Alessandro Canossa [email protected] Michael Schmidt [email protected] Game Development – Process Spring 2010...

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Alessandro Canossa [email protected] Michael Schmidt [email protected] Game Development – Process Spring 2010 www.itu.dk
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Page 1: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

Alessandro Canossa [email protected] Schmidt [email protected]

Game Development – Process

Spring 2010 www.itu.dk

Page 2: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

Game development is primarily an act of communication, the limits of your language are the limits of your world.

Ludvig Wittengstein

Page 3: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 4: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 5: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 6: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 7: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 8: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 9: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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)

Page 10: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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,

Page 11: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 12: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 13: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 14: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 15: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 16: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 17: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 18: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

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

Page 19: Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk Game Development – Process Spring 2010 .

Questions?