Introduction To 3D Gaming

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  • + amritajain1982 amritajain1982 8 months ago
    excellent presentation. very clear basics and still very deep.
    thnaks for the knowledge transfer.

    happy gaming!!
  • + skeleme skeleme 8 months ago
    yay halo
  • + brajeshk brajeshk 9 months ago
    The best presentation/article I have ever seen to explain/motivate to join 3d gaming field.
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Introduction To 3D Gaming - Presentation 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

+ Clint EdmonsonClint Edmonson, 2 years ago

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