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242-515 AGD: 4. Game Dev Stages 1
Objective• to look at the stages in commercial game
development, team size, and how to design game levels
Animation and Games
Development24242-515, Semester 1, 2014-2015
0. 4. Game Development Stages
242-515 AGD: 4. Game Dev Stages 2
• 1. Game Development Stages• 2. Development Team Size• 3. Different Level Flow Models• 4. Designing a Level
Outline
242-515 AGD: 4. Game Dev Stages 3
1. Game Dev. Stages• 1.Inspiration• 2.
Conceptualization• 3. Protyping• 4. Pitching to a
Publisher• 5. Reaching a Deal
• 6. Implementation• 7. Alpha Stage• 8. Beta Stage• 9. Gold Master• 10. Post-mortem
242-515 AGD: 4. Game Dev Stages 4
1.1. Inspiration• Come up with a game idea
• people involved: the lead designer• results: a treatment/design/overview document, the
decision to continue (or stop)
• A treatment document template:• http://digitalworlds.wetpaint.com/page/
Example+Blank+Design+Document
242-515 AGD: 4. Game Dev Stages 5
• Write a game concept document:• define the core game features• find/assign developers• estimate budget and due dateo people involved : the designer, programmers,
artists
o A concept document template:o http://digitalworlds.wetpaint.com/page/
Example+Blank+Concept+Document
1.2. Conceptualization
242-515 AGD: 4. Game Dev Stages 6
o Build a first prototype as a proof of the concept• allocate about 2-3 months
o Must be finished enough so that it can be used to test the gameplayo include at least one level, and a GUI
o Throw this prototype implementation away after testing• it won't be good enough for the final game!• The Pancake Principle (Fred Brooks)
o “Plan to throw one away, you will anyway.”
1.3. Prototyping
242-515 AGD: 4. Game Dev Stages 7
• What should be in the presentation:o game overview and genre profile
o unique selling points• what makes your game stand
out from its competitors?
o proposed technology and target platform/so prototype details
o schedule and budgeto team information
1.4. Pitching to a Publisher
242-515 AGD: 4. Game Dev Stages 8
• The game overview should include:o core gameplay mechanics
o how the game is structured into levelso gameplay goals/rewards
o artistic / styling guide (e.g. artwork examples)o do not put coding here
o overview it in the "proposed technogy" section
• The schedule and budget info. must:o be detailed (e.g. use Gantt charts) o be realistic
242-515 AGD: 4. Game Dev Stages 9
• The publishers look at you (the developers), but you should also research the prospective publishers:o are they financially stable?o are they appropriate for your kind of game?o do they market / promote their games well?o is there a history of non-payment?o have they produced many titles?
• Sometimes you take what you can get!
1.5. Reaching a Deal
242-515 AGD: 4. Game Dev Stages 10
• If a project is accepted, then the developers will have to submit their work in three stages:o Alpha Stageo Beta Stageo Gold Master
• At each stage, the publisher decides whether or not to continue the funding.
242-515 AGD: 4. Game Dev Stages 11
o Create the game based on the treatment and concept documents and prototype o update the documents and tools as required
o Duration: 12 months
o People involved: the project leader, programming team, artists
o Outcome: the alpha stage (and toolset)
1.6. Implementation
242-515 AGD: 4. Game Dev Stages 12
• At the Alpha stage, a game should:o have all the required features of the design
sufficiently implemented so user testing can be carried out
o be tested by "real" users to find and remove any gameplay flaws
o still contain basic, placeholder assets o simplified audio, models, backgrounds
1.7. Alpha Stage
242-515 AGD: 4. Game Dev Stages 13
• At the Beta stage, a game should:o contain all the final content (assets)
o be tested thoroughly for bugs and good gameplay
o be shown to external reviewerso demo versions releasedo game polishing based on feedback
1.8. Beta Stage
242-515 AGD: 4. Game Dev Stages 14
• At the Gold Master stage, a game should:o be sent to the platform controllers (where applicable) so
they can carry out a TRC (Technical Requirements Checklist) testo e.g. Apple for inclusion in its App store
o be sent to the press for review
o be sent for production
1.9. Gold Master Stage
242-515 AGD: 4. Game Dev Stages 15
• What went right, what went wrong?• Analysis of production, source code• Archive all assets• Analysis of marketing
• Start on the sequel!
1.10. Post-Mortem
242-515 AGD: 4. Game Dev Stages 16
• Team size depends on the genre• action/adventure/online games require large teams• mobile and casual games need less people
• Programming is often a smaller part of a project than the art/audio/model content creation.
2. Development Team Size
242-515 AGD: 4. Game Dev Stages 17
• Sublogic’s JET (an early flight simulator)o Sublogic later made scenery for Microsoft's flight
simulator
• 3 Programmers• 1 Part-Time Artist• 1 Tester
2.1. Dev. Team 1988
Total: 5
242-515 AGD: 4. Game Dev Stages 18
Interplay's Descento Used 3-D polygon engine, not 2-D sprites
• 6 Programmers• 1 Artist• 2 Level Designers• 1 Sound Designer• Off-site Musicians
2.2. Dev. Team 1995
Total: 11
242-515 AGD: 4. Game Dev Stages 19
THQ’s AlterEcho• 1 Executive Producer• 1 Producer• 4 Programmers• 2 Game Designers• 1 Writer• 3 Level Designers
2.3. Dev. Team 2002• 3 Character Modelers and
Animators• 1 2D and Texture Artist• 1 Audio Designer• 1 Cinematic Animator• 1 QA Lead and Testers
Total: 19+
242-515 AGD: 4. Game Dev Stages 20
2K’s Bioshock• Boston:
o Programmer: 1o Artists and Animators: 15, plus 2 borrowed from Firaxiso Designers: 6 in-house, 1 contracto Audio Developers: 2 in-house, 7 contracto Producers: 3 in-house, 2 contracto Testers: 13 contract, plus 8 on-site testers
• Australia:o Programmers: 12o Artists And Animators: 10o Designers: 5o Audio Developer: 1o Producers: 2o Testers: 1 in-house, 7 contract
• Shanghai:o Artists And Animators: 12o Designers: 3
• ~90 developers, 30 contractors, 8 on-site testers
2.4. Dev. Team 2007
242-515 AGD: 4. Game Dev Stages 21
• Star Wars online (~2003)• Development team: 44 people
o 50% Artistso 25% Designerso 25% Programmers
• 3 Producers• "Live" Team (starting at Beta, 6 months before
the finish)o 8 Developerso 50-60 Customer support and 1000 volunteers (to deal
with 200,000 planned users)
2.5. Dev Team for Online Game
242-515 AGD: 4. Game Dev Stages 22
• A game consists of levels. There are various standard level models:• Linear• Bottlenecks• Branching• Open• Hubs and Spokes
3. Different Level Flow Models
242-515 AGD: 4. Game Dev Stages 23
• Simple; often used in puzzle and casual games• but can is used in action games, such as Half-life
• Challenge is to make the game an interesting experienceo use good graphics, interesting story
3.1. Linear
Start End
242-515 AGD: 4. Game Dev Stages 24
• Each bottleneck offers the player choiceso gives the player a feeling of controlo e.g. choose stairs or elevator
• At some point, the different paths convergeo means that the designer does not have to implement too
much contento e.g. the "End" scene is always the same
3.2. Bottlenecks
Start EndBottle-Neck A
Bottle-Neck B
242-515 AGD: 4. Game Dev Stages 25
• The branch-points really lead to different endings• The designer has to think up (and implement) many
different interesting pathso time-consuming, resource-hungry
3.3. Branching
Start
Branch Branch
Branch
End A End B End C
242-515 AGD: 4. Game Dev Stages 26
• Player has to carry out several tasks, in no particular order.o the final outcome (the "End") depends upon the tasks
completedo e.g. GTA
• Sometimes called a sandbox level
3.4. Open
End
Start
Objective Objective
Objective
Objective
242-515 AGD: 4. Game Dev Stages 27
• A hub level has other levels branching off from it• Gives the player a feeling of control, and can help the
developer limit the number of levels• Have the player unlock a few spoke levels at a time
o the player can not enter a level until it is unlockedo e.g. a "bank vault" level
3.5. Hub and Spokes
Start
Level A
Level C
Level B
Level D
hub
spoke
242-515 AGD: 4. Game Dev Stages 28
4. Designing a Level• There are various level designing
techniques that may be useful:• Brainstorming• Cell Diagram• Paper Design• Layers
242-515 AGD: 4. Game Dev Stages 29
• Involves all the designers, each contributing ideaso ideas should be written up on a board so all the
developers can contribute and change them
o Ideas should consist of levels and the branching between them.
4.1. Brainstorming
242-515 AGD: 4. Game Dev Stages 30
• A drawing of the gameplay in a level.
• Consists of levels, with user interactions with the game as the links (arrows)• e.g. opening a door
between rooms
4.2. Cell Diagram
242-515 AGD: 4. Game Dev Stages 31
4.3. Paper Design• Draw the level on
graph paper• shows the assets
needed in a level• helps position game
elements in 2D
• Use with cell diagrams to show level changes.
31
242-515 AGD: 4. Game Dev Stages 32
• Divide each level into layers• Basic geometry• Gameplay elements• Decoration
• Goodo Can build basic versions,
and extend later o Get early feedbacko Partial assets can be used
• Bado May have to re-implemento Only get overall feedback at endo Working with partial assets
4.4. Layers
level 3level 2level 1