygon andperormance limitations, rigging requirements,

    and bounding geometries.

    To minimize potential late-term problems,

    teams now must make incremental advancements

    addressing these issues, starting early in the term.

    Students must produce an in-engine, core game-

    play demo by week three and in-game models and

    animations by weeks fve and six, respectively. We

    dont permit any mods (modifcations o a game

    that require the original release) using game tem-

    plate assets because this can hide asset pipeline

    issues, such as

    (a) (b) (c)

    Figure 3. Three approaches to conveying a story. (a) Moach Rotel combined inline dialogue and machinima segments. (b) Engine

    Divine used cutscenes with hand-drawn artwork. (c) CityScape also used cutscenes but used Photoshop flters to translate staged

    photos into a comic-book-style sequence. (Machinama employs the game engine to create an animation; cutscenes are video or

    animation clips between parts o a game.)

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    IEEE Computer Graphics and Applications 87

    how the bounding geometrys defnition can in-

    uence collision detection or

    whether animations are exported as bones (which

    connect joints and control how vertex mesh

    skins deorm) or baked into vertex animations.

    Workshop II employs a similar approach. Stu-

    dents must demonstrate early proo o competency

    in creating more complex layered and blended ani-

    mations and using the motion-capture studio.

    Gameplay BalanceProving the asset pipeline early doesnt guarantee

    a successul game; students oten dont realize that

    signifcant gameplay testing is required. They must

    test and tweak gameplay actors such as character

    speed, gravity, the number o shots, and health

    parameters. However, this tweaking could present

    a potential bottleneck or the computer sciencestudents who adjust these parameters. Because

    o gameplay balancings importance, by week fve

    the students must expose all relevant gameplay

    parameters in the orm o an option screen (see

    Figure 4) that players can modiy.

    Also, a spreadsheet keeping track o the param-

    eter settings and corresponding gameplay ratings

    lets developers track optimal settings. This permits

    every team member to be a tester and acilitates

    beta testing. An additional beneft is that this player

    experimentation sometimes results in unexpected

    play modes, such as when testing ound that lower-ing gravity in CityScape resulted in a un explor-

    atory mode, jumping rom rootop to rootop.

    The 80/20 RuleWe also direct teams to ocus on eorts that pro-

    vide the most bang or the buck, as exemplifed

    by the 80/20 rule, also called the Pareto principle

    or the vital ew and trivial many. This rule states

    that approximately 20 percent o the vital tasks

    produce 80 percent o the results. In the work-

    shops, we apply this principle at week eight, when

    the fnal 20 percent o the development eort can

    make or break the game and outweigh the other

    80 percent to bring the game to beta unctionality.Besides the obvious addition o visual eects such

    as shaders and particle systems, students learn to

    ocus on adding game modes and reusing assets.

    Visual eects can provide signifcant enhance-

    ments with relatively little eort; likewise, game

    modes can enhance gameplay with minimal code

    changes. For example, in the castle deense game,

    testing revealed that players enjoyed acing attacks

    by unlimited numbers o trolls until the players

    character is killed, in contrast to the normal game

    mode, in which each level had a set number o

    attackers. Additional variations include adding atimer to regulate gameplay time or adding deenses

    that are triggered automatically or by the player.

    Simple repurposing o assets can also enhance

    games. Animated characters can be integrated

    with menu screens (see Figure 5) or visually aug-

    ment intralevel story elements. A spherical camera

    path around a victorious character can enhance a

    Figure 4. The Proteus games parameter screen lets play testers tweak

    gameplay.

    (a) (b)

    Figure 5. The Project Bolt menu. (a) The main character, Bolt, repurposed on the main menu screen. (b) Bolt

    outftted with props or the instruction menu screen.

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    win condition. Such asset reuse requires minimal

    eort but can make the game look much more

    proessional.

    Balancing Structure and FreedomWithout an imposed structure, students design

    and development eorts can be misguided owing

    to their lack o real-world experience. A course

    cant teach strategy, sot skills, and agile develop-

    ment without imposing the structure to support

    that teaching. With this additional structure, the

    quality and complexity o our students games

    have increased.

    One drawback o this approach is that some stu-

    dents complain about a lack o individual reedom.

    Although this problem is common in large corpo-

    rate projects, academic settings require a balance.

    Requiring ormalism can sometimes stie creativity

    and enthusiasm, but when we simply recommenda structure, teams tend to ignore it. For example,

    one team produced a proo-o-concept mod in week

    three instead o a true new game build; this resulted

    in late-term integration problems.

    Similarly, the agile development methodology

    and sot-skills training alone cant ully simulate

    industry conditions because team leaders dont

    have the true authority that might exist in a cor-

    porate environment. This sometimes leads to con-

    icts, but employment contracts or both team

    leaders and members can help clariy their roles,

    tasks, and expectations.

    Overall, the workshops have successully pre-pared our students or industry, as evidencedby Drexels number-three national ranking in game

    design (www.games.drexel.edu) and a pairing with

    EA Games in a CBS Evening News segment on pre-

    paring students or the industry. Over the past

    ew years, weve made numerous changes to the

    workshops structure and the curriculum as a whole.

    However, the workshops still need continual refne-

    ment to balance industry requirements with the ex-

    ploratory nature o the academic setting.

    References1. M. Sakey, Fundamental Learning GDC 2006 Cur-

    riculum Workshop, Intl Game Developers Assoc., Apr.

    2006; www.igda.org/articles/msakey_gdc-curriculum.

    2. P. Dieenbach, Teaching Sot-Skills: Digital Game

    Development in a Multi-discipline Environment,

    Eurographics 2008 Annex to the Conf. Proc., Euro-

    graphics Assoc., 2008, pp. 135139.

    Paul J. Diefenbach is an associate professor in Drexel Uni-

    versitys Digital Media program. Contact him at pjdief@

    drexel.edu.

    Contact department editors Gitta Domik at domik@

    uni-paderborn.de and Scott Owen at [email protected].

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