This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
The Post-Production Cycle - Game Software Project ManagementSimeon Pashley
A lecture I gave at Sheffield Hallam University for the BSc (Honours) Games Software Development module Game Software Project Management about the Video Game Post-Production Cycle.
Digibury: Sony Game developement process - Mark LinottLizzie Hodgson
Game developer Mark Linott takes us through the entire gaming development process, from initial 'I've got an idea' to shipping... and what a journey! A fascinating and educating insight into a multi-million pound industry.
ThinkNation: "Women quotas in tech" Naomi Trickey, BrandwatchLizzie Hodgson
Naomi Trickey is Chief People Officer at Brandwatch - the world's leading social intelligence company used by over 1,200 brands and agencies, including Cisco, Whole Foods, Whirlpool, British Airways, Sony Music, and Dell. In her talk Naomi explored the complexity of gender equality and why 'blunt instruments' won't necessarily help.
This presentation describes the game development process. Targeted at students following game related courses and others interested in game development. This presentation takes the producers view to the whole process.
You can never be sure that the game you’re working on is going to be a success. But you can, and have to, make sure that it’s fun!
Rapid prototyping helps us to quickly turn ideas into playable games and iterate quickly based on feedback to ensure they’re fun before they move into production.
What does it mean to apply such a process? Which team-members should be involved? Where do the ideas come from? What technologies can be used? Dominic will look into these and quite a few other aspects of rapid-prototyping and share his lessons learned while prototyping for one of the biggest social games developers in the world.
Building the pipeline for FUN - Game DevelopmentFaunaFace, Inc
Don't just build a game that you think is going to be FUN. Before start building a game that is supposed to be fun. Make sure you have a pipeline for FUN.
Here in my presentation I gave at PGC-London-2016, I talk about the Four keys elements of your FUN pipeline, that helps you build games that you and your players think will be FUN.
Four Key elements:
- Your FUN pipeline has three elements : Team/Tools, Game , Players
- Your FUN pipeline starts and ends with your [Customer/Mkt]
- Your FUN pipeline has two sides [Pyramid & Funnel]
- Your FUN pipeline is built Iteratively [Build, Share, Measure, Refine]
Make sure you are not just building a game, you might end up with a game that only you think might be FUN!
Social Point technical lead for mobile, Sergi Vélez, talks through the process we went through to launch Dragon City for iOS. In this slideshare he explains each step, challenges and solutions, and the principal learnings.
The leaderboard adds a whole new dimension to your video game. It's a means of building rivalry between players and deepening their engagement with the game. But, like most things in gaming, building a leaderboard comes with its own technical challenges.
Game Production Stages - eTohum Game Developers Summit - November 2013 barisyaman
How to keep the game development process efficient while growing your team?
The slides from Game Production Stages (Oyun Prodüksiyon Süreçleri) by Baris Yaman.
Conference: eTohum Game Developers Summit (Oyun Geliştiricileri Zirvesi)
Date: 23 November 2013
Location: Istanbul, Turkey
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
This is the slide from "Microsoft Developers UAE Meetup #1"
the 3d Session "Game Development".
It is an introduction to the Game Development with recommendation how to start.
I wrote and article covers all what i talked about in that Meetup, Check it on my blog:
http://blog.tarabishi.me/2014/09/microsoft-developers-uae-meetup-1.html
In this slide, you will learn about the Components of the Computing Game. Features of Game Engines, Commerical Game Engines, Characteristics of an Engine, Data-Driven Design, Traditional Way to Break Up a Game, Designing Visual Feedback
Skills You Need to Be a Video Game DeveloperMSBCollege
Want to go from playing video games to creating them yourself? This post from Minnesota School of Business runs down some of the skills you'll need to become a video game developer.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
Welcome to WIPAC Monthly the magazine brought to you by the LinkedIn Group Water Industry Process Automation & Control.
In this month's edition, along with this month's industry news to celebrate the 13 years since the group was created we have articles including
A case study of the used of Advanced Process Control at the Wastewater Treatment works at Lleida in Spain
A look back on an article on smart wastewater networks in order to see how the industry has measured up in the interim around the adoption of Digital Transformation in the Water Industry.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Event Management System Vb Net Project Report.pdfKamal Acharya
In present era, the scopes of information technology growing with a very fast .We do not see any are untouched from this industry. The scope of information technology has become wider includes: Business and industry. Household Business, Communication, Education, Entertainment, Science, Medicine, Engineering, Distance Learning, Weather Forecasting. Carrier Searching and so on.
My project named “Event Management System” is software that store and maintained all events coordinated in college. It also helpful to print related reports. My project will help to record the events coordinated by faculties with their Name, Event subject, date & details in an efficient & effective ways.
In my system we have to make a system by which a user can record all events coordinated by a particular faculty. In our proposed system some more featured are added which differs it from the existing system such as security.
1. Video Game Development: Game ArchitectureA. Babadi 1 of 52
In The Name Of God
Video Game Development
Amin Babadi
Department of Electrical and Computer Engineering
Isfahan University of Technology
Spring 2015
Game Architecture
2. Video Game Development: Game ArchitectureA. Babadi 2 of 52
Outline
Real-time applications
Game loop
o Updating
o Rendering
Updating the player and the world
Rendering and level of detail
Game loop in networked games
Preproduction
Production
Maintenance
o What is a mod?
3. Video Game Development: Game ArchitectureA. Babadi 3 of 52
Real-Time Software
Video games are real-time software applications.
The arrival of input information is highly unpredictable.
The application must process and respond to the input
accordingly.
This time-dependent information must then be displayed on a
screen.
4. Video Game Development: Game ArchitectureA. Babadi 4 of 52
An Example
Consider a software application designed to aid in air traffic
control.
Internals of this system consist of
o A data acquisition module,
o A display/computation module, and
o An interaction module.
Air traffic controller
5. Video Game Development: Game ArchitectureA. Babadi 5 of 52
All real-time interactive applications consist of 3 tasks running
concurrently.
Real-Time Loops
World
Simulation
User Input
Resulting State
Presentation
6. Video Game Development: Game ArchitectureA. Babadi 6 of 52
Game Loop
In a game, both the world simulation and the user input can
be considered tasks belonging to the same global behavior,
which is "updating" the world.
Updating Rendering
7. Video Game Development: Game ArchitectureA. Babadi 7 of 52
Game Loop
𝑙𝑜𝑛𝑔 𝑙𝑎𝑠𝑡𝑇𝑖𝑚𝑒 = 𝐺𝑒𝑡𝑇𝑖𝑚𝑒();
𝑤𝑖𝑙𝑒 (! 𝑒𝑛𝑑)
*
𝑖𝑓 ((𝐺𝑒𝑡𝑇𝑖𝑚𝑒() − 𝑙𝑎𝑠𝑡𝑇𝑖𝑚𝑒) > 1000/𝑓𝑟𝑒𝑞𝑢𝑒𝑛𝑐𝑦)
*
𝑔𝑎𝑚𝑒_𝑙𝑜𝑔𝑖𝑐();
𝑙𝑎𝑠𝑡𝑇𝑖𝑚𝑒 = 𝐺𝑒𝑡𝑇𝑖𝑚𝑒();
+
𝑝𝑟𝑒𝑠𝑒𝑛𝑡𝑎𝑡𝑖𝑜𝑛();
+
8. Video Game Development: Game ArchitectureA. Babadi 8 of 52
Game Loop
Game loop should at least be executed 25 times per second.
What if frames-per-second (FPS) rate varies?
Are there any alternatives?
9. Video Game Development: Game ArchitectureA. Babadi 9 of 52
1. Updating
We can divide updating block into 2 main blocks.
Updating the Player
Updating the World
10. Video Game Development: Game ArchitectureA. Babadi 10 of 52
1.1. Updating the Player
We need an updated snapshot of the player state in each
frame.
Getting the Input from Player
Restricting Player Interactions
Player Update
11. Video Game Development: Game ArchitectureA. Babadi 11 of 52
1.1. Updating the Player
How do the input devices work?
What factors usually restrict the player interactions?
Which step is the hardest one?
12. Video Game Development: Game ArchitectureA. Babadi 12 of 52
1.1. Updating the Player
How do the input devices work?
o Abstract device controllers (more in the next lectures)
What factors usually restrict the player interactions?
Which step is the hardest one?
13. Video Game Development: Game ArchitectureA. Babadi 13 of 52
1.1. Updating the Player
How do the input devices work?
o Abstract device controllers (more in the next lectures)
What factors usually restrict the player interactions?
o Geometric and logical restrictions
Which step is the hardest one?
14. Video Game Development: Game ArchitectureA. Babadi 14 of 52
1.1. Updating the Player
How do the input devices work?
o Abstract device controllers (more in the next lectures)
What factors usually restrict the player interactions?
o Geometric and logical restrictions
Which step is the hardest one?
o Restricting player interactions is usually the hardest step.
15. Video Game Development: Game ArchitectureA. Babadi 15 of 52
1.1. Updating the Player
How do the input devices work?
o Abstract device controllers (more in the next lectures)
What factors usually restrict the player interactions?
o Geometric and logical restrictions
Which step is the hardest one?
o Restricting player interactions is usually the hardest step.
Can we apply these rules to games like Tetris?
16. Video Game Development: Game ArchitectureA. Babadi 16 of 52
1.2. Updating the World
In addition to the player's action, the world keeps its own
agenda.
Which one is more important? The player or the world?
How can we process the whole world?
17. Video Game Development: Game ArchitectureA. Babadi 17 of 52
1.2. Updating the World
How can we subcategorize active and passive elements?
Game World Entities
Active Entities Passive Entities
18. Video Game Development: Game ArchitectureA. Babadi 18 of 52
1.2. Updating the World
How can we deal with these entities?
Game World Entities
Active Entities
Logical Entities AI Entities
Passive Entities
19. Video Game Development: Game ArchitectureA. Babadi 19 of 52
Passive Entities
These items play a key role in the player restriction section,
but are not very important for the sake of world updating!
In games with large worlds, we can pre-select a subset of
passive entities so that player restriction portion can only
focus on those entities.
But the majority of time in the world update section is spent
checking the other type of entities.
20. Video Game Development: Game ArchitectureA. Babadi 20 of 52
Active Entities
Sort According to Relevance
Update State
Sort According to Relevance
Sense Internal State and Goals
Sense Restrictions
Decision Engine
Update State
Logical entities
AI entities
21. Video Game Development: Game ArchitectureA. Babadi 21 of 52
2. Rendering
Usually any world-rendering pipeline will consist of 2 parts.
Selecting the Relevant Subset
Actual Rendering
We’ve already covered this subject in
“The Rendering Pipeline” lecture.
22. Video Game Development: Game ArchitectureA. Babadi 22 of 52
2.1. Selection
We only want to draw parts of the game world that are visible
from the player’s viewpoint.
Sometimes level of detail (LOD) technique is used too.
What are the differences between the player character and
other objects in the rendering step?
24. Video Game Development: Game ArchitectureA. Babadi 24 of 52
Getting the
Input from
Player
Restricting
Player
Interactions
Player Update
Sort According
to Relevance
Update State
Sort According
to Relevance
Sense Internal
State and
Goals
Sense
Restrictions
Decision
Engine
Update State
Selecting the
Relevant
Subset
Actual
Rendering
A Quick Overview
25. Video Game Development: Game ArchitectureA. Babadi 25 of 52
Game Loop in Networked Games
So far, we’ve only focused on single-player games.
Is the described model suitable for networked games too?
How are player and non-playable characters defined in a
networked game?
26. Video Game Development: Game ArchitectureA. Babadi 26 of 52
Game Loop in Networked Games
The player update section must change to make sure every
player update is followed by a broadcast message that sends
the newly computed position to other gamers through the
network.
AI section needs a special-case AI module that receives data
from the communications channel and reflects it to the local
gaming environment.
27. Video Game Development: Game ArchitectureA. Babadi 27 of 52
The Programming Process
We will now focus on today's production techniques and how
programming must be planned to ensure timely and complete
delivery.
Any modern game requires hundreds or thousands of source
files and several hundred thousand lines of code.
Game programming is a very complex task!
28. Video Game Development: Game ArchitectureA. Babadi 28 of 52
Development Stages
All game projects consist of three basic stages.
Preproduction
Production
Maintenance
29. Video Game Development: Game ArchitectureA. Babadi 29 of 52
1. Preproduction
The concept of the game is agreed upon.
Different technologies and solutions are evaluated.
Gameplay formulae are tested.
Some early concept art is created.
The result is a working prototype of the game.
The game design should be final.
30. Video Game Development: Game ArchitectureA. Babadi 30 of 52
1. Preproduction
It’s the only phase where a game company should be allowed
to experiment.
o It is a highly experimental phase!
The role of preproduction is, then, to analyze alternatives and
finally create a detailed plan.
o Technology is always seen as a potential risk!
Technology prototypes usually focus more on showcasing the
key elements of the gameplay.
o The presentation layer is kept in a very early and crude form.
31. Video Game Development: Game ArchitectureA. Babadi 31 of 52
Where Do Ideas Come From?
Most promising game projects start with a raw game design.
This is usually expressed in a single sentence that defines the
genre and gameplay as well as your role in the story.
"The game is a first-person shooter, with some outdoors areas
and large monsters, where you are a warrior trying to save the
princess."
32. Video Game Development: Game ArchitectureA. Babadi 32 of 52
Where Do Ideas Come From?
Your initial sentence must answer:
o Who is the player?
o What are his goals?
o What's the genre?
o How does the game play?
33. Video Game Development: Game ArchitectureA. Babadi 33 of 52
Alternative Paths
Sometimes, games start with a strong narrative description.
o "You are a scientist in a military complex full of soldiers who are trying
to conquer the world.“
Another game type is started because of some unique and
impressive technology.
o "let's build a game with this brand new outdoors renderer.“
Starting with the gameplay is a much safer bet.
34. Video Game Development: Game ArchitectureA. Babadi 34 of 52
Discussing Feature Sets
Lead programmer should at first define a list of features to be
implemented into the game, e.g.
o How many characters should be displayed?
o Will the user be able to pick objects?
This list should be crafted as a team effort between the design
and the coding team.
A good way of getting a reasonable feature set laid out on
paper is to use an expansion-contraction process.
35. Video Game Development: Game ArchitectureA. Babadi 35 of 52
Expansion-Contraction Process
Create an Exhaustive List
Clustering Features
Choosing Best Features
36. Video Game Development: Game ArchitectureA. Babadi 36 of 52
Minimax Method
A good, objective way to choose which clusters to implement
is to use the classic minimax method.
Minimax tries to minimize disadvantages and maximize
advantages.
This is usually depicted in a 2D matrix of cost versus benefit.
37. Video Game Development: Game ArchitectureA. Babadi 37 of 52
Minimax Matrix
Worst
Solution
Best
Solution
Cost
Importance
38. Video Game Development: Game ArchitectureA. Babadi 38 of 52
Minimin Features
Cost
Importance
• Mainly decorative elements
• Should be coded at the very
end of the project if time
allows.
• A good example is birds
flying by in a 3D adventure.
39. Video Game Development: Game ArchitectureA. Babadi 39 of 52
Maximin Features
Cost
Importance
• These features should be
dropped immediately.
• As an example, imagine a car
racing game where you can
see the driver inside the car.
40. Video Game Development: Game ArchitectureA. Babadi 40 of 52
Minimax Features
Cost
Importance
• Obviously, these should all
be built into the game,
assuming time allows for
them.
• Being able to configure your
character's look in a role-
playing game and AI
communication are two good
examples.
41. Video Game Development: Game ArchitectureA. Babadi 41 of 52
Maximax Features
Cost
Importance
• An outdoors renderer for a
flight simulator is a good
example.
• Is there an easier
implementation?
• Is your team capable of
handling the feature?
• Select some maximax
features and forget about
the rest.
42. Video Game Development: Game ArchitectureA. Babadi 42 of 52
2. Production
After completing preproduction and securing funding for the
game, production begins.
It’s the longest part of the process and usually takes between
one and three years to complete.
Production is often divided into milestones.
43. Video Game Development: Game ArchitectureA. Babadi 43 of 52
2. Production
The game takes shape following the planning that has been
laid out during preproduction.
The technology prototype built during preproduction will also
mutate to implement all the final features the game needs.
Production is usually where all the eye candy is put in place,
and games show their full technological complexity.
Art assets are created in a factory-like fashion, game levels are
crafted, and so on.
44. Video Game Development: Game ArchitectureA. Babadi 44 of 52
2. Production
At the end of this iterative process, a final version of the game
must be delivered to the publisher.
This process ensures that the game is virtually bug-free and
also reaches the desired quality standard.
In the case of console games, this process is a bit more
complex than for a PC title!
45. Video Game Development: Game ArchitectureA. Babadi 45 of 52
Agile Methodology
One method employed for game development is agile
development.
46. Video Game Development: Game ArchitectureA. Babadi 46 of 52
Milestones Are King
More is not better!
"On time" is better than "more ambitious.“
Surgical teams and key members are a risk.
Don’t forget the order of execution!
47. Video Game Development: Game ArchitectureA. Babadi 47 of 52
3. Maintenance
Games usually have a relatively short shelf life.
Support must be provided: patches, editing tools for the fan
community, and additional missions.
Maintenance is the moment when relationships with
consumers are at their highest point.
Games with good maintenance have longer shelf lives.
What about massively networked games?
48. Video Game Development: Game ArchitectureA. Babadi 48 of 52
Some Ideas
Release new content for the game.
o Extra missions or characters are easy to do.
o These contents can be placed on web sites for easy deployment.
o Remember that a good data-driven design is the key to success.
Provide users with content creation tools.
o A mod community can be started.
o Content sharing should not be seen as a potential problem but as an
opportunity to increase your user base.
o Many teams have hired personnel directly from the mod community
because they were the most talented users of the editing toolset.
49. Video Game Development: Game ArchitectureA. Babadi 49 of 52
Mod
A mod or modification is the alteration of the a video game in
order to make it operate in a manner different to its original
version.
An example of game modification in GTA: Vice City (2002)
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Maintenance of Massively Multiplayer Games
Massively multiplayer games are a completely different
business when it comes to maintenance (or should we say
product development?!).
These games are actually created in the maintenance phase!
Because they are pay-per-play titles, keeping new content
pouring in is the best (and only) way to make the game
profitable.
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There Is More Maintenance!
The maintenance phase is a great time to organize, archive,
and document.
Developers forget good coding practices during lengthy
crunch times.
Some maintenance time should go into revising your code,
and storing and documenting the reusable modules.
There's no deadline pressure on the maintenance phase.
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References
Sanchez-Crespo’s textbook,
Wikipedia, and
Some other sources on the Internet.