Interactive Multimedia Games Development COM631
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Transcript of Interactive Multimedia Games Development COM631
Interactive Multimedia Games Development
COM631
Module Overview
Times and Locations
Lecture/practical
Tuesday 09.15 – 11.05 Room MG229 (L)
Tuesday 12 – 15.05 Room MG122 (P)
Online Resources
Details of Module specification, learning
outcomes, marking schemes and other
resources can be found online here
Module handouthttp://www.scis.ulster.ac.uk/~michael/COM631/Documents/Module_handout/Module_handout_COM631_2013.doc
Module specificationhttp://cis.ulster.ac.uk/administrator/files/modulespecs/com631.pdf
Module aims To provide students with an appreciation for
advanced techniques and approaches used in the game design and development process
To provide students with an appreciation of the technical and research challenges facing game designers
To provide students with the skills and expertise necessary to create high quality interactive games
Learning Outcomes
Demonstrate their expertise in creating high quality content for use in computer games
Critically evaluate and select appropriate approaches and techniques to design and implement interactive multimedia games
Demonstrate their ability to create game prototypes, Demonstrate a detailed understanding of industry
standard game authoring tools, platforms, techniques and scripting languages
Main Topics
Game design/planning/implementation process Unity Metrics and analytics
Historical context
Mobile/pad sales
Low barrier to entry
New interactions modes
Peripherals
Rise of the indies
Rise of free to play and metrics
Rise of free to play and metrics
http://thinkgaming.com/app-sales-data/1/clash-of-clans/
Game metrics
http://www.scis.ulster.ac.uk/~michael/COM631/Spreadsheet/DubitVirtuaWoldModel_v1.3.xls
Lost in the crowd
God of War
Call of Duty
Assassins Creed
FIFA 2013
Orderly release with big budgets
Schedule (Provisional)
Assignment weighing & submission deadlines
100% Coursework
Submission Deadlines
Assignment 1 08/10/13 (Week 3)
Assignment 2 29/10/13 (Week 6)
Assignment 3 10/12/13 (Week 12)
Assignments Overview
Three individual assignments with a progressive
common theme (Game design)
Awareness, assess and critically evaluate Propose Plan and design Implement
Assignment 1 Overview
Assignment 1: Pitch and present an innovative
game
Total available marks 15
Individual assignment
Assignment 1
Due 08/10/13 (Week 3)
Assignment 1
Create a short pitch document/presentation for an innovative game you are going to create that you feel would be successful in the Dare competition
Ensure that your game idea could be implemented within the constraints of the module duration
Structure of the document is closely based on the application form for Dare to be Digital
Pitch document generated should follow the format given. Word limits will be strictly adhered to!
Assignment 1
Game should be tailored for mobile platform e.g. iPad, Android pad/iPhone/windows 8
Must employ platform appropriate game mechanics and control systems
Mechanics need to be innovative but simple! E.g. multitouch, flick, orientation, tap Should consider the use of metrics and analytics Should consider business model e.g. free to play
and the in-world economy
Pitch Format
Pitch document should be comprised of the following;
Concise game description (maximum 100 words) Description of core game play (maximum 100 words) Discussion of market potential of title (maximum 100 words) Discussion of target audience (maximum 100 words) Description of innovation and creativity (maximum 100 words) Consideration of in-world economy and monetization (maximum 100
words) Discussion of which technology you are using and why? (maximum 100
words) Short work plan clearly showing how you could design a level for your
game in the next 9 weeks. (Gantt chart!)
100 Word Games Pitch
There’ll be no trick or treating this Halloween!
Slyghoul the Hungry has risen and hasn’t fed for a hundred years.
He traps the children of Yew-tree Orphanage and grows stronger from their
fears. Only three children escape his grasp, but for how long?
Bound by need and circumstance; Lofty, Missey, and Rabbit must uncover their
inner strengths to escape. Light, Sound and Friendship are their only weapons
to defeat Slyghoul and his minions.
Time is running out, the light is fading, help them face their fears and save the
others...
Or be trapped forever by the Creeping Dark!
Assignment 1 Output
Report and class presentation. Report format Size: Must comply with the Dare to be Digital
application form format and must be within the stated word limit!
Font: Times New Roman Font size:12 Spacing: Single line Style:Technical/Formal
Assignment 1 Output
Submission Guidelines for presentation
Powerpoint presentation of appropriate length.
Submission Details
Assignments should be submitted on day of presentation
Assignment 1 Deliverables
Hard copy of report and PowerPoint presentation slides
CDROM containing digital copy of report and presentation slides
Presentation to class in week 3 10 minutes presentation 5 minutes questions
Assignment 1 Presentations
All students must attend all presentations!
Assignment 1 Mark Allocation
Assignment 1 Warning! Assignment 1 is 700 words and a project plan It is worth 15% of the module mark! The submission should be well researched and thought out Clear evidence of understanding of your games unique selling
points and of similar games out there Clear rationale for using the technology Project plan must reflect nuances of the game you are going to
develop
This is a project plan!
http://www.scis.ulster.ac.uk/~michael/COM631/Documents/projectplanning/project%20plan%20microsoft%20project%20file.mpp
Assignment 2 Overview
Assignment 2: Creation of an abbreviated game
design document (Preproduction)
Total available marks 35
Individual assignment
Assignment 2
Due 29/10/13 (Week 6)
Example document here
Assignment 2 (Preproduction)
Create an abbreviated game design document for the game level/app you will create in Unity for Assignment 3
Structure is based on template/examples supplied Report generated should follow the format given as
closely as possible, example document here Be realistic on time constraints You must pitch your game to the class in a formal
presentation
Assignment 2 Guidelines
The document should follow the game design documentstructure provided and also include accompanying support material
Description of level theme/game/app Level/app design concept development material (including
rough sketches/photographs) Level layout design diagram (Level blueprint) and game
board (as appropriate) Consideration of in-world economy Model of game/in-world economy App store description
Assignment 2 Output
Report, supporting material and class presentation
Submission Guidelines for report As required following format/template given
Submission Guidelines for presentation Powerpoint presentation of appropriate length
Submission Details Assignments should be submitted on day of presentation
Assignment 2 Deliverables
Hard copy of game design document Copy of game model in Excel CDROM containing digital copy of all
report/presentation and supporting material Presentation/pitch to class in week 6
Level blueprint & game board
Level blueprint and game board from Level Design for Games, Phil Co
App store description
Game modeling
http://www.scis.ulster.ac.uk/~michael/com631/Models/CircuitWarzStage1.xlsm
Game modeling
http://www.scis.ulster.ac.uk/~michael/com631/Models/Gina.xlsm
Assignment 2 Mark Allocation
Assignment 3 Overview
Assignment 3: Create a game/app in Unity
Total available marks 50
Individual assignment
Assignment 3
Due 10/12/13 (Week 12)
Assignment 3 (Implementation) Design a game level/app in Unity Level/app based on the game design document in assignment 3 Must be related to and complement your games pitch Can reuse content/models available online or within Unity
provided they adequately referenced. Assignment includes a presentation where the student will detail
to the class each stage in development and implementation process and present their final work
Assignment 3 Output
Source material, Unity level, screen capture video with voice over and
annotations, walkthrough giving overview of level, construction process and
game play, class presentation
Submission Details Assignments should be submitted on day of presentation
Deliverables (submitted on CD-ROM/DVD) A walkthrough level in Unity with voice annotation Source code and support material (E.g. Textures, 3DS Max models etc) Copy of class PowerPoint presentation
Assignment 3 Mark Allocation
Resources
http://www.design3.com/
Resources
http://walkerboystudio.com/html/unity_training___free__.html http://www.3dbuzz.com/
Recommended Reading
Unity 4.x Game AI Programming
By: Aung Sithu Kyaw; Thet Naing Swe; Clifford Peters
Publisher: Packt Publishing
Pub. Date: July 23, 2013
Print ISBN-13: 978-1-84969-340-0
Getting Started with Unity
By: Patrick Felicia;
Publisher: Packt Publishing
Pub. Date: August 26, 2013
Print ISBN-13: 978-1-84969-584-8
Recommended Reading
Beginning 3D Game Development with Unity 4: All-in-One, Multi-
Platform Game Development, Second Edition
By: Sue Blackman
Publisher: Apress
Pub. Date: August 28, 2013
Print ISBN-10: 1-4302-4899-8
Print ISBN-13: 978-1-4302-4899-6
Unity Game Development Essentials
Author: W Goldstone
Publisher: PACKT PUBLISHING (13 Oct 2009)
ISBN-10: 184719818X/ISBN-13: 978-1847198181
Recommended ReadingGame Development with Unity
Michelle Menard
Paperback: 480 pages
Publisher: Delmar Cengage Learning;(18 Feb 2011)
ISBN-10: 1435456580
ISBN-13: 978-1435456587
Unity 3 Game Development Hotshot
Jate Wittayabundit
Paperback: 380 pages
Publisher: PACKT PUBLISHING (26 Aug 2011)
Language English
ISBN-10: 1849691126
ISBN-13: 978-1849691123
Recommended Reading
Game Level Design
Author: Ed Byrne
Publisher: Charles River Media (Dec 2004)
ISBN-10: 1584503696, ISBN-13: 978-1584503699
Level Design for Games: Creating Compelling Game Experiences
Author: Phil Co
Publisher: New Riders (Feb 2006)
ISBN-10: 032137597, ISBN-13: 978-0321375971
Recommended Reading
Beginning Game Level Design
Author: John Feil
Publisher: Course Technology (18 Feb 2005)
ISBN-10: 1592004342, ISBN-13: 978-1592004348
Introduction to Game Development
Editor: Steve Rabin
Publisher: Charles River Media
ISBN-10: 1584503777, ISBN-13: 978-1584503774
Recommended Reading
3D Game Environments: Create Professional 3D Game Worlds
Luke Ahearn (Author)
Paperback: 400 pages
Publisher: Focal Press; Pap/Dvdr edition (May 19, 2008)
Language: English
ISBN-10: 0240808959
ISBN-13: 978-0240808956
Recommended sites Game Developer Magazine
http://www.developmag.com/ Ernest Adams
http://www.designersnotebook.com/ Game design magazines
http://www.gdmag.com/homepage.htm Dare to be Digital Team Blogs
http://www.daretobedigital.com/ 3D Buzz
http://www.3dbuzz.com Walker Unity tutorials
http://walkerboystudio.com/html/unity_training___free__.html
Questions?
Any questions?
Interactive Multimedia Games Development
COM631
Module Overview