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MIT3643 Computer Games Development

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But only the best designs will be selected for development. ... cool '70s feel and a conspiracy theme: GoldenEye meets the CIA in a sharp-cut suit. ... – PowerPoint PPT presentation

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Title: MIT3643 Computer Games Development


1
MIT3643 Computer Games Development
  • Lecture 4 Game Proposal

2
Lecture Outline
  • Game Design Ideas
  • Design Proposal
  • Key Design Decisions

3
Part 1 Game Design Ideas
  • Most games companies have a constant demand for
    new game designs.
  • But only the best designs will be selected for
    development.
  • Design ideas come from various sources
  • Reusing existing game ideas
  • Brainstorming
  • Input from the publisher market-led ideas
  • The design will evolve from a one page pitch
    (proposal) to a full specification, which can
    reach several hundred pages.

4
Reusing Game Ideas
  • Existing games are the primary source for new
    game ideas.
  • Almost every game is a remake of an existing
    game
  • with extra features from brainstorming or market
    response.
  • Thus, new games evolve, rather than appear.
  • Consider is it possible to make a completely
    original game?

5
Other Sources for Ideas
  • A brainstorming session is a very free
    discussion to reach new game ideas.
  • There is no leader everyone is equal.
  • Ideas are raised very quickly, to get maximum
    creativity.
  • One problem can be remembering what was talked
    about. Worth taking notes.
  • Publishers may suggest game ideas to trusted
    developers.
  • These ideas will be those derived from market
    research.

6
Part 2 Design Proposal
  • A one-page proposal is the most basic form of
    game design.
  • Rarely more than a single page.
  • It is used to gain publisher interest.
  • A development company will usually maintain a
    portfolio of game proposals.

7
Proposal Content
  • Take the Bullet
  • Jack Travis, a bodyguard of unflinching
    dedication, is hired by a presidential candidate
    known as Kincaide, to guard against a terrorist
    group The Children of Gabriel. But Jacks
    loyalties will be tested to the limit as he
    realises the truth behind the terrorists, and the
    ambitions of his boss
  • Game Title
  • Memorable and preferably short.
  • Story / Context
  • A few lines to set the scene.
  • Should engage the readers interest.
  • Game Art
  • Style or concept art.
  • Game mock-up or logo.
  • We will cover artwork in more detail later -
    using a simple logo here

8
Proposal Content (cont)
  • Game-play description
  • Simple, one sentence only.
  • Comparing to other games is useful.
  • By now, the reader should be eager to play the
    game.
  • Platform
  • What computers or consoles is the game intended
    for.
  • Mention any multiplayer support and other unique
    hardware features.
  • First person shooter with a retro-cool 70s feel
    and a conspiracy theme GoldenEye meets the CIA
    in a sharp-cut suit.
  • Dreamcast. Uses light-gun for aiming and movement
  • Split-screen and multi-link multiplayer support.

9
Proposal Content (cont)
  • Target Market
  • Briefly identify who will buy your game.
  • Demonstrate that your game makes business sense.
  • Can separately list USPs (Unique Selling Points)
  • Competitors
  • What similar games have been or will be released.
  • Research carefully.
  • One line each, identifying differences to your
    game.
  • FPS and light gun game players, age 10. Geared
    for US and Europe. Genre (FPS) and theme
    (conspiracy) are widely popular.
  • Few FPS titles on Dreamcast.
  • Unique use of gun interface.
  • Topical interest for the US.
  • Unreal Tournament on Dreamcast, multiplayer only,
    no story or single player mode.
  • Metal Gear Solid on the PS1 has conspiracy / spy
    theme, but uses third person and has less
    character and style.

10
Part 3 Key Design Decisions
  • There are three key decisions to be made in the
    very early stages of creating a game design
  • Core game-play style
  • Point of view
  • Control method
  • These decisions together with a basic story are
    enough to create proposals and mock-ups for a
    game.
  • These choices can be difficult to change once
    game development has begun. They should be tested
    by prototyping if possible.

11
Core Game-play Style
  • This is effectively the same as genre.
  • It is the decision about the basic actions you
    perform in the game, e.g.
  • Real-time resource management and unit-based
    battle (RTS games like Dawn of War).
  • Real-time movement around environments shooting
    enemies (FPS games like Doom 3).
  • This is the most fundamental aspect of a game, if
    you change this, then you are probably making a
    different game.
  • Make sure you are very clear about this before
    you start writing any game design.

12
Point of View
  • This is the choice of camera view in a game.
  • Some possibilities are
  • First person - you see the scene through a
    characters eyes, e.g. Doom 3 (Note FPS First
    Person Shooter)
  • Third person the camera focuses on a main
    character in the environment, e.g. Splinter Cell.
  • God-view the camera looks down on a scene from
    far away, e.g. Rome Total War
  • Many genres have a standard point of view .
  • Ensure you have a good reason to use a
    non-standard point of view.

13
Control Method
  • This decision has two parts
  • What hardware will be used to control the game,
    e.g. mouse, mouse keyboard, joypad, joystick,
    lightgun, etc.
  • Will the user control a character actions
    directly? Or will they use menus, buttons or
    commands to direct the game actions? Or a
    combination of both?
  • The first decision is often simpler.
  • Both decisions are important and should be made
    early.
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