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!
This document provides an overview of a presentation on indie game development. It discusses the speaker's background and qualifications in software engineering and game development. The agenda covers the brief history of indie games, what is needed to become an indie game developer, game psychology principles, popular game engines like Unity and XNA, and includes live coding demonstrations.
1) O documento discute o planejamento e design de jogos eletrônicos, abordando tópicos como concepção do jogo, implementação e testes.
2) É destacada a importância do game design para unificar a visão da equipe e facilitar o desenvolvimento do jogo.
3) São apresentados elementos-chave do game design, como estilo de jogo, história, mecânicas e jogabilidade.
A game design document is a highly descriptive document created by game designers, artists, and programmers that provides a guiding vision for a video game's narrative, characters, environments, mechanics, interface, and assets. It must include detailed descriptions in these key areas and can include supporting drawings. The document is created early in development and attached to agreements with publishers to communicate the game's vision throughout production.
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivRalf C. Adam
This document discusses different types and stages of game design documentation. It begins with a vision statement created early in development to establish a shared vision. A high concept document is used for pitching and includes key features and gameplay. The game design document fully describes all planned features and serves as the foundation for development. A product breakdown structure provides an overview of all features and assets. Detailed production documents are created during development to define individual features for implementation. The document provides tips for effective documentation, such as keeping it concise, using visuals, and being precise in descriptions.
O documento discute o processo de game design, definindo-o como a descrição do jogo baseada em suas características finais. Explora as várias fases do game design, incluindo a inicial, tratamento, crítica e especificação detalhada. Também fornece exemplos do game design do jogo Pitfall.
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간Eunseok Yi
[NDC 2015 강연]
최근 인공지능(AI) 기술은 급격히 발전하고 있으며,
인간의 고유영역으로 생각됐던 분야들마저 더 효율좋은 기계가 점점 대체하고 있습니다.
머지 않은 미래에 로봇으로 인한 인간의 일자리 감소와, 자본주의 시스템의 부의 편중 문제는 훨씬 심각해질 것입니다.
한편, 인간사회의 축소판인 MMORPG에선 이런 일 역시 일찍 벌어지게 됩니다.
현실의 육체를 필요로 하지 않는 게임세계에서는 인간을 대신해 플레이하는 소위 '작업장'의 AI 봇(bot)들이 자칫 활개치기 쉬운데, 봇들은 돈을 내는 소수의 사용자를 위해 고용되므로 다수의 무료 유저들의 경쟁력을 떨어뜨려, 더욱 더 밀도 낮고 지루한 게임 경험을 하게 만들고, 결과적으로 Pay-to-Skip 게임이 돼버리게 합니다.
이런 현상의 메커니즘을 살펴보고, 문제를 완전히 해결하기는 어려워도 실마리를 찾아보고자 합니다.
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!
This document provides an overview of a presentation on indie game development. It discusses the speaker's background and qualifications in software engineering and game development. The agenda covers the brief history of indie games, what is needed to become an indie game developer, game psychology principles, popular game engines like Unity and XNA, and includes live coding demonstrations.
1) O documento discute o planejamento e design de jogos eletrônicos, abordando tópicos como concepção do jogo, implementação e testes.
2) É destacada a importância do game design para unificar a visão da equipe e facilitar o desenvolvimento do jogo.
3) São apresentados elementos-chave do game design, como estilo de jogo, história, mecânicas e jogabilidade.
A game design document is a highly descriptive document created by game designers, artists, and programmers that provides a guiding vision for a video game's narrative, characters, environments, mechanics, interface, and assets. It must include detailed descriptions in these key areas and can include supporting drawings. The document is created early in development and attached to agreements with publishers to communicate the game's vision throughout production.
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivRalf C. Adam
This document discusses different types and stages of game design documentation. It begins with a vision statement created early in development to establish a shared vision. A high concept document is used for pitching and includes key features and gameplay. The game design document fully describes all planned features and serves as the foundation for development. A product breakdown structure provides an overview of all features and assets. Detailed production documents are created during development to define individual features for implementation. The document provides tips for effective documentation, such as keeping it concise, using visuals, and being precise in descriptions.
O documento discute o processo de game design, definindo-o como a descrição do jogo baseada em suas características finais. Explora as várias fases do game design, incluindo a inicial, tratamento, crítica e especificação detalhada. Também fornece exemplos do game design do jogo Pitfall.
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간Eunseok Yi
[NDC 2015 강연]
최근 인공지능(AI) 기술은 급격히 발전하고 있으며,
인간의 고유영역으로 생각됐던 분야들마저 더 효율좋은 기계가 점점 대체하고 있습니다.
머지 않은 미래에 로봇으로 인한 인간의 일자리 감소와, 자본주의 시스템의 부의 편중 문제는 훨씬 심각해질 것입니다.
한편, 인간사회의 축소판인 MMORPG에선 이런 일 역시 일찍 벌어지게 됩니다.
현실의 육체를 필요로 하지 않는 게임세계에서는 인간을 대신해 플레이하는 소위 '작업장'의 AI 봇(bot)들이 자칫 활개치기 쉬운데, 봇들은 돈을 내는 소수의 사용자를 위해 고용되므로 다수의 무료 유저들의 경쟁력을 떨어뜨려, 더욱 더 밀도 낮고 지루한 게임 경험을 하게 만들고, 결과적으로 Pay-to-Skip 게임이 돼버리게 합니다.
이런 현상의 메커니즘을 살펴보고, 문제를 완전히 해결하기는 어려워도 실마리를 찾아보고자 합니다.
The document discusses the history and evolution of graphics in computer games from early 2D games to modern 3D games. It notes that early games like Space War in 1962 used simple vector graphics due to hardware limitations. Color graphics became more common in the 1970s with games like Galaxian and Pac-Man. The 16-bit era saw improved 2D graphics and the shift to 3D graphics began in the mid-1990s with games like Metal Slug facing technical challenges. Powerful 3D graphics cards enabled highly detailed 3D games. Modern games aim to replicate cinematic effects like depth of field, motion blur, and chromatic aberration to increase realism.
The document discusses various aspects of the video game development process. It notes that 60% of Americans play video games and the industry generates billions in annual revenue. Game development costs millions and takes 12-24 months by teams of 70 or more people. The industry structure mirrors Hollywood, with developers, publishers, distributors, and retailers. Larger developers now have hundreds of staff across programming, art, design, and testing roles. Prototyping and rigorous processes help ship finished games on schedule and budget.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
O documento resume diferentes estilos e artistas da arte conceitual, como performance, instalação, land art e interferências. Detalha as performances de Joseph Beuys e Spencer Tunick, as instalações de Hélio Oiticica e Artur Barrio, e o trabalho de land art e interferências de Christo e Jean-Claude.
O documento apresenta um storyboard para um vídeo promocional do mestrado de ECM. O storyboard descreve 15 cenas com diferentes planos, personagens, textos e efeitos. O objetivo é anunciar o mestrado, seus docentes e alunos de forma a promover as inscrições.
O documento apresenta um curso sobre a evolução da arte ao longo da história. É dividido em três módulos que abordam diferentes períodos artísticos de forma contextualizada, desde a pré-história até a arte bizantina.
This document provides an overview of the key details and storyline for a proposed penguin-themed game. The game consists of 5 levels where the player controls Peter the Penguin and must care for his egg by catching fish within time limits. In each level, Peter explains a new challenge, such as scarcer fish due to overfishing or a seal threat. Later levels depict environmental issues like melting ice caps and an oil spill caused by human activities. The document outlines the game's characters, artwork, animations, level design and narrative, which aims to teach players about the impacts of climate change and pollution on penguin habitats in the Arctic.
Conceituação de imagem digital com ênfase em imagens em VETOR e imagens em BITMAP (imagens formadas por pixels) , traz exemplos diversos de terceiros. Material usado como apoio nas aulas de pré-impressão gráfica, computação gráfica. (ENG: Conceptualization of digital image with emphasis on VECTOR images and BITMAP images (images consisting of pixels), offers several examples of others. Material used in class to support pre-press graphics, computer graphics lessons).Conceituação de imagem digital, com enfase em imagens em VETOR e imagens BITMAP (formadas por pixels).
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.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
This document summarizes the BA in Games Design program at Brunel University. It highlights the program's unique focus on game design theory and application, investment in industry-standard facilities, and strong employment outcomes. Students are taught by veteran game developers and industry pioneers. The degree focuses on applying theory to practice through ongoing game projects. Graduates gain experience that prepares them for careers in the diverse games industry or related fields like media and technology.
The ideation phase for The Last of Us began after Naughty Dog finished Uncharted 3. They considered rebooting an old IP like Jak & Daxter but decided against it to avoid straying too far from the original. They created a new IP set in a post-apocalyptic world focusing on the developing relationship between two people. Concept art, character details, and the overgrown urban setting were developed in pre-production. Actors Tory Baker and Ashley Johnson were cast as Joel and Ellie, and gameplay aimed to develop relationships through a realistic story, though removing threats made it less exciting. Production involved programming, voice acting, animation, and sound design to implement ideas. Post-production
Este documento resume uma pesquisa sobre cartazes de cinema. A pesquisa incluiu uma revisão bibliográfica sobre a história dos cartazes e sua relação com o cinema, além de coletar mais de 200 exemplos de cartazes. O projeto prático envolveu a criação de um box para colecionadores com foco no diretor Alfred Hitchcock, integrando os conceitos de design gráfico e estética cinematográfica.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Yahoo!'s An Ad is Not Just an Ad ResearchNick Drew
Yahoo! Canada's research into the facets of better online advertising - and how marketers can use ad size, richness and environment to increase the impact of their ad campaigns.
This document summarizes research on online video consumption and attitudes towards video advertising. It finds that online video watching is growing, especially for short-form content. Viewers prefer different types and formats of ads depending on whether the video is professionally produced or user-generated content. For professionally produced videos, title cards and branded environments are preferred ad formats, while pre-roll ads can also be acceptable if not too long. Ads are seen as less appropriate for user-generated content. The research suggests tailoring online video ad strategies and formats based on the type of video.
The document discusses the history and evolution of graphics in computer games from early 2D games to modern 3D games. It notes that early games like Space War in 1962 used simple vector graphics due to hardware limitations. Color graphics became more common in the 1970s with games like Galaxian and Pac-Man. The 16-bit era saw improved 2D graphics and the shift to 3D graphics began in the mid-1990s with games like Metal Slug facing technical challenges. Powerful 3D graphics cards enabled highly detailed 3D games. Modern games aim to replicate cinematic effects like depth of field, motion blur, and chromatic aberration to increase realism.
The document discusses various aspects of the video game development process. It notes that 60% of Americans play video games and the industry generates billions in annual revenue. Game development costs millions and takes 12-24 months by teams of 70 or more people. The industry structure mirrors Hollywood, with developers, publishers, distributors, and retailers. Larger developers now have hundreds of staff across programming, art, design, and testing roles. Prototyping and rigorous processes help ship finished games on schedule and budget.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
O documento resume diferentes estilos e artistas da arte conceitual, como performance, instalação, land art e interferências. Detalha as performances de Joseph Beuys e Spencer Tunick, as instalações de Hélio Oiticica e Artur Barrio, e o trabalho de land art e interferências de Christo e Jean-Claude.
O documento apresenta um storyboard para um vídeo promocional do mestrado de ECM. O storyboard descreve 15 cenas com diferentes planos, personagens, textos e efeitos. O objetivo é anunciar o mestrado, seus docentes e alunos de forma a promover as inscrições.
O documento apresenta um curso sobre a evolução da arte ao longo da história. É dividido em três módulos que abordam diferentes períodos artísticos de forma contextualizada, desde a pré-história até a arte bizantina.
This document provides an overview of the key details and storyline for a proposed penguin-themed game. The game consists of 5 levels where the player controls Peter the Penguin and must care for his egg by catching fish within time limits. In each level, Peter explains a new challenge, such as scarcer fish due to overfishing or a seal threat. Later levels depict environmental issues like melting ice caps and an oil spill caused by human activities. The document outlines the game's characters, artwork, animations, level design and narrative, which aims to teach players about the impacts of climate change and pollution on penguin habitats in the Arctic.
Conceituação de imagem digital com ênfase em imagens em VETOR e imagens em BITMAP (imagens formadas por pixels) , traz exemplos diversos de terceiros. Material usado como apoio nas aulas de pré-impressão gráfica, computação gráfica. (ENG: Conceptualization of digital image with emphasis on VECTOR images and BITMAP images (images consisting of pixels), offers several examples of others. Material used in class to support pre-press graphics, computer graphics lessons).Conceituação de imagem digital, com enfase em imagens em VETOR e imagens BITMAP (formadas por pixels).
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.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
This document summarizes the BA in Games Design program at Brunel University. It highlights the program's unique focus on game design theory and application, investment in industry-standard facilities, and strong employment outcomes. Students are taught by veteran game developers and industry pioneers. The degree focuses on applying theory to practice through ongoing game projects. Graduates gain experience that prepares them for careers in the diverse games industry or related fields like media and technology.
The ideation phase for The Last of Us began after Naughty Dog finished Uncharted 3. They considered rebooting an old IP like Jak & Daxter but decided against it to avoid straying too far from the original. They created a new IP set in a post-apocalyptic world focusing on the developing relationship between two people. Concept art, character details, and the overgrown urban setting were developed in pre-production. Actors Tory Baker and Ashley Johnson were cast as Joel and Ellie, and gameplay aimed to develop relationships through a realistic story, though removing threats made it less exciting. Production involved programming, voice acting, animation, and sound design to implement ideas. Post-production
Este documento resume uma pesquisa sobre cartazes de cinema. A pesquisa incluiu uma revisão bibliográfica sobre a história dos cartazes e sua relação com o cinema, além de coletar mais de 200 exemplos de cartazes. O projeto prático envolveu a criação de um box para colecionadores com foco no diretor Alfred Hitchcock, integrando os conceitos de design gráfico e estética cinematográfica.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Yahoo!'s An Ad is Not Just an Ad ResearchNick Drew
Yahoo! Canada's research into the facets of better online advertising - and how marketers can use ad size, richness and environment to increase the impact of their ad campaigns.
This document summarizes research on online video consumption and attitudes towards video advertising. It finds that online video watching is growing, especially for short-form content. Viewers prefer different types and formats of ads depending on whether the video is professionally produced or user-generated content. For professionally produced videos, title cards and branded environments are preferred ad formats, while pre-roll ads can also be acceptable if not too long. Ads are seen as less appropriate for user-generated content. The research suggests tailoring online video ad strategies and formats based on the type of video.
This document discusses mobile internet usage in Mexico. It finds that while 112 million people live in Mexico, 99 million have cell phones and 17 million use mobile internet. Mobile internet usage is expected to grow significantly in coming years. The document also analyzes how Mexicans use mobile internet for various activities that can be categorized into 7 modes of connect, search, entertain, manage, inform, shop, and navigate. However, fixed internet is still preferred for many activities over mobile.
Herlayjsia and letela and mackenzie crusade thingHerlayjsiagrant
The first crusade began in 1095 and ended in 1099. It was launched by Pope Urban II in response to a call for help from the Eastern Orthodox Byzantine Empire against expansion of the Muslim Turks into Anatolia. The goal was to recapture Jerusalem and the Holy Land, which had been under Muslim rule since the 7th century. Knights, merchants, and ordinary citizens from Europe traveled to fight in the crusade. The crusaders successfully took Jerusalem on July 15, 1099 after scaling the city walls. The first crusade impacted the spread of religions worldwide and led to further subsequent crusades to control the Holy Land.
Dokumen tersebut membahas komponen penting dalam pembuatan game seperti game engine, rules and mechanics, user interface, serta konten dan tantangan. Game engine menyediakan perpustakaan untuk grafik, fisika, animasi, dan lainnya. Rules and mechanics mengisi nilai-nilai untuk sistem permainan seperti gravitasi dan jenis interaksi. User interface menentukan antarmuka pemain untuk berinteraksi dengan game. Konten merupakan hal penting yang menentukan pengalaman bermain.
Dokumen tersebut membahas beberapa metode pengembangan game yaitu metode iterasi, SDLC, MDLC, dan metode mandiri. Metode iterasi melibatkan proses merancang, menguji, dan mengevaluasi secara berulang untuk meningkatkan gameplay dan pengalaman pemain. SDLC dan MDLC lebih menekankan pada tahapan-tahapan pengembangan sistem/multimedia. Developer juga dianjurkan untuk mengembangkan metode sendiri sesuai kebutuhan proyek.
Multimedia berasal dari kata “multi” yang berarti banyak, dan “media” yang berarti tempat, sarana atu alat yang digunakan untuk menyimpan informasi. Jadi berdasarkan kata, “multimedia” dapat diasumsikan sebagai wadah atau penyatuan beberapa media yang kemudian didefinisikan sebagai elemen-elemen pembentukan multimedia. Adapun elemen-elemen tersebut yaitu berupa : teks, gambar, suara, animasi, dan video.
Menurut Hofstetter (2001), multimedia adalah pemanfaatan komputer untuk membuat dan menggabungkan teks, grafik, gambar bergerak (video dan animasi) dengan menggabungkan teks link dan tool yang memungkinkan pemakai melakukan navigasi, berinteraksi, berkreasi dan berkomunikasi.
Desain grafis melibatkan penggabungan elemen seperti teks, gambar, dan grafik untuk kebutuhan bisnis dan industri menggunakan perangkat lunak seperti Adobe Illustrator, CorelDraw, dan Photoshop. Dokumen ini membahas definisi, kategori, dan prinsip desain grafis serta perangkat lunak yang digunakan.
Pengembangan Aplikasi Multimedia (Game dan internet)shevtiawan
Dokumen tersebut membahas pengembangan aplikasi multimedia khususnya game dan internet. Terdapat definisi multimedia, jenis-jenis produk multimedia seperti game, definisi game dan jenis platform permainan seperti PC, konsol, genggaman. Juga dibahas tahapan pengembangan game mulai dari desain, programing, seni, audio, uji coba hingga bisnis game. Dokumen ini juga menjelaskan definisi internet beserta perkembangan game flash di internet.
Dokumen ini membahas tiga teknologi game yaitu Game Maker, Ogre, dan Unity. Game Maker adalah aplikasi editor game gratis yang memungkinkan pembuatan game 2D tanpa pengalaman koding. Ogre adalah engine rendering 3D terbuka sumber yang fleksibel untuk membangun game profesional. Unity adalah alat pengembangan game multiplatform yang mudah digunakan untuk membuat game 3D, animasi, dan visualisasi interaktif untuk berbagai platform.
Presentasi ini membahas berbagai jenis perangkat lunak multimedia dan grafis yang digunakan untuk mengolah berbagai media seperti gambar, suara, dan video. Beberapa contoh perangkat lunak yang dijelaskan adalah perangkat lunak untuk penerbitan desktop, authoring multimedia, mengedit gambar, rendering 3D, mixing audio, editing video, dan pembuatan halaman web.
Dokumen tersebut membahas tentang kesenian yang terkait dengan unsur grafis pada suatu distro komputer seperti logo, ikon, gambar latar, splash aplikasi, tema, web design, dan suara. Juga membahas perangkat lunak yang digunakan untuk desain seperti Inkscape, GIMP, Gcolor2 serta contoh-contoh penerapannya seperti membuat logo, ikon, tema, splash aplikasi dan gambar latar untuk distro komputer bernama Pustekkom
Desain grafis multimedia - 3 d dan animasi dengan linux dan fossRusmanto Maryanto
Dokumen ini membahas penggunaan Linux/FOSS untuk desain grafis, multimedia, 3D, dan animasi. Mencakup program-program terbuka seperti GIMP untuk edit foto, Inkscape untuk vektor, Scribus untuk layout, Blender untuk animasi 3D, dan OpenShot serta Audacity untuk edit video dan audio. Dokumen ini juga menjelaskan tahapan pembuatan video dan penambahan subtitle menggunakan perangkat lunak terbuka.
Prototipe merupakan simulasi awal suatu sistem yang bertujuan untuk mengevaluasi desain melalui uji coba dengan user. Terdapat berbagai jenis dan tingkat ketepatan prototipe, serta berbagai teknik pembuatannya, baik secara manual menggunakan alat sederhana seperti sketsa maupun menggunakan perangkat lunak khusus.
Dokumen tersebut membahas tentang jenis-jenis konten multimedia, siklus proses produksi konten multimedia yang terdiri dari tahap pra-produksi, produksi, dan pasca produksi, serta beberapa jenis perangkat lunak yang digunakan dalam produksi konten multimedia seperti media player, editor gambar dan video, viewer gambar, animasi, dan grafik 3D.
Tahap-tahap produksi multimedia meliputi analisis kebutuhan pelanggan, reka bentuk aliran dan storyboard program, implementasi elemen multimedia, pengujian, evaluasi, dan penerbitan program sebagai laman web atau cakera padat. Pasukan pengeluaran terdiri daripada pengurus projek, pakar isi kandungan, pereka grafik, juruteknik audio-video, perekabentuk instruksional, dan pengaturcara.
Similar to Agate Academy Open course 02 - Peran dalam game developer (20)
Dokumen ini membahas tentang pengalaman menggunakan aplikasi digital coloring. Pengguna merasa hasil coloring yang dihasilkan kurang disukai oleh pacarnya dan dirinya sendiri, mungkin karena kurang latihan sehingga kurang asik. Pengguna juga merasa proses coloring terlalu cepat.
Computational advertising uses data and algorithms to match users and advertisements in specific contexts. It has several advantages over traditional advertising methods, including lower costs per opportunity and the ability to personalize ads. The computational advertising landscape involves advertisers paying for ad placements on a cost per thousand impressions (CPM) or cost per click (CPC) basis. Programmatic advertising allows campaigns to be run automatically through real-time bidding on digital ad exchanges. It provides benefits like automated processes and buy-side reporting tools.
The document discusses game programming patterns, focusing on design patterns like command, flyweight, observer, prototype, singleton, and state. It provides examples of how each pattern can be used in game programming, such as using commands to configure inputs and give directions to actors, using observers for notifications between objects, and using the state pattern to allow objects to change behaviors based on internal state changes.
Dokumen ini membahas tentang kualitas grafik generasi berikutnya dalam pembuatan game AAA menggunakan Unity. Beberapa poin utama adalah pemodelan asset 3D dengan teknik modular dan penempatan texture, penggunaan normal map dan peta material ID, serta pengaturan pencahayaan menggunakan lightmap dan render ke cubemap untuk menambah realisme. Dokumen ini juga membahas tentang kemungkinan untuk meningkatkan kualitas grafik game menjadi AAA w
The document outlines quality standards and requirements, known as the "quality bar", for applications in the Windows Phone Store. It defines requirements in several areas such as user experience, design, performance, and more. Applications must meet all "must fix" requirements, which include things like having no critical bugs, following Windows Phone design guidelines, providing smooth performance, and being localized correctly. The document provides examples of specific issues that would require fixes or improvements.
This document provides tips for pitching a startup to investors. It discusses the importance of traction, introductions, crafting a high-concept pitch and elevator pitch. An effective elevator pitch should describe the product, problem it solves, traction or social proof, team experience and a call to action. A presentation deck further expands on the company summary, team, problem/solution, technology, marketing, sales, competition and future milestones. Obtaining a term sheet formalizes the investment and leads to stock and legal agreements finalizing the funding. The goal is to tell a compelling story that intrigues investors and turns them into supporters of the startup's vision.
Dokumen tersebut merangkum tentang perangkat Emotiv EPOC, yaitu headset yang mendeteksi aktivitas otak dan gerakan kepala untuk mengontrol permainan komputer. Perangkat ini dapat mendeteksi berbagai jenis gerakan otak, ekspresi wajah, dan emosi melalui sensor-sensor yang dipasang di kepala. Informasi hasil deteksi kemudian diterjemahkan menjadi perintah input untuk permainan melalui software khusus.
Presentasi dari Valentinus Rama Kurniangga, Crew dari Agate Studio dalam event Talent Development Saturday Agate Studio. http://agatestudio.com
Talent Development Saturday adalah acara Agate Studio crew sharing berbagai topik. Mulai dari Art, Programming, Game Production dan General Business/Management. TDS ini dilakukan tanggal 16 Agustus 2014 di Bandung Digital Valley.
The document describes the architecture of an MMO game called Happy Me. It discusses three key parts of the architecture: an object management system using MVC design, an automatic synchronization framework between server and client, and a custom network message dispatching system. The architecture provides a seamless MVC framework across server and client and addresses common challenges in synchronization for active server games. It also allows the game to easily scale on AWS infrastructure.
This document discusses ways to persuade people effectively. It notes that nagging and coercion do not work and that the art of persuasion is getting people to want what you want. It identifies 10 common barriers to successful persuasion, such as talking too much, providing too much information, and getting desperate. Research shows that people are persuaded by those who keep promises, are reliable, sincere, honest, and knowledgeable. Key skills for successful persuaders include having high self-esteem, empathy, good listening skills, building rapport and trust, clear communication, and being organized.
This document contains information about various audio equipment including microphones, audio interfaces, studio monitors, headphones, and a MIDI keyboard controller. It provides specifications for the Line 6 TonePort UX1 and M-Audio Fast Track audio interfaces, Shure SM58 microphone, Behringer C-1 and C-2 condenser microphones, M-Audio Axiom 49 and KeyRig49 MIDI keyboard controllers, Sony earbuds, Sennheiser headphones, Xiaomi earphones, Samson MediaOne studio monitors, and Behringer Tube Ultragain Mic100 microphone preamplifier.
Heroes of the Storm (HoTS) adalah game bergenre online team brawler dari Blizzard yang menampilkan hero dari franchise perusahaan. Pemain dapat membangun hero dengan menyesuaikan gaya bermain dan berkompetisi di berbagai medan pertempuran. Game ini menawarkan 29 hero unik yang dapat diperoleh melalui mata uang dalam game atau uang nyata, serta fitur-fitur yang terbuka seiring dengan meningkatnya level akun pemain.
Advanced encryption standard (aes) epulAgate Studio
The Advanced Encryption Standard (AES) is a specification for encrypting electronic data established by the U.S. National Institute of Standards and Technology in 2001. AES is based on the Rijndael cipher developed by Belgian cryptographers Joan Daemen and Vincent Rijmen. AES encryption operates in rounds, with each round consisting of substeps like subbytes, shiftrow, mixcolumns, and addroundkey.
The document discusses RTF, a real-time framework for developing scalable multiplayer online games. RTF provides an object-oriented, C++-based middleware system that abstracts the complexity of distributed programming and scalability mechanisms. It supports zoning, instancing, and replication distribution concepts and includes features like automatic serialization, portals for entity movement between zones, and interest management through publish-subscribe. The framework aims to simplify the development of large-scale, real-time multiplayer online games.
Sleep mode turns off most computer operations like the hard drive while keeping RAM powered to allow quick boot times when waking. It uses battery power and is best for short absences. Hibernation saves RAM contents to the hard drive, fully powers down to consume no power, and allows restoring files on startup but takes longer than sleep mode. It is best used for prolonged absences over hours from the computer.
Modul Ajar Bahasa Inggris Kelas 11 Fase F Kurikulum MerdekaFathan Emran
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Materi ini sangat penting sebagai kita pendidik di smk untuk apa untuk memberikan motifasi kepada kita sebagai pendidik di smk bahwa tujuan akhir kita tidak hanya transfer ilmu saja melainkan juga mengantar peserta didik menuju du di
Banyak orang menganggap mempelajari kitab Wahyu adalah sulit. Selain karena membicarakan simbol-simbol yang tidak biasa, kitab Wahyu juga memiliki tema-tema yang kompleks. Nah, bagaimana cara terbaik membedah kitab Wahyu?
Mari kita pelajari bersama lebih dahulu 3 pasal pertama dari kitab ini dalam kelas diskusi "Bedah Kitab Wahyu" (BKW) pada 19—26 Juni 2024 melalui grup WA.
Sebelum kelas dimulai, ikuti lebih dahulu pemaparan materinya via Zoom pada:
Rabu, 19 Juni 2024.
- Pagi: pkl. 10.30—12.00 WIB
- Malam: pkl. 19.00—20.30 WIB
Daftarkan diri Anda segera di https://bit.ly/form-mlc.
Kontak:
WA: 0821-3313-3315 (MLC)
E-Mail: kusuma@in-christ.net
2. Pembagian peran
Peran Developer Peran pendukung
• Artist • Management:
• Programmer – Producer
– Product Manager
• Designer
• Composer • Public Relations
• Marketing
• Company Support
– Finance
– HR
– Administration
3. Peran Developer
Programmer Artist
Designer Composer
Untuk membuat game, minimum tim
terdiri dari programmer dan artist.
4. Artist
• Tanggung jawab:
– Membuat aspek visual dari game,
mencakup:
• Karakter
• Latar belakang
• Tampilan antarmuka
• Materi promo: Poster, game manual, dst
• Skill yang dibutuhkan
– Ilustrasi
– Membuat animasi
• Flash/vector animation
• Spritesheet
5. Artist 2D: Jenis gambar yang dibuat
• Jenis gambar:
– Raster Image
• Gambar yang informasinya disimpan dalam bentuk
warna tiap pixel
• Cocok untuk membuat ilustrasi membutuhkan
warna yang banyak dan detail
– Vector Image
• Gambar yang informasinya disimpan dalam bentuk
posisi titik, garis, kurva, atau bentuk
• Cocok digunakan untuk membuat animasi,
misalnya menggunakan Adobe Flash
7. Spesialisasi Artist
• Artist memiliki banyak spesialisasi:
– Concept artist
– 2D Artist
• 2D Animator
Spesialisasi tergantung dari
• Environment Artist pipeline produksi game
• UI/UX Artist studio yang bersangkutan
– 3D Artist
• Modeller
• Rigger
• 3D Animator
8. Programmer
• Tanggung jawab:
– Mengintegrasikan art, design,
dan audio menjadi video game
(dalam bentuk software)
– Mengurus hal-hal teknis terkait
teknologi, (platform, interaksi
dengan API pihak lain, dll)
• Penggunaan game engine atau
tools lain
• Highscore API: iOS Game Center,
OpenFeint
• dll
9. Programmer
• Kemampuan yang dibutuhkan:
– Dasar-dasar matematika dan fisika yang
kuat
– Dasar pemrograman (variabel, loop,
algoritma, dst)
– Kemampuan problem solving
– Berbagai konsep dan teknis teknologi IT
(kemungkinan besar ada bagian yang
dibutuhkan dalam membuat game)
• Database
• Networking
• Grafika
• Arsitektur komputer
• dll
10. Programmer: Teknologi yang digunakan
• Bahasa pemrograman yang biasa
digunakan:
– C/C++: Console/Arcade Game
– Java/C#: PC, mobile game (J2ME,
Qt)
– Javascript, PHP, HTML, CSS: web
games
– Actionscript: Flash Game
• Software yang digunakan:
– Visual Studio
– NetBeans/Eclipse
– Notepad++
– dst
Bahasa pemrograman dan software yang
digunakan tergantung pada platform
target game yang bersangkutan
11. Game Designer
• Tanggung jawab:
– Menentukan gameplay
– Membuat detail in-game
• Level, item, jenis-jenis musuh
• Dialog, scene
• Rumus perhitungan naik level, skor, dll
• Kemampuan yang dibutuhkan:
– Kreatif
– Perhatian terhadap detail
– Dapat menjelaskan ide ke orang lain
baik lisan atau tertulis
12. Game Designer
• Software yang digunakan:
– Software apa saja yang bisa
digunakan untuk menyampaikan
detail ide game:
• Word processor
• Mindmap
• Image processor
– Game/Level editor :
• Bisa menggunakan format umum,
misalnya XML
• Atau menggunakan editor buatan
programmer dalam tim
13. Composer
• Tanggung jawab:
– Membuat dan mengatur semua aspek
audio dari game:
• Musik latar
• Sound Effect
• Voice Act jika dibutuhkan
• Kemampuan yang dibutuhkan:
– Kreatif dan memiliki sense of music
– Memahami berbagai konsep musik
dan audio
– Menguasai berbagai alat musik
– Dapat menggunakan software
pembuatan musik digital
14. Composer
• Software yang digunakan:
– Berbagai software music composing:
• Cubase
• Reason
• FruityLoops
• Audacity
• Pipeline produksi tiap music artist
bisa berbeda-beda, selama
outputnya dapat digunakan oleh
programmer ke dalam game
– Format standar yang digunakan
diantaranya MP3 atau MIDI
15. Peran Pendukung
• Management: • Public Relations
– Menjaga hubungan
– Producer: studio dengan pihak
• Mengatur pekerjaan eksternal
• Memimpin tim • Media
• Fans
developer
• Marketing
– Product Manager
– Mempromosikan game
• Memastikan kualitas – Mencari klien
game
• Mencakup QA dan
• Company Support
Testing – Finance
– HR
– Administration
Peran pendukung tergantung pada
struktur organisasi dan ukuran
game studio yang bersangkutan
16. Apakah sudah cukup untuk mulai
membuat game?
Pada materi berikutnya kami akan
membahas tentang platform-platform untuk
kita membuat game.
17. Quest dan EXP
Untuk menyelesaikan materi, isi data di link
berikut: http://bit.ly/MdMwYJ
Untuk quest tambahan bisa diakses di
http://bit.ly/Lzr703