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© Nintendo Introduction Video Game Design and Development Spring 2011 Game Development - Spring 2011 1 part of slides courtesy of Andy Nealen

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Introduction

Video Game Design and Development Spring 2011

Game Development - Spring 2011 1

part of slides courtesy of Andy Nealen

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What is this course about?

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• Game design

– Real world abstractions

• Visuals

• Interaction

• Design iterations

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What is this course about?

• Game development

– Gameplay mechanics

– Rapid prototyping

– Many examples

• FUN !

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Game mechanics=ideas

• A game's play mechanics determine both its structure and its rules:

– how you win

– how you lose

– what to do to stay alive

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play mechanics are the foundation on which games are built…

Playing with power www.1up.com/do/feature?cId=3151392

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• Basics - fundamental concepts that have become a part of many of today's games

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• Handy features - ideas not absolutely essential to the design but enhance experience.

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• Style - play mechanics that add an exciting touch of artistic flair to games

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• Side by Side -- mechanics that allow other players or even computer-controlled characters to enrich the gaming experience.

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About myself

• Andrei Sharf • [email protected]

• http://www.cs.bgu.ac.il/~asharf/gaming

_spring2011.htm

• Research:

– Computer graphics, interactive techniques, shape modeling, geometry processing

– 3D shape acquisition, urban modeling, 4D detection

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Agenda

1. Definition of game and game design

2. Game design in small teams

3. Quick and dirty: rapid prototyping

4. Abstraction of the “real world”

5. Game “feel”: principles of virtual sensation

6. Games as systems/simulations in software

7. Prototype design (+ programming) strategies

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Course structure

• Teams of 3-4 people (start forming this week) • Weekly (mandatory) meetings

– Sunday 16-18: Lecture – Monday 10-12: Practice+presentations

• You will need at least two full days outside of class to work on games (likely more)

• First 4-5 weeks: one new game prototype per person/week

• Rest: each team fully develops their favorite and most successful prototype

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Requirements

• Most importantly: time

• Almost as important: dedication

• It would be beneficial to have experience in one or more of the following areas – Graphics programming (OpenGL, etc.)

– General programming and systems design

– Classical art and painting/sketching/animation

– Sound and music design

– Organizational and team leading capabilities

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Submissions

• 4-5 game prototypes

• Final game design document

• Final game prototype

• Final game beta

• Final game

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Platforms?

• Again, whatever you like

– PC / Mac

– Xbox 360 (via XNA)

– iPhone

• You will need to take care of your own hardware, and be able to present prototypes in class on a weekly basis

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Contact

• Andrei Sharf

– Email: [email protected]

– Reception: Monday 12-14, Room 222

• Gilad Bauman(TA)

– Email: [email protected]

– Reception: Monday 12-14

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What is a game? and what is game design?

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What is a game?

• Many definitions exist…

• Common in many definitions: – Participants (players)

– Decisions (interactions)

– Conflicts (opposition)

– Resource management (game tokens)

– Pursuit of a goal (or goals)

– (and all of this in a closed, formal system)

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What is game design?

• A form of modern day Alchemy • If we knew the formula for a great game we would

always use it

• Alchemy has advanced to chemistry, so we can advance to a science too, right ?

• Define rules / guidelines of the game

• Design interesting interaction • Risk and reward (e.g. interesting decisions for player)

• Advance the „plot“ (score, level, skill, narrative, etc.)

• Keep the player challenged, not frustrated

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Aspects of video game design

• What is video game design?

– Player mechanics and controls?

– Game rules, dynamics and goals?

– World and level design?

– Choice of colors, icons and setting?

– Interactive sound and music?

– Intuitive tools and code for designers and coders?

– Enemy/ally intelligence and behavior?

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Aspects of video game design

• Answer:

All of the above (and more) • video game design is inherently

interdisciplinary

• learn as much as you can about all aspects of a video game - you will be a better video game designer!

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Fundamental meaningful play

• Descriptive – Relationship between player action

and system outcome

• Evaluative – Discernable

• Perceive the immediate outcome of player action

• Explosion, sound effect, game state change

– Integrated • Outcome of an action is woven into the game system

• Actions on earlier „levels“ influence gameplay later on

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Game Design Team Players

For small/medium sized game projects

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Small design teams

• Team lead / design

– Organize team

– Schedule milestones

– Iterate game design and game rules

– Study game theory etc.

– See: „Rules of Play“, „Theory of fun“,„The Art of Game Design“

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www.experimentalgameplay.com

www.2dboy.com

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Small design teams

• Gameplay programmer

– game „AI“: refers to rule-based aspects

– software engineer

– encode „behaviors“, path planning, state machines, etc.

– Works closely with lead game designer

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Small design teams

• Graphics programmer

– Rendering technology

– Work with content creator on „procedural content“

– Interface with gameplay programmer (collision detection, events, etc.)

– Polish the visuals with particle effects, etc.

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© Bizarre Creations

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Small design teams

• Content creator

– 2D Sprites (Photoshop)

– 3D Models

– Textures, Normalmaps

– 2D/3D animations

– Sound design

• Role of an art director

– Coherent look-and-feel

– Adapt style to game mechanics and „story“

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God of War™, © SCEA Game Development - Spring 2011

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Small design teams

• None of these roles are carved in stone

– The previous example is one way of splitting work among a group of four

– Many successful projects have been completed by groups of two, and also solo developers

• Tip/trick: realistically adjust your design ambitions to the expected man-hours you will be able to invest

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Resources

Stand on the shoulders of giants

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Resources

• Game development / careers – gamecareerguide.com,gamasutra.com, gamedev.net,igda.com

• Game news – kotaku.com,1up.com,gamespot.com

– tigsource.com,indiegames.com/blog/

• Podcasts – 1up.com,gamespot.com, brainygamer.net

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Resources

• Books – Fullerton, Game Design Workshop – Norman, The Design of Everyday Things – Swink, Game Feel – Salen/Zimmerman, Rules of Play – Schell, The Art of Game Design – Koster, A Theory of Fun

• Research – Jesper Juul, www.jesperjuul.net – Game studies, www.gamestudies.com

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Homework

Your very first prototype

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For next week…

• Each participant – Select a toolset, and make a very small game!

• Constraints – No sound or music whatsoever

– Only art assets (bitmaps) allowed: circles and squares what you create in code is up to you…

– Input: at most four keys on a keyboard, or one thumbstick and one button, or simple motion controls or taps on a touch-screen (not both)

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Some Inspirations

• The Marriage – http://www.rodvik.com/rod

games/marriage.html Simple game rules + simple rendering

– Interesting mechanics

• Ikaruga (shooter) – Simple polarity principle

– Looks beautiful, but would be equally playable if not

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Tips

• Keep it VERY simple! – You only have one week for everything

• Code quick and dirty – You will not be using this code ever again

• Quickly converge on a toolset + platform – Based on previous experience, preference,

methods of distribution, etc.

• Have friends play test your game – This will always be helpful throughout the course

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Theory of Fun!!!

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Raph Koster

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