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Building Games by Design

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Game Designers. Programmers. Artists. Sound Engineers. Internal support teams. Hardware/Software Resources. High-Level Schedule ... – PowerPoint PPT presentation

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Title: Building Games by Design


1
Building Games by Design
2
Game Development Process Revisited
  • The RoadMap
  • initial description and analysis of all aspects
    of the game
  • initial starting point for
  • pre-production
  • production
  • quality assurance

3
The RoadMap
  • Used to iteratively define
  • A solid game design.
  • Identify/classify Star features
  • A realistic schedule.
  • The technical feasibility of the game design.
  • Alternate scenarios
  • Changes in release date
  • Different set of key features
  • Different set of resources

4
The RoadMap Contents
  • Game Design
  • Feature List
  • Art, Sound, and Design Components
  • Art Assets (Sketches, Storyboarding, Animations,
    etc.)
  • Sound Assets (Voices, Ambient Sounds, Special
    Effects, etc.)
  • Technical Requirements/Design
  • Game Component Overview
  • Prototyping
  • Tools and Libraries
  • Platform Issues
  • Resource Allocation
  • High-Level Schedule

5
Feature List
  • List of all of the known major features
  • Each feature includes
  • Description
  • Rating of each component
  • Star Feature Game design has priority over the
    schedule. High quality has priority over the
    Schedule.
  • Require Feature Game design has priority over
    the schedule. The Schedule has priority over high
    quality.
  • Optional Feature Nice to have but Schedule has
    priority over the game design.

6
Art, Sound, and Design Assets
  • Directly related to the features
  • Broadly classified
  • World
  • World Objects
  • Characters (Player and Non-Player) accessories
  • Menus/Overlays
  • Animations
  • Etc

7
Technical Design
  • Game Component Overview
  • lists all of the game components and their
    pipelines needed to fulfill the game design
    requirements.
  • may not exactly represent the game architecture
  • represent the technical components required to
    build the game.

8
Example Components
  • AI / Controller / Camera Front End and Overlays
  • Game Architecture / Game Flow / Game States
  • Graphics Rendering / Load and Save / Movies
  • Non-Interactive Sequence (NIS) / Replay
  • Scripting Engine / Sound Rendering / Special FX
  • Sound music, dialogue/voices, special effects
    (front-end, overlay, and game), sound pipeline

9
Prototyping
  • Determine what features need to be tested
  • For each prototype area
  • Description ltDescribe the domain that is
    intended to be prototyped.gt
  • Rationale Explain why this area requires
    prototyping (i.e., new technologies,
    proof-of-concept, visual, algorithmic, high-risk,
    etc.).gt
  • Objectives ltDescribe what the objectives of the
    prototype are.gt

10
Tools and Libraries
  • Describe all of the tool, library, and
    third-party solutions that are required or need
    to be investigated for potential use during the
    development of the game.

11
Platform Issues
  • Describe the target platform(s)
  • For each platform
  • provide a technical overview
  • describe any major development issues

12
Resource Allocation
  • All the people and all their tasks
  • Game Designers
  • Programmers
  • Artists
  • Sound Engineers
  • Internal support teams
  • Hardware/Software Resources

13
High-Level Schedule
  • Describes the time allocated to the development
    of the game from start to finish
  • Used to create an initial project schedule
  • stage/phase,
  • milestone,
  • deliverables,
  • dependencies

14
Pre-Production Phase
  • Schedule (task specification and resource
    allocation) for Pre-Production
  • Creation of Art Design Specification
  • Creation of Game Design Specification
  • Prototyping
  • Requirement Specifications
  • System and Architectural Design
  • Technical Design Document

15
Production Phase
  • Schedule
  • Implementation
  • Unit Testing
  • Code Review/Inspection
  • Integration Testing
  • (combining art/data/code for initial playable
    game)

16
Quality Assurance
  • Determine time required for
  • Game testing (at alpha/beta/final stages)
  • Polishing
  • Post Mortem

17
Milestones and Deliverables
  • For each milestone
  • Date
  • Deliverables
  • schedule, art, design, and technical
  • Dependencies (and delivery date)

18
Game Development Docs
  • High Concept Game Design
  • Game Design
  • Requirements
  • Technical Design

19
High Concept Game Design
  • A Game Concept Statement (two to three sentences)
  • Game Goals
  • Game Information (genre, type, style)
  • License / Brand / Competitor Analysis
  • Target Audience (who the game is aimed at)
  • Expanded Game Concept (two to three paragraphs)
  • Game Structure (modes, levels, how parts fit
    together)

20
High-Concept Game Design (cont)
  • Game Play (2 sentences on basic gameplay)
  • Expanded Gameplay (2-3 paragraphs of gameplay
    experience)
  • Key Game Features / Back of the box features
  • Concept Summary

21
Preliminary Game Design Doc
  • Start of full Game Design
  • Collect all the ideas
  • Assess them from a design, art and technical
    perspective,

22
Preliminary Game Design Doc
  • Should answer
  • Concept Issues have any of the concept issues
    changed?
  • Scope of Game What is the intended scope
    regarding characters, levels, environments,
    sound, dialogue etc.?
  • Feature lists is every intended feature listed
    with an example?
  • Game Structure what is the intended structure
    of the game? How will it fit together?
  • Gameplay is every possible type of gameplay
    represented by a micro example, storyboard etc
  • Game Strategies are all the intended strategies
    (i.e., saving the game, HUD, checkpoints,
    difficulty levels, ramping) sufficiently
    explained to assess their impact on development?

23
Final Game Design
  • Repeated iteration of preliminary design that
    solidifies of all the ideas and concepts.
  • Used as the definitive design reference
    throughout production.

24
Technical Design Document
  • Explanation and diagram of the static/dynamic
    behavior of all of the major entities in the
    design
  • Used to determine risks, dependencies and
    scheduling.
  • Iterative development (Design, review, repeat)

25
Why?
  • To determine the technical scope of a component
  • Low-cost way to create, iterate and review a
    design
  • A reference for maintenance/extension and use
  • Measures scope of project
  • Helps ensure that all game requirements are met
  • Basis of implementation, testing and quality
    assurance

26
The GDP
  • Stages are iterative
  • The earlier a problem is found the less it costs
    to deal with
  • Circumstances will change.
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