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Impossible
mission:
estimating
(game)
development
Pietro Polsinelli
@ppolsinelli
for Better Software 2016
You:
1. Form a group
2. Pick a game
3. Analyze its development
2
I will provide additional
“lenses” for your game’
analysis.
Marketing is on the side.
3
Before the practice
4
5
In ancient times (2010) I decided to
explore game development as a
profession
6
I was doing web based apps. I
thought for games I just had to add
animations
copy
7
Six years later and about 10 games
completed, I know I was a FOOL.
“That’s not easy
to do, man!”
“Y’all just be
acting like that
s**t is regular.”
Kanye West revelation.
http://kotaku.com/k...
9
Exploring (video) game development
has been an amazing learning
experience.
10
The best of my life. And I’m 48,
with 34 years in programming.
11
One of the many dimensions is
game mechanics.
Does your solution have a “mechanic”?
http://www.lizengland.com/blog/2014/04/the-door-
problem/
Themes that interact with the game loop.
13
Depth dimension – have some depth, maybe not at
all ...
Raph Koster “Teaching to Fish”
http://www.raphkoster.com/games/presentations/teaching-to-fish/
Koster Game Grammars
http://www.raphkoster.com/2015/09/09/paxdev-game-
grammar-talk/
Games are about
complexity, because
they are about people.
You may be making
systems that are playing
with NP hard problem...
I believe this learning
exploration in complexity is
common to many if not all
development domains. So this
could be an ex...
- Concept and concept art
- Find the core mechanics
- Narrative / progression
Evaluate how to develop them.
List the scree...
EXAMPLE
GAMES
20
Kardashian Hollywood
21
Clash Royale
22
Bioshock Infinite
23
NBA Jam
24
Hotline Miami
https://en.wikipedia.org/wiki/Hotline_Miami
Firewatch
26
Plants vs. Zombies
27
Flick Kick Football
28
MotorSport Manager
29
Game Dev Story
30
Sunless Sea
80 Days
Prison Architect
Dishonored
Space Team
Pac Man
Hearthstone
You Must Build A Boat
Monument Valley
Kingdom
And more ...
Some
sources
38
Piked units defeat cavalry
Cavalry defeats artillery
Artillery defeats piked units
See http://tvtropes.org/pmwiki/pmwiki.php/Main/TacticalRockPaperScissors
http://bit.ly/agdArtInt
http://gameinternals.com/post/2072558330/
understanding-pac-man-ghost-behavior
41
Wikipedia
definition of
profiles
42
A game designer is a person who designs gameplay, conceiving and
designing the rules and structure of a game.
Development ...
A game artist is a visual artist who creates video game art.
The art production is usually overseen by an art director or ...
A game programmer is a software engineer who primarily develops video games or related software (such as game
development ...
Level designer
Sound Engineer
Tester
People you may need...
Dimensions
Game feel card
48
Scenarios / backgrounds
49
UI quality card
50
Balancing card
51
Animations card
52
Audio card
53
AI card
54
Haptic card
55
Main narrative /
progression
56
Character
stories
57
Non standard controls
card
58
Probabilities &
chance card
59
Deploy on stores /
consoles
60
Math behind card
61
Time limits, timer &
tempo cards
62
Mod & customization
card
63
Use cards for ...
(Dominions)
64
Puzzles and mysteries
65
Magic circle logic and
coherence
66
Game play timeline,
short loops and 4 hours
67
1D (Kingdom), 1D x n
(PlantsVsZomb), 2D,
Parallaxed, 2D with 3D
anim, 2.5D (fix side camera,
movement in 2D graphic in
3D)...
Game analytics and
game updates
69
Icons, palette
and
(color) coding
From
http://danielsolisblog.blogspot.it
/2015/01/a-quick-guide-to-
color-coding-in.html
...
Genre and
inclusiveness card
(Spelltower game design)
71
72
https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2011/Flow
From By Wesley Fryer –
http://www.flickr.com/phot...
73
74
Use social mechanics
Dimensions ...
NOW DRAW A
LINE:
TOWARDS A
PROTOTYPE
76
After the practice
77
FINALE
MORALE
78
How to deal with complexity?
The burocratization of work or ...
prototypes, short narratives and
conversations.
A lot of work...“the game design document”
80
My twitter stream is
mostly dedicated to
game design
@ppolsinelli
A blog on game design
designagame.eu
81
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Impossible mission: estimating (game) development

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Slides of a workshop on learning game development estimation through practice.

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Impossible mission: estimating (game) development

  1. 1. Impossible mission: estimating (game) development Pietro Polsinelli @ppolsinelli for Better Software 2016
  2. 2. You: 1. Form a group 2. Pick a game 3. Analyze its development 2
  3. 3. I will provide additional “lenses” for your game’ analysis. Marketing is on the side. 3
  4. 4. Before the practice 4
  5. 5. 5 In ancient times (2010) I decided to explore game development as a profession
  6. 6. 6 I was doing web based apps. I thought for games I just had to add animations copy
  7. 7. 7 Six years later and about 10 games completed, I know I was a FOOL.
  8. 8. “That’s not easy to do, man!” “Y’all just be acting like that s**t is regular.” Kanye West revelation. http://kotaku.com/kanye-west-is-really-proud-of-his-new-video- game-1758599572 8
  9. 9. 9 Exploring (video) game development has been an amazing learning experience.
  10. 10. 10 The best of my life. And I’m 48, with 34 years in programming.
  11. 11. 11 One of the many dimensions is game mechanics.
  12. 12. Does your solution have a “mechanic”? http://www.lizengland.com/blog/2014/04/the-door- problem/
  13. 13. Themes that interact with the game loop. 13
  14. 14. Depth dimension – have some depth, maybe not at all ...
  15. 15. Raph Koster “Teaching to Fish” http://www.raphkoster.com/games/presentations/teaching-to-fish/
  16. 16. Koster Game Grammars http://www.raphkoster.com/2015/09/09/paxdev-game- grammar-talk/
  17. 17. Games are about complexity, because they are about people. You may be making systems that are playing with NP hard problems. 17
  18. 18. I believe this learning exploration in complexity is common to many if not all development domains. So this could be an experience useful to all. NON GAMEDEV GOAL
  19. 19. - Concept and concept art - Find the core mechanics - Narrative / progression Evaluate how to develop them. List the screens. GOAL
  20. 20. EXAMPLE GAMES 20
  21. 21. Kardashian Hollywood 21
  22. 22. Clash Royale 22
  23. 23. Bioshock Infinite 23
  24. 24. NBA Jam 24
  25. 25. Hotline Miami https://en.wikipedia.org/wiki/Hotline_Miami
  26. 26. Firewatch 26
  27. 27. Plants vs. Zombies 27
  28. 28. Flick Kick Football 28
  29. 29. MotorSport Manager 29
  30. 30. Game Dev Story 30
  31. 31. Sunless Sea
  32. 32. 80 Days
  33. 33. Prison Architect
  34. 34. Dishonored
  35. 35. Space Team
  36. 36. Pac Man Hearthstone You Must Build A Boat Monument Valley Kingdom And more ...
  37. 37. Some sources
  38. 38. 38 Piked units defeat cavalry Cavalry defeats artillery Artillery defeats piked units
  39. 39. See http://tvtropes.org/pmwiki/pmwiki.php/Main/TacticalRockPaperScissors
  40. 40. http://bit.ly/agdArtInt http://gameinternals.com/post/2072558330/ understanding-pac-man-ghost-behavior
  41. 41. 41
  42. 42. Wikipedia definition of profiles 42
  43. 43. A game designer is a person who designs gameplay, conceiving and designing the rules and structure of a game. Development teams usually have a lead designer who coordinates the work of other designers.They are the main visionary of the game. One of the roles of a designer is being a writer, often employed part-time to conceive game's narrative, dialogue, commentary, cutscene narrative, journals, video game packaging content, hint system, etc. In larger projects, there are often separate designers for various parts of the game, such as, game mechanics, user interface, characters,dialogue, etc. People you will need: Designer 43
  44. 44. A game artist is a visual artist who creates video game art. The art production is usually overseen by an art director or art lead, making sure their vision is followed.The art director manages the art team, scheduling and coordinating within the development team. The artist's job may be 2D oriented or 3D oriented. 2D artists may produce concept art, sprites, textures, environmental backdrops or terrain images, and user interface. 3D artists may produce models or meshes, animation, 3D environment, and cinematics. Artists sometimes occupy both roles. People you will need: Artist 44
  45. 45. A game programmer is a software engineer who primarily develops video games or related software (such as game development tools).The game's codebase development is handled by programmers. Individual programming disciplines roles include: Physics – the programming of the game engine, including simulating physics, collision, object movement, etc.; AI – producing computer agents using game AI techniques, such as scripting, planning, rule-based decisions, etc. Graphics – the managing of graphical content utilization and memory considerations; the production of graphics engine, integration of models, textures to work along the physics engine. Sound – integration of music, speech, effect sounds into the proper locations and times. Gameplay – implementation of various games rules and features (sometimes called a generalist); Scripting – development and maintenance of high-level command system for various in-game tasks, such as AI, level editor triggers, etc. UI – production of user interface elements, like option menus, HUDs, help and feedback systems, etc. Input processing – processing and compatibility correlation of various input devices, such as keyboard, mouse, gamepad,etc. Network communications – the managing of data inputs and outputs for local and internet gameplay. Game tools – the production of tools to accompany the development of the game, especially for designers and scripters. People you will need: Programmer – 99% of the effort  45
  46. 46. Level designer Sound Engineer Tester People you may need...
  47. 47. Dimensions
  48. 48. Game feel card 48
  49. 49. Scenarios / backgrounds 49
  50. 50. UI quality card 50
  51. 51. Balancing card 51
  52. 52. Animations card 52
  53. 53. Audio card 53
  54. 54. AI card 54
  55. 55. Haptic card 55
  56. 56. Main narrative / progression 56
  57. 57. Character stories 57
  58. 58. Non standard controls card 58
  59. 59. Probabilities & chance card 59
  60. 60. Deploy on stores / consoles 60
  61. 61. Math behind card 61
  62. 62. Time limits, timer & tempo cards 62
  63. 63. Mod & customization card 63
  64. 64. Use cards for ... (Dominions) 64
  65. 65. Puzzles and mysteries 65
  66. 66. Magic circle logic and coherence 66
  67. 67. Game play timeline, short loops and 4 hours 67
  68. 68. 1D (Kingdom), 1D x n (PlantsVsZomb), 2D, Parallaxed, 2D with 3D anim, 2.5D (fix side camera, movement in 2D graphic in 3D), Isometric (graphic iso, movement in 3D), 3D 68
  69. 69. Game analytics and game updates 69
  70. 70. Icons, palette and (color) coding From http://danielsolisblog.blogspot.it /2015/01/a-quick-guide-to- color-coding-in.html 70
  71. 71. Genre and inclusiveness card (Spelltower game design) 71
  72. 72. 72 https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2011/Flow From By Wesley Fryer – http://www.flickr.com/photos/wfryer/304317777/sizes/o/in/photostream/, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=17236204
  73. 73. 73
  74. 74. 74 Use social mechanics
  75. 75. Dimensions ...
  76. 76. NOW DRAW A LINE: TOWARDS A PROTOTYPE 76
  77. 77. After the practice 77
  78. 78. FINALE MORALE 78
  79. 79. How to deal with complexity? The burocratization of work or ... prototypes, short narratives and conversations.
  80. 80. A lot of work...“the game design document” 80
  81. 81. My twitter stream is mostly dedicated to game design @ppolsinelli A blog on game design designagame.eu 81

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