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Steve White

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Nintendo DS. N-Gage. Leapster LMAX. Future Trends. Handheld about to explode. PSP. Gizmondo ... PS3, XBox2(360) and Nintendo Revolution. Mobile phones. Set top ... – PowerPoint PPT presentation

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Title: Steve White


1
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Introduction
Steve White - Technical Director Vaughan
Marshall - Designer
3
Topics today
  • Who are hell are Torus?
  • Industry Overview
  • Structure of a Development Studio
  • Roles within a Development Studio
  • How is a game made?
  • Opportunities for Australian game developers
  • The current game markets and future trends
  • How students can prepare themselves to enter the
    industry

4
Torus Games - History
  • Started in 1994 with 3 people
  • Currently around 45 people
  • Developed more than fifty titles
  • Worked with a wide variety of publishers
  • Developed on a wide variety of target platforms
  • Approved developer on all consoles

5
Industry Roles
  • Developers
  • Publishers
  • Distributors
  • Retail outlets
  • Customers

6
Structure of a Dev. Studio
  • Management
  • Administration
  • Production Department
  • Design Department
  • Programming Department
  • Art Department
  • QA Department
  • Audio Department
  • Business Development

7
The Producer
  • Assigns and manages project tasks throughout the
    project lifecycle
  • Manages relationships with customer and manages
    their expectations
  • Controls time frames, milestones project costs
  • Sources solutions for project requirements, eg.
    voice actors, contractors etc

8
Programmers
  • Types of programmers
  • Lead programmer
  • Content programmer
  • Engine programmer
  • Tools programmer.

9
Lead Programmer
  • The Lead Programmer
  • Oversees the programming efforts of the other
    programmers as well fulfilling their specific
    role on the project
  • Focuses on the "big picture how the systems
    worked on by the other programmers fit together
  • Manages the relationship between the programming
    team and the Producer/Artists/Designers/QA team.

10
Content Programmer
  • The Content Programmer writes
  • The game-specific code that supports the game
    play rules and logic
  • The AI scripting specific to the game.

11
Engine Programmer
  • The Engine Programmer writes
  • The game engine. This represents the reusable
    systems that are common to many games such as a
    graphics rendering system, a sound system,
    networking code etc
  • Reusable components that are helpful to the
    Content programmer when writing the content code
    for a game.
  • Famous game engines Doom, Unreal and Half Life.

12
Tools Programmer
  • The Tools programmer writes
  • Utilities and editors that are helpful to the
    other members of the team during the game
    development process.
  • This includes level editors, tools for exporting
    art content from 3D modelling packages into a
    format that the game engine can use, and other
    miscellaneous utilities to improve productivity.

13
Game Designer
  • Responsibilities include
  • Game Design Document
  • Level construction (project dependent)
  • Cutscene and entity placement
  • Game Play Balancing
  • Game testing and testing and testing and testing
  • Writing and presenting proposals/game pitches
  • Market research

14
Level Designer
  • Responsibilities include
  • Level Design
  • Level construction
  • Entity placement
  • Game testing and testing and testing and testing

15
Art Director
  • Translates the designers written descriptions
    into concept sketches.
  • Assembles an Art Style Guide.
  • Follows the building and texture work that makes
    up in game models and through the Lead Artist,
    instructs if changes are necessary.
  • Oversees lighting effects
  • Visualises cut scenes

16
Lead Artist
  • Compiles a schedule of Art assets and time
    frames.
  • Delegates work to artists.
  • Finds solutions to art issues.
  • Ensures that the Art Visions are met.
  • Remains on the project until it is complete
    (Alpha, Beta, Final Gold).

17
3D Artist
  • Builds 3D models for in game cutscenes/levels.
  • Ensures models are ready for textures. (UV
    unwrapping )
  • Applies textures to the models.

18
Animator
  • Animates all models in the game (human or
    machine)
  • Sets up cut scene art on instruction from the Art
    Director.

19
Audio Design
  • Key roles include
  • Identification and documentation of project audio
    requirements (audio design)
  • Foley recording
  • Sound effect production
  • Music composition
  • Sound engineering.

20
Quality Assurance
  • QA perform a vital role within each project.
    They
  • Play the game with a view towards the vision
    expressed in the Game Design Document
  • Expose errors, crash bugs, story issues
  • Log and assign bugs to individual members of the
    project team.

21
Typical gamedevelopment scenario
  • Publisher approaches developer with a license
  • Developer approaches Publisher for a license
  • Negotiation and approval phase
  • Contract signed milestones agreed
  • Project kick-off
  • Alpha
  • Beta
  • Gold Master

22
Current Budgets
  • Console - about US4 000 000 with a team size of
    about 30-40 taking about 18 months to 2 years
  • Handheld - about US400 000 with a team size of
    about 8 taking about 4 to 6 months

23
Current Game Markets
  • PC
  • Consoles
  • PS2
  • XBox
  • Gamecube
  • Handheld
  • Gameboy Advance
  • Nintendo DS
  • N-Gage
  • Leapster LMAX

24
Future Trends
  • Handheld about to explode
  • PSP
  • Gizmondo
  • GBA2
  • Others?
  • PS3, XBox2(360) and Nintendo Revolution
  • Mobile phones
  • Set top boxes

25
Future Trends
  • Expect timeframes to remain unchanged
  • Expect budgets and team sizes to grow
  • gt US20 000 000
  • gt 100 developers
  • Expect Consolidation
  • Market share / shelf space
  • Number of publishers
  • Number of developers

26
Future Trends
  • Competitive benefits from
  • Reducing risk
  • Increasing production speed
  • Increase quality by means of shorter turn around
    times
  • Outsourcing

27
Future Trends
  • Competitive benefits from
  • Content creation tools

28
Getting intothe games industry
  • Passion
  • Industry knowledge
  • Understanding of how the role relates to others
    within the industry
  • Ability to work fast while maintaining quality
  • Learn to be creative no matter what the
    restrictions
  • Have the right attitude and temperament

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