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Metodologias de desenvolvimento de jogos e introdução a game design

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Apresentação feita em reunião do EACH Game Lost (Grupo de desenvolvimento de jogos da EACH USP) tem como temas principais: metodologias de desenvolvimento de software adaptadas para jogos e uma breve introdução ao game design.

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  • DOWNLOAD THAT BOOKS INTO AVAILABLE FORMAT (2019 Update) ......................................................................................................................... ......................................................................................................................... Download Full PDF EBOOK here { http://bit.ly/2m77EgH } ......................................................................................................................... Download Full EPUB Ebook here { http://bit.ly/2m77EgH } ......................................................................................................................... Download Full doc Ebook here { http://bit.ly/2m77EgH } ......................................................................................................................... Download PDF EBOOK here { http://bit.ly/2m77EgH } ......................................................................................................................... Download EPUB Ebook here { http://bit.ly/2m77EgH } ......................................................................................................................... Download doc Ebook here { http://bit.ly/2m77EgH } ......................................................................................................................... ......................................................................................................................... ................................................................................................................................... eBook is an electronic version of a traditional print book that can be read by using a personal computer or by using an eBook reader. (An eBook reader can be a software application for use on a computer such as Microsoft's free Reader application, or a book-sized computer that is used solely as a reading device such as Nuvomedia's Rocket eBook.) Users can purchase an eBook on diskette or CD, but the most popular method of getting an eBook is to purchase a downloadable file of the eBook (or other reading material) from a Web site (such as Barnes and Noble) to be read from the user's computer or reading device. Generally, an eBook can be downloaded in five minutes or less ......................................................................................................................... .............. Browse by Genre Available eBooks .............................................................................................................................. Art, Biography, Business, Chick Lit, Children's, Christian, Classics, Comics, Contemporary, Cookbooks, Manga, Memoir, Music, Mystery, Non Fiction, Paranormal, Philosophy, Poetry, Psychology, Religion, Romance, Science, Science Fiction, Self Help, Suspense, Spirituality, Sports, Thriller, Travel, Young Adult, Crime, Ebooks, Fantasy, Fiction, Graphic Novels, Historical Fiction, History, Horror, Humor And Comedy, ......................................................................................................................... ......................................................................................................................... .....BEST SELLER FOR EBOOK RECOMMEND............................................................. ......................................................................................................................... Blowout: Corrupted Democracy, Rogue State Russia, and the Richest, Most Destructive Industry on Earth,-- The Ride of a Lifetime: Lessons Learned from 15 Years as CEO of the Walt Disney Company,-- Call Sign Chaos: Learning to Lead,-- StrengthsFinder 2.0,-- Stillness Is the Key,-- She Said: Breaking the Sexual Harassment Story That Helped Ignite a Movement,-- Atomic Habits: An Easy & Proven Way to Build Good Habits & Break Bad Ones,-- Everything Is Figureoutable,-- What It Takes: Lessons in the Pursuit of Excellence,-- Rich Dad Poor Dad: What the Rich Teach Their Kids About Money That the Poor and Middle Class Do Not!,-- The Total Money Makeover: Classic Edition: A Proven Plan for Financial Fitness,-- Shut Up and Listen!: Hard Business Truths that Will Help You Succeed, ......................................................................................................................... .........................................................................................................................
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Metodologias de desenvolvimento de jogos e introdução a game design

  1. 1. Metodologias de desenvolvimento de jogos
  2. 2. Truesoft? A Truesoft é um grupo independente de desenvolvedores de jogos digitais. Nossos objetivos: • Criar experiências divertidas e criativas em jogos digitais. • Disseminar o conhecimento adquirido.
  3. 3. Agenda 1. Metodologias de desenvolvimento de jogos 2. Introdução a Game Design 3. Bônus
  4. 4. Metodologias para desenvolvimento de jogos O que é uma metodologia em desenvolvimento de software? • “Conjunto estruturado de práticas” • “Práticas e regras que devem ser seguidas durante o desenvolvimento de um software”
  5. 5. Exemplos de metodologias para desenvolvimento de softwares Modelo Cascata
  6. 6. Exemplos de metodologias para desenvolvimento de softwares Modelo de Prototipagem
  7. 7. Exemplos de metodologias para desenvolvimento de softwares Scrum
  8. 8. Exemplos de metodologias para desenvolvimento de softwares eXtreme Programming
  9. 9. Problemas! Em jogos, metodologias comuns apresentam problemas: • Equipes costumam ser multidisciplinares. • Projetos são bastante dinâmicos.
  10. 10. Então... Qual é a solução?
  11. 11. Metodologias específicas para jogos Qual é a mais usada?
  12. 12. Metodologias específicas para jogos Qual é a mais usada? • A inexistência de metodologia. “Código e correção” “Apagar incêndios”
  13. 13. Game Waterfall Process Adaptação do modelo cascata. Problema: Pouco flexível
  14. 14. eXtreme Game Development (XGD) • É baseada no Extreme Programming (XP) • Foi criada por uma empresa francesa de games (Titus) • Não é linear • Adaptada para desenvolvimento de jogos • Fundada sob princípios e práticas • Desenvolvimento ágil
  15. 15. eXtreme Game Development (XGD) Desenvolvimento ágil “Metodologias ágeis tentam lidar com um ambiente imprevisível, não tentando planejar todas as contingências possíveis, mas admitindo que as coisas vão mudar e se adaptar a essas mudanças”. Steve Rabin, Introdução ao desenvolvimento de jogos, vol. 2
  16. 16. Príncipios da XGD Comunicação A equipe deve sempre manter uma boa comunicação.
  17. 17. Príncipios da XGD Simplicidade A lei do XGD é “Faça o item que funcione, da forma mais simples possível.”
  18. 18. Príncipios da XGD Feedback Saber ouvir e falar.
  19. 19. Príncipios da XGD Respeito Respeitar os membros do grupo e ter responsabilidade com o projeto.
  20. 20. Práticas da XGD Whole team A equipe é um todo e não formada de forças individuais.
  21. 21. Práticas da XGD Incremental Design Projeto é feito em etapas incrementais
  22. 22. Práticas da XGD Weekly Cycle Ciclos de curta duração no desenvolvimento do projeto.
  23. 23. Práticas da XGD Continous Integration O projeto deve estar sempre integrado e funcionando.
  24. 24. Práticas da XGD Shared Code Evitar especializações
  25. 25. Práticas da XGD Stand-up Meetings Reuniões rápidas do projeto para que todos estejam atualizados sobre o mesmo.
  26. 26. Etapas de Desenvolvimento
  27. 27. Introdução a Game Design Antes de falarmos sobre as fases do desenvolvimento, vamos falar um pouco sobre Game Design.
  28. 28. O que um game designer faz? .
  29. 29. O que um game designer faz? É simples: “Game Designer é quem projeta o jogo.” • Ter idéias • Definir mecânicas • Enredo • Level Design • Personagens • Concepts • Direção de arte • Testes • E muitas outras coisas...
  30. 30. O que um game designer faz? Produtor? • Game Designer que também gerencia projetos.
  31. 31. Como ter ideias? Baseado no capitulo Ideas de Level Up! Guide to Great Video Game Design Every good idea borders on the stupid. • Uma criatura amarela que come pontos enquanto está sendo perseguida por fantasmas • Um encanador que pula na cabeça de cogumelos para salvar sua namorada. • Um príncipe reconstrói estrelas rolando bolas de “lixo” em bolas de “lixo” maiores.
  32. 32. Como ter ideias bizarras? • Leia coisas que você não costuma ler. • Vá caminhar, dirigir ou tomar banho. • Veja palestras. • Jogue, de preferência jogos ruins. • Siga suas paixões.
  33. 33. Como ter ideias bizarras? • Leia coisas que você não costuma ler. • Vá caminhar, dirigir ou tomar banho. • Veja palestras. • Jogue, de preferência jogos ruins. • Siga suas paixões.
  34. 34. Como ter ideias bizarras? • Leia coisas que você não costuma ler. • Vá caminhar, dirigir ou tomar banho. • Veja palestras. • Jogue, de preferência jogos ruins. • Siga suas paixões.
  35. 35. Brainstorming Tempestade de ideias
  36. 36. Lembre-se: Keep it Simple, Stupid
  37. 37. Lembre-se: Keep it Simple, Stupid Regra do Elevador (Elevator Pitch)
  38. 38. Mecânicas • Regras • Controles • Jogabilidade • Objetivo
  39. 39. Mecânicas • Regras • Controles • Jogabilidade • Objetivo
  40. 40. Level Design • Ambientação • Objetivos • Riscos -> Recompensas
  41. 41. Level Design • Mundo 1-1 Super Mario Bros
  42. 42. Level Design • Mundo 1-1 Super Mario Bros
  43. 43. Level Design • Mundo 1-1 Super Mario Bros
  44. 44. Level Design • Mundo 1-1 Super Mario Bros
  45. 45. Level Design • Mundo 1-1 Super Mario Bros
  46. 46. Level Design Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design (Youtube)
  47. 47. Concept Art •Esboços •Conceitos •Personagens •Cenários •Objetos
  48. 48. Game Design Document Seu grupo tem uma boa ideia de jogo, como garantir que todos estejam alinhados? Documentando!
  49. 49. Game Design Document O que documentar? • Nome do jogo • Mecânicas • Sistemas presentes • Público-alvo • Resumo do enredo (focando em gameplay) • Produtos competidores • “Pontos de inovação”
  50. 50. Game Design Document Escreva em estágios e colaborativamente, permita que seja modificado (com moderação)
  51. 51. Game Design Document Erros comuns • Não confunda com uma bíblia de jogo! • Seja direto e use linguagem simples.
  52. 52. Game Design Document Erros comuns • Assumir que todos sabem tudo sobre o jogo.
  53. 53. Como estudar Game Design? Livros Extra Credits (Youtube) Crie jogos!
  54. 54. Etapas de Desenvolvimento
  55. 55. Concepção • Game Design • Documento Conceitual • Modelo de negócios
  56. 56. Concepção Onde vender?
  57. 57. Pré-Produção Como fazer? ● GDD ● Concepts ● Ferramentas ● Planejamento
  58. 58. Pré-Produção Dicas de Game Engines
  59. 59. Pré-Produção Prototipar ● Por que fazer? ● Por que jogar fora? ● Diferenças com Playground.
  60. 60. Produção ● Level Design ● Game Art ● GUI ● Música e efeitos sonoros
  61. 61. Pós-Produção
  62. 62. Pós-Produção Testes ●Importância ●Como testar?
  63. 63. Pós-Lançamento Como lidar com o jogador? ●Como lidar com críticas construtivas ●Atualizações ●DLC’s
  64. 64. Dicas 3D ●Low Poly vs High Poly ●Desempenho em dispositivos ●Texturas
  65. 65. Dicas 2D ●Spritesheets/Texture Atlas
  66. 66. Dicas 3D ●Como conseguir recursos online CGTextures.com
  67. 67. Dicas Música e efeitos sonoros ●Como conseguir recursos online
  68. 68. Dicas Música e efeitos sonoros ●Como conseguir recursos online
  69. 69. Dicas Ferramentas gerais: ●Versionamento de código (SVN ou Git) ●Controle de tarefas ●Compartilhamento de arquivos
  70. 70. Fim Obrigado. Caio Vinicius Marques Teixeira caio.vinicius.teixeira@usp.br Renan Rodrigues Gonçalves renan.rodrigues.goncalves@usp.br

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