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U1 Lesson 06
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U1 Lesson 06


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  • 1. Japanese Word of the Week (12)
  • 2. Aims & Objectives
    Students will understand styles of market and production research. They will use both to focus upon character design for their game.
    All students will identify 2 forms of primary/secondary research
    Most students will identify 2 forms of primary/secondary research and explain their function
    Some students will identify 3 forms of primary/secondary research, explain and use their functions for assignment purposes
  • 3. Research and Pre-Production
    22 February 2010
    Unit 1 Research Techniques for Media Industries
    Unit 2 Pre-Production for Media Industries
  • 4. Research Techniques
    1 Understand the purposes of research in the media industries
    2 Be able to apply a range of research methods and techniques
    3 Be able to present results of research.
  • 5. Pre-Production Techniques
    1 Understand requirements for production
    2 Be able to obtain resources for production
    3 Be able to apply production logistics.
  • 6. The Story So Far…
    Assignment 5.1…
    What Happened?
    A Brief History of Your First Major Games Assignment
    Example: Final Fantasy VII
  • 7. Research Techniques
    I asked some questions and got some answers
    Did you do the same?
  • 8. Research Techniques
  • 9. Research Techniques
    I explained how research works in terms of getting solid facts with which to form arguments.
    “Primary research is research that I would conduct myself by using things like questionnaires, interviews and surveys.”
    “All game developers use primary research, some is conducted themselves whilst they often commission market research companies to do the job for them.”
    “I found it really hard to get people to respond to my surveys, the questionnaires were much more successful!”
  • 10. Research Techniques
  • 11. Activity
    For a couple of minutes, please discuss with the person sat next to you, how you did in this first assignment. You should talk about:
    • Strengths
    • 12. Weaknesses
    • 13. Learning experiences
  • Computer Game Design
    Early Level
    Photoshop rendered environment
    Carefully presented dialogue boxes
    Character design typical of graphical availability of era
    Combat Example
    Antagonistic character design detail
    Turn-based combat style
  • 14. Computer Game Design
    Screenshots are vital to understanding gameplay, ludological elements, use of graphics etc
    Playable area
    (Systemic / Compound)
    “As the crow flies”
    top down design
    (behavioural / compound)
    Key items
  • 15. Computer Game Design
    Key items
    Static objects
    Motion path
    Playable character
    Entrance / Exit
    Cid’s House
  • 16. Computer Game Design
  • 17. Activity
    How effective do you think that the following is? Discuss with the person sitting next to you:
    • Screenshots
    • 18. Character Design
    • 19. Level / Area Maps
  • Pre-production Techniques
    “Nomura recalled the creation of the game's plot, which was originally written by Hironobu Sakaguchi, now of Mistwalker. Nomura, who claims to still have a copy of the plot, noted how "completely different" it is from the final version. "I think he wanted to do something like a detective story? There was a character called Hot Blooded Detective Joe.“”
    Developer interview & release schedule
  • 20. Pre-production Techniques
    Here I’m explaining the relationship between the publisher, designer and developer in terms of how the game is made.
    Note how the job of the publisher is instigation. This is because they control the finances.
  • 21. So Now What?
    We need to look at Research Techniques, Computer Games Design and Pre-production Techniques all over again for our game!
    • Focus groups – prove your research!
    • 22. Budget reports – how much will it cost?
    • 23. Compliance – are you operating within the law?
    • 24. Workflow diagrams – for your game proposal
    • 25. Treatments – what to write to get it made!
  • Focus Groups
    Set 10 questions about your game.
    • Get 3 – 7 friends into a room, in front of a camera (you can do this on a Mac)
    • 26. Film the entire Q & A session
    • 27. Take notes and comment on or evaluate notation
  • Budgeting
    You need to assess how you will cost your game. This is vital for your pitch!
    Tip: Go over the Recruitment Drive assignment to assess the types of employees you need for the project. What are their salaries? You have loads of research already, don’t you?
  • 28. Next Week!
    We’ll cover compliance – including law and qualification. Then we’ll explore workflow diagrams; why are they so important? Finally, and in your game design lessons this week and next, we’ll be writing effective treatments.
    Let’s get this game made!
  • 29. Overview – What Have We Learned?
    • A recap of the previous assignment
    • 30. Types of research
    • 31. The key research elements for game design
    Have we met our outcomes?