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Alessandro Canossa [email protected] Schmidt [email protected]
Game Development – Process
Spring 2010 www.itu.dk
Game development is primarily an act of communication, the limits of your language are the limits of your world.
Ludvig Wittengstein
Stages -> Conceptualisation Pre-production Production 1
Production 2
Alpha, Beta, and Post
Production
Goal (what)
An idea. The initial idea can come from anywhere. Whether it is a setting, a character or a game mechanic this idea will form the basis for a game design.
The next stage is to ask questions about how the game will be implemented, filling the blanks and eviscerating the details.
The first phase of production consists of tackling potentially risky features, establishing pipelines
The second production phase takes the lessons learnt in the first part and uses them to actually put all the assets together into a finished form
Finishing the game, bug-tracking and fixing, play-testing (and metrics analysis)
Stake holders(who)
Game designer: highProducer: High (feasibility)2D artist: high (concept)3D artist: mediumProgrammers: medium (feasibility)Sound/music: lowQA/User Research: LowLevel designer: low
Game designer: highProducer: medium2D artist: high3D artist: highProgrammers: medium (prototypes)Sound/music: medium (soundscapes)QA/User Research: medium (focus groups)Level designer: medium
Game designer: mediumProducer: High (procedures)2D artist: medium (interface)3D artist: highProgrammers: high (design)Sound/music: high (design)QA/User Research: medium (RITE, tests)Level designer: high
Game designer: lowProducer: medium (maintenance)2D artist: low3D artist: mediumProgrammers: high (implementation)Sound/music: high (implementation)QA/User Research: high (metrics, tests)Level designer: high
Game designer: lowProducer: high (bugs)2D artist: low3D artist: lowProgrammers: medium (hopefully)Sound/music: lowQA/User Research: high (metrics, tests, bugs)Level designer: medium
Stages ->
Activities (how)
Pitch: a brief outline of the basic idea, not more than 3 min to readHigh concept document: Describing a game in absolutely as few words as possible (removing all of the "the's," "and's" and other non-essential words) use design parameters.USP / hook:spark of innovation that makes it special when compared to other games One-sentence Description
Art bibleMood boardsCharacter sheetsTreatment:10 pagesFull Design Document:Design document: story, camera, controls, weapons or items, characters, movement speeds, individual mission structure, interface, menu system, high details, reference visionSpatial archetypes (templates) Soundscapes
Demo: Vertical Slices:Prototypes: small applications prototyping crucial features.
Playable versions of different sections of the game
Completed game
Timeline (when)
From 1st of February to 1st of March
From 1st of March to 15th of March
From 15th of March to 15th of April
From 15th of April to 15th of May
From 15th of May to 30th of May
GL1 GL2 GL3 GL4 GLPm
Determine staffing needs
Set up participant recruitment pipeline
Determine workflow, schedules, deliverables
Understand dev team/franchise needs and wants
Perform research
Get feedback from dev/management stakeholders
Ongoing implementation process
User Research and QA
Track findings
Determine research methodology needs
The game's title (and subtitle) with an appropriate cover imageCompany contact informationThe game's High Concept, Hook, and One-Sentence Marketing DescriptionA bullet-point listing of the game's key featuresA brief description of the game's SetupA succinct narrative description of actual gameplayA brief description of the game's Victory ConditionsPlenty of good concept art and screen shots (or at least screen mock-ups)A controller diagram (if one is used)All set in a unique binding (to set it apart from other Vision Documents) that
itself helps convey the essence of the game.
Vision document
Design Parameters1. Media: Digital or Analog2. Genre: Category (ontology)3. Epoch: Setting (fiction, non fiction)4. Scope: how much time / space are covered by the game? (battle or campaign)5. Scale: level of closeness to objects (soldier or army)6. Perspective: point of view
1 Title Page (and a short tagline to indicate what it’s about) 2 Executive Summary (bulletpoints)3 Game Overview
High ConceptGenreHooks (USPs)License (if any)Gameplay HighlightsTechnology HighlightsArt and Audio HighlightsHardware
4 Production DetailsCurrent StatusDevelopment TeamBudgetScheduleCompetition
Treatment (10/30 pages)
5 Game WorldBackstoryObjectiveCharactersMission or Story Progression
Daily tasksChallengesRewardsWorkflowPeople you report toPeople that report to youRole changing during developmentWhat you neet to start your workWhat you deliver when you are finishedTools, pipeline and processes
Maintain a developer’s diaryDiary will make up 50% of the examDocumentation of your tasks in developementYou should be able to give talks and presentations(as your guests will)
Considerations on teamsInterpolation between issues:- No more than 1 producer and 1 game
designer per team- Generally respecting wishes expressed- Identifycation of personality patterns
and avoiding same type in teams
Data has been normalized and quantized, co-recurring variables identified,
And now… the teamsGroup 1
Miika Pirtola Game DesignerLevel/Mission Designer
User Research
Rasmus Boserup Producer Game DesignerSound Designer / Composer
Tiyezge Keith Gondwe 3D, Art ( 2D (Concept Textures),
Animation, Music)
Jonas Waever Game Design Level Design 2D Art
Morten Nobel-Jørgensen
Graphics Programmer
Script Programmer
3D Art
Agnieszka Loza Game Designer User Research2D / maybe 3D Artist
And now… the teams
Group 2
Alex Mintsioulis Producer Designer 3D Artist
Ben Cassar Game Designer Producer Level Designer
Mario Mariov Vatkov Animation 3D Art 2D Art
Kenneth Nørbak Nielsen
Level DesignerQA / User Research
Game Designer
Aske Graversen Physics Gameplay AI
August Jørgensen Game Designer Level DesignerGameplay Programming
And now… the teamsGroup 3
Louise Bruun-Gazellehs
Game Director Game Design2D Artist / 3D Artist / Sound Design
Emil Kastbjerg Project ManagerDesign (Game Balance, Level Design)
Programming (Game P., Shader P.)
Daniel Eskildsen 2D Art 3D Art Game Designer
Dana Maria Popa Level Designer Game Designer Art
Stefan Holm MadsenGameplay Programmer
Network Programmer
AI Programmer
Elvis Alistar Programmer Level Designer Game Designer
And now… the teamsGroup 4
Suni a Argjaboda Artist - MusicGame Designer - Concept and Writing
Game Designer - Sound Design
Ali Emek Project Manager Game Designer Level Designer
Veselin Stoilov 3D Art 2D Art Animation
Asmus Neergaard Game Designer Writer Level Designer
Isaac Manning DartGameplay Programmer
AI Programmer Level Designer
Fan HeDesign: Level Design
Programming: Network
Art: Music
And now… the teamsGroup 5
Sidel Hermansen Sound / Music Game Designer Writer
Michael HeimarkProject Manager
Interface Designer
2D Art
Søren Emil Andersen Game Designer 3D Art Writer
Morten Meisler
Game Designer (Level Designer / QA User Experience)
Programmer (Support Programmer / Gameplay Scripting)
Art
Robert Pieter van Leeuwen
AI ProgrammerGameplay Programer
Physics Programmer
Filip Lange-Nielsen Game DesignerUI Designer (Graphic/Audio/Controller)
Music and/or Sound Designer
And now… the teamsGroup 6
Paul Brinkkemper
Game Designer (System Design / Mechanics Design)
Gameplay Programmer
2D Graphics Programmer
Xavier Lafont ProducerInterface Designer
Music
Magnus Nilsson 2D Art Sound Design Level Design
Luca Giurdanella Level Designer 3D Artist Game Designer
Magnus PoppelGameplay Programmer
AI Programmer Level Designer
Gabriele De RossiGameplay Programmer
AI ProgrammerPhysics Programmer
Mikkel H.AndreasenWriter / Sound Design
Producer Music
And now… the teamsGroup 7
Troels Jørgensen Project Manager Game Designer Level Designer
Rasmus Lønne Game Designer Level DesignerProject Manager
Fan ZhangDesign: Interface or (Game Design)
Programming: Gameplay or (Graphic)
Art: 3D or Animation
Hans Henrik Hvoslev Systems Design Lead Design Level Design
Sem BlaksmarkProgrammer (any)
Frederik Mesner Madsen
1337 Programmer
Programmer Sound Designer
And now… the teamsGroup 8
Sune Weber Pedersen Game Designer ComposerLight' Programmer (in Flash and Java)
Klaus Kabel KristensenProducer / Project Manager
Game Designer / Level Designer
QA Tester
Martin Dejean-IsaksenProgrammer (AI, Physics, Gameplay)
Sound Design 3D Art
Orestis Tsafarakis Level Designer Game Designer
Simon Wichmann Nielsen
ProgrammerGameplay Programmer / Scripter
UI Programmer
Juan Ortega PerezGameplay Programmer
AI ProgrammerNetwork Programmer
Prakash PrasadGameplay Programmer
Graphics Programmer
Level Builder
Questions?