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Practical Realities of Game Development

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Game Development is a business. We are here to make games ... Shipping milestones (Xmas) kevin.burfitt_at_atari.com. 8. Nanoseconds matter. kevin.burfitt_at_atari.com ... – PowerPoint PPT presentation

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Title: Practical Realities of Game Development


1
Practical Realitiesof Game Development
  • Kevin Burfitt
  • Technical Producer
  • Atari Melbourne House

2
Culture Shock
  • Game Development is a business.
  • We are here to make games and sell enough copies
    to make a profit.
  • Development is not a democracy
  • Design is not by committee
  • 50 people will never agree on a game design
  • You may not even like the game you work on
  • Pressures can be enormous
  • Good teamwork is critical (Art/Prog/Design)

3
The Design is fluid
  • Start the project with somewhere between a rough
    pitch for a game and a full design.
  • The design can be changed by
  • Technical limits or discoveries
  • Management
  • Marketing
  • Political reasons (company politics, world
    politics)
  • Licensing restrictions
  • Gameplay feedback

4
Expect the unexpected
  • Good development methods allow the project to
    change course.
  • Teach students to be ready for (and expect)
    changes in requirements.
  • Good Programmers/Artists will anticipate change
    and be prepared for it, without ignoring the
    current goals.

5
Agile Development
  • There are well documented methods of software
    development that match our needs.
  • See www.agilealliance.org
  • AGDC 2003 Iterative Game Design
  • Keynote Speaker Iain Fischer, Ensemble Studios

6
Time is not on your side
  • Large projects run 18 months
  • Some can be under 12m, some over 6 years
  • Teams of 50 are not uncommon
  • 75 man-years of development on a single title
  • 10,321 tasks tracked on Transformers (13 months)

7
Milestones
  • Milestones at 1-3 month intervals
  • Publisher milestones
  • Press milestones
  • Trade show milestones (E3, TGS, GDC)
  • Shipping milestones (Xmas)

8
Nanoseconds matter
9
Example PS2 CPU
  • Games a 2 year project that worries about a
    billionth of a second!
  • PS2 150mhz CPU (main CPU)
  • 60fps game gets 2.5 million cycles per frame
  • 20 car racing game, AI gets 0.5-1ms per frame
    total
  • Thats 0.025ms per car, 3750 instructions each

10
Lack of CPU time
  • There is never enough CPU to be shared around.
  • AI, Rendering, Physics, Sound, all fight for CPU
  • Rendering takes 50-75 of that time
  • Optimization techniques are important
  • Knowledge of limitations of systems is critical
  • E.g. Memory allocation is horribly slow
  • STL implementations differ, know where to use it
  • Knowledge of how to gather statistics

11
Faster machines ! more time
  • The future holds little hope
  • There will still only be 16.6 milliseconds in
    1/60th of a second
  • HDTV has 4x more pixels than standard TV
  • 5.1 audio, larger multiplayer
  • More content expected by consumers
  • Smarter AI is probably not a linear problem
  • Physics is generally not linear
  • Higher framerates (PC)

12
Smarter methods
  • Quaternions
  • Goldsmith/Salmon hierarchy building
  • Faster Sorting techniques
  • If I had 1 for every bubble sort Ive seen a
    programmer write!
  • Never trust a compiler!
  • A good programmer can optimize better than the
    best compiler
  • Modeling techniques
  • can make a model 50 less expensive with smart
    work, with the same number of polygons.

13
Lack of Memory
  • PS2 has 32mb of RAM (give or take)
  • Codebase can be up to 8-10mb (including buffers)
  • Models, Animation data,
  • Textures
  • AI data
  • Visibility/Occlusion data
  • And the stuff we forget
  • Text strings (which can double in size for
    Unicode)
  • Metagame data

14
Quality, Stability
  • Test everything you do
  • Applies to Programmers and Artists
  • Learn to test properly
  • Learn what questions to ask

15
Tools maketh the game
  • Its all about a fast turnaround to get more
    feedback
  • Perl, Python, etc to wrap tools
  • Preprocess vs Ingame
  • Doing nothing is always faster than doing
    something
  • Automated builds, Automated testing
  • External tools
  • Lint
  • Source control (Art code)
  • Profiling tools (Vtune, aProbe, CATS, etc)

16
References
  • My Personal Info
  • kevin.burfitt_at_atari.com www.torps.com (personal
    site blog)
  • The site I assume all students visit
  • www.gamasutra.com (Game development, postmortems,
    etc)
  • Reference Websites
  • www.gdaa.com.au
  • www.igda.org (including Quality of Life
    whitepaper)
  • www.sumea.com.au (Aussie game developers)
  • www.agilealliance.com
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