U1 Lesson 06


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U1 Lesson 06

  1. 1. Japanese Word of the Week (12)<br />Tasukete!<br />[task-ke-te]<br />Darekatasukete!<br />
  2. 2. Aims & Objectives<br />Aims:<br />Students will understand styles of market and production research. They will use both to focus upon character design for their game.<br />Objectives:<br />All students will identify 2 forms of primary/secondary research<br />Most students will identify 2 forms of primary/secondary research and explain their function<br />Some students will identify 3 forms of primary/secondary research, explain and use their functions for assignment purposes<br />
  3. 3. Research and Pre-Production<br />22 February 2010<br />Unit 1 Research Techniques for Media Industries<br />Unit 2 Pre-Production for Media Industries<br />
  4. 4. Research Techniques<br />1 Understand the purposes of research in the media industries<br />2 Be able to apply a range of research methods and techniques<br />3 Be able to present results of research.<br />
  5. 5. Pre-Production Techniques<br />1 Understand requirements for production<br />2 Be able to obtain resources for production<br />3 Be able to apply production logistics. <br />
  6. 6. The Story So Far… <br />Assignment 5.1… <br />What Happened?<br />A Brief History of Your First Major Games Assignment <br />Example: Final Fantasy VII<br />
  7. 7. Research Techniques<br />I asked some questions and got some answers<br />Did you do the same?<br />
  8. 8. Research Techniques<br />
  9. 9. Research Techniques<br />I explained how research works in terms of getting solid facts with which to form arguments.<br />“Primary research is research that I would conduct myself by using things like questionnaires, interviews and surveys.”<br />“All game developers use primary research, some is conducted themselves whilst they often commission market research companies to do the job for them.”<br />“I found it really hard to get people to respond to my surveys, the questionnaires were much more successful!”<br />
  10. 10. Research Techniques<br />http://uk.psx.ign.com/articles/150/150494p1.html<br />http://www.youtube.com/<br />
  11. 11. Activity<br />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:<br /><ul><li> Strengths
  12. 12. Weaknesses
  13. 13. Learning experiences</li></li></ul><li>Computer Game Design<br />Early Level<br />Photoshop rendered environment<br />Carefully presented dialogue boxes<br />Character design typical of graphical availability of era<br />Combat Example<br />Antagonistic character design detail<br />Effects <br />Turn-based combat style<br />
  14. 14. Computer Game Design<br />Screenshots are vital to understanding gameplay, ludological elements, use of graphics etc<br />Dialogue<br />(Systemic)<br />Playable area<br />(Systemic / Compound)<br />“As the crow flies” <br />top down design <br />(behavioural / compound)<br />Key items <br />(Compound)<br />
  15. 15. Computer Game Design<br />Key items<br />Static objects<br />NPC<br />Motion path<br />Playable character<br />Entrance / Exit<br />Cid’s House<br />
  16. 16. Computer Game Design<br />
  17. 17. Activity<br />How effective do you think that the following is? Discuss with the person sitting next to you:<br /><ul><li> Screenshots
  18. 18. Character Design
  19. 19. Level / Area Maps</li></li></ul><li>Pre-production Techniques<br />“Nomura recalled the creation of the game&apos;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 &quot;completely different&quot; it is from the final version. &quot;I think he wanted to do something like a detective story? There was a character called Hot Blooded Detective Joe.“”<br />Developer interview & release schedule<br />
  20. 20. Pre-production Techniques<br />Here I’m explaining the relationship between the publisher, designer and developer in terms of how the game is made.<br />Note how the job of the publisher is instigation. This is because they control the finances.<br />
  21. 21. So Now What?<br />We need to look at Research Techniques, Computer Games Design and Pre-production Techniques all over again for our game!<br /><ul><li> Focus groups – prove your research!
  22. 22. Budget reports – how much will it cost?
  23. 23. Compliance – are you operating within the law?
  24. 24. Workflow diagrams – for your game proposal
  25. 25. Treatments – what to write to get it made!</li></li></ul><li>Focus Groups<br />Set 10 questions about your game.<br /><ul><li> Get 3 – 7 friends into a room, in front of a camera (you can do this on a Mac)
  26. 26. Film the entire Q & A session
  27. 27. Take notes and comment on or evaluate notation</li></li></ul><li>Budgeting<br />You need to assess how you will cost your game. This is vital for your pitch!<br />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?<br />
  28. 28. Next Week!<br />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.<br />Let’s get this game made!<br />
  29. 29. Overview – What Have We Learned?<br /><ul><li> A recap of the previous assignment
  30. 30. Types of research
  31. 31. The key research elements for game design</li></ul>Have we met our outcomes?<br />