Your SlideShare is downloading. ×
Introduction To 3D Gaming
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Saving this for later?

Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime - even offline.

Text the download link to your phone

Standard text messaging rates apply

Introduction To 3D Gaming

7,892
views

Published on

Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a …

Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.


7 Comments
20 Likes
Statistics
Notes
No Downloads
Views
Total Views
7,892
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
577
Comments
7
Likes
20
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • Photo credits: http://www.flickr.com/photos/hallion
  • Transcript

    • 1. Introduction to 3D Gaming Clint Edmonson
    • 2. 6 Average budget ( in $millions ) for a blockbuster game title.
    • 3. 50 Average size of development team for blockbuster game title.
    • 4. 10 Average number of programmers on development team for blockbuster game title.
    • 5. 32 Average number of months to develop a blockbuster 3D game from concept to delivery.
    • 6. 6 Average number of months for team of expert programmers to develop a complete game engine from scratch.
    • 7. 600,000 Number of dollars to license the Unreal game engine for 1 game on 1 platform.
    • 8. 6 Average number of months saved by licensing a game engine.
    • 9. 8 Current number of job openings at Epic Games, the makers of the Unreal game engine.
    • 10. 107 Current number of programmer/engineer job postings on Gamasutra.com.
    • 11. 9 Average number of gigabytes consumed by game installed to PC hard disk
    • 12. 5 Average number of terabytes consumed by game assets created by development team.
    • 13. What is a Game?
    • 14. Play Learning in a safe environment
    • 15. Interactivity The illusion of control in a controlled environment
    • 16. Toys, Games, and Simulations What’s the difference between a toy and a game?
    • 17. Toys Abstraction of reality Don’t have goals
    • 18. Toys, Games, and Simulations What’s the difference between a game and a simulation?
    • 19. Simulations Try to closely mimic reality Complexity may affect fun
    • 20. Toys, Games, and Simulations TOY GAME SIMULATION Complexity Abstraction
    • 21. Formal Elements
    • 22. Players
      • Voluntary participants
      • Roles
        • Uniform
        • Multiple, Balanced
      • Interaction
        • Player vs. Game
        • Player vs. Player
        • Unilateral Competition
        • Multilateral Competition
    • 23. Objectives
      • Desire to work towards goal is key to game play and immersion
      • Provides challenge and sets tone
      • Symmetric/Asymmetric
      • Examples
        • Capture
        • Chase
        • Alignment
        • Race
        • Rescue/Escape
    • 24. Procedures
      • Actions or methods of play allowed by the rules
      • Examples
        • Starting actions
        • Normal actions
        • Special actions
        • Resolving actions (point scoring)
    • 25. Rules
      • Define game objects and procedures
      • Describe allowable player actions
      • Proscribe reactive events
    • 26. Resources
      • Items made valuable by their scarcity and utility
      • Examples
        • Tokens
        • Currency
        • Lives
        • Health Points
        • Units
        • Actions
        • Terrain
        • Time
    • 27. Boundaries
      • Defines the scope of the game procedures and rules and creates the game "reality"
      • Examples
        • Terrain
        • Time
        • Resources
    • 28. Conflict
      • Relationship between objectives, procedures, and rules limiting behavior
      • Examples
        • Obstacles
        • Opponents
        • Dilemmas
    • 29. Outcome
      • Measurement of achievement
      • There must be a winner – a player who achieves a positive outcome
    • 30. System Dynamics
    • 31. Objects
      • Properties
      • Behaviors
      • Relationships
    • 32. Interaction
      • Linear
      • Branching Network
      • Autonomous Agents
    • 33. Economies
      • Currency, markets and bartering
      • Resource pools
      • Equilibrium states
    • 34. Dramatic Elements
    • 35. Perspective
      • Player’s point of view
        • Top-Down
        • Side-View
        • Isometric
        • First Person
        • Third Person
    • 36. Challenge
      • Creates tension
      • A balance between frustration and boredom
      • Focuses attention towards objectives
    • 37. Play
      • Mechanics that provide flexibility to allow player creativity and imagination
      • Play styles/archetypes
        • The Competitor
        • The Explorer
        • The Collector
        • The Achiever
        • The Joker
        • The Artist
        • The Director
        • The Storyteller
        • The Performer
        • The Craftsman
    • 38. Premise, Characters, and Story
      • Provides context to the formal elements
      • Story Arcs
      • Character Arcs
    • 39. So what is a game?
    • 40. A game is…
      • Closed, formal abstract economic system
      • Players involved in engaging structured conflict to achieve a goal
      • Resolves to an unequal outcome
    • 41. Mastery
      • Long plateaus of practice with spurts of progress
      • Learning occurs during plateaus via repetition
      • Great games allow players to achieve state of flow
    • 42. Designing a 3D Game
    • 43. Game Types
      • Action
      • Adventure
      • Casual
      • Fighting
      • Platform
      • Puzzle
      • Simulation
      • Sports
      • Strategy
      • Role-playing
    • 44. Genres
      • Fantasy
      • Science Fiction
      • War
      • Espionage
      • Crime
      • Mystery
      • Horror
      • Western
      • Romance
    • 45. Game Play
      • Perspective
        • First person
        • Third person
        • Top down
        • Isometric
        • Side scrolling
        • Text based
      • Modes
        • Single player
        • Multiplayer
      • Mechanics
    • 46. Story (1)
      • Dramatic writing = Conflict!
      • Characters
        • Name
        • Motivation & back-story
        • Appearance
        • Catch-phrase
        • Personality traits & quirks
        • Every character is on a journey
      • World Creation
        • What is plausible?
        • Ecosystems always seek an equilibrium
        • Equilibrium drives motivations
    • 47. Story (2)
      • Storyboards
        • Plot out the overall story arc
        • Analyze structure and refine to create rising tension
        • Hollywood has proven the 3-act structure works
      • Dialogue
        • Avoid clichés
      • Cinematics
        • Pre-rendered
        • In-game using 3D engine
      • Take the player some place special and exciting
      • Humor is hard
    • 48. Levels & Environments (1)
      • Story
        • Setup
        • Continuity
        • Objectives
          • Goals
          • Sub goals
      • Previsualization
        • Reference photos
        • Concept sketches
        • Low fidelity level blocking
          • Zones, regions and rooms
          • Power ups
          • Enemies
    • 49. Levels & Environments (2)
      • Enriching the vision by layering in detail
        • Location and terrain
        • Time of day and year
        • Weather conditions
        • Boundaries and hazards
        • Scripting of triggered events
        • Lighting and special effects
        • Prefabs and doodads
        • Sounds and music
      • Play test early and often
        • Refine, refine, refine
        • Looking to achieve player flow
    • 50. High Concept
      • Title
      • Type
      • Genre
      • Game Play
      • Story
      • Levels & Environments
    • 51. Team Roles & Specialties
    • 52. Production
      • Executive Producer
      • Line/Brand Manager
      • Marketing
      • Public Relations
      • Producer/Project Manager
      • Localization
    • 53. Design
      • Story
      • Character
      • Dialogue
      • Game play
        • Single Player
        • Multiplayer
      • World Creation
      • Level
      • Environments
      • Scripting
      • User's Guide
    • 54. Programming (1)
      • Graphics
        • Animation
        • User Interface
        • Shaders
        • Terrain
      • Sound & Music
      • Physics
        • Rigid Body Dynamics
        • Collision Detection
        • Particles & Effects
      • AI
      • Network
      • File System
    • 55. Programming (2)
      • Database
      • Memory Management
      • Engine
      • Game play
      • Tools
      • Build
      • R&D
      • Web
    • 56. Art (1)
      • Concept
      • Story board
      • Environmental
      • Cartography
      • Motion Capture
      • Cinematics
    • 57. Art (2)
      • Texture
      • Character
        • Modeler
        • Animator
      • Props
      • User Interface
    • 58. Audio
      • Score Composer
      • Sound Effects
      • Voiceover
      • Foley Artist (Cinematics)
    • 59. Quality Assurance
      • Level testing
      • Focus groups
      • Technical Support
    • 60. Remember: Design accounts for ¾ of entire production timeline
    • 61. Next Steps
      • Join Gamasutra.com
    • 62. Next Steps
      • Join the XNA Creator’s Club
    • 63. Next Steps
      • Play LOTS of games!
    • 64. References (1)
      • Aliens and Alien Societies: A Writer’s Guide to Creating Extraterrestrial Life-Forms – Schmidt
      • Character Development and Storytelling for Games – Sheldon
      • Designing 3D Games That Sell – Ahearn
      • Game Architecture & Design - Rollings & Morris
      • Game Design: Secrets of the Sages – Saltzman
      • Game Design Workshop – Fullerton, Swain, & Hoffman
      • Game Development and Production - Bethke
      • Get in the Game: Careers in the Game Industry - Mencher
    • 65. References (2)
      • The Hero With A Thousand Faces – Campbell
      • How to Write a Damn Good Novel – Frey
      • Mastery: The Keys to Success and Long-Term Fulfillment – Leonard
      • Object-oriented Game Development - Gold
      • The Writer’s Digest Character Naming Sourcebook – Kenyon
      • The Writer’s Journey – Mythic Structure for Writers – Vogler
      • Ultimate Game Design: Building Game Worlds – Meigs
    • 66. About me…
      • Clint Edmonson
      • Architect Evangelist
      • Microsoft
      • Email: [email_address]
      • Blog: http://www.notsotrivial.net
      • Twitter: @clinted