This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
Computer Games - Character Design - FundamentalsAndrew Ryan
This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
The document discusses key considerations for designing video game characters. It notes that characters should enhance the story, elicit emotional responses, and be credible within the game style. Character design involves determining whether to use a nonspecific, semi-specific, or specific avatar and whether to use direct or indirect control mechanisms. Believable characters require rich personalities and attributes that change based on player experiences. Common character archetypes like heroes, mentors, allies and villains are also discussed.
This document provides guidance on creating a game design document. It suggests including a core statement describing the working title and genre of the game. It also recommends outlining the main features and verbs players can use. The document proposes defining the game's philosophy by describing what will be said on its tombstone. It further suggests using card sorting to identify the game's main functional areas and organizing those areas into appendices, such as for story, technical aspects, sounds, levels, and artwork. Finally, it proposes hosting the game design document on a wiki for easy editing and sharing.
This document provides an introduction to level design. It discusses key concepts for level design including theme, enemy design, obstacle design, puzzle design, and placement. It explains why level design is important as it provides players with useful mastery of game mechanics, influences decision making, and teaches players about a game's mechanics. Good level design reduces tutorials through balanced progression using differences in scale and kind. The document also outlines the four-step "Kishōtenketsu" level design approach used by Nintendo for games like Mario 3D Land.
This document outlines the key design documents needed to plan a computer game, including a game concept document to outline the main ideas, a game treatment document to provide an overview like a website, a character design document to define characters, a game world design document to design the game environment, a flowboard to map the game flow, a game script to specify rules and mechanics, and a game specification to fully define the game.
This document provides an introduction and overview of the topics that will be covered in a level design class. It includes sections on rules for students, upcoming topics like puzzle design and playtesting, a list of games that will be analyzed, a syllabus with assignment due dates and grades breakdown, required resources, and information about lectures and additional level design resources. The first assignment asks students to create a Steam account, play through Portal 1 and list any interesting gameplay, story, or visual moments they encountered.
The document provides guidance for developing a game idea, including sources of inspiration, describing the idea, and details for "Mission #3" where students will present and pitch original game ideas. Students are instructed to draw from dreams, other media, existing games, and idea generation tools when developing their concepts. The game idea should be described in 1-3 sentences or a short paragraph covering the goal, main player activities, and what makes the game unique. For the mission, each student will have 3 minutes to pitch a new game idea to the class, with the best ideas voted on and teams formed to develop them further.
This document outlines the key components of a game concept, including a description of the game idea, players' roles, gameplay modes, genre, target audience, hardware platform, competition/collaboration modes, game world, unique selling points, and marketing strategy. It provides examples of different genres that may involve physical, economic, conceptual, tactical, logistic, exploration, or logic challenges. It also distinguishes between hardcore and casual gaming audiences and lists common business models and platforms. The overall purpose is to guide students in developing their own game concepts by addressing these essential elements.
Computer Games - Character Design - FundamentalsAndrew Ryan
This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
The document discusses key considerations for designing video game characters. It notes that characters should enhance the story, elicit emotional responses, and be credible within the game style. Character design involves determining whether to use a nonspecific, semi-specific, or specific avatar and whether to use direct or indirect control mechanisms. Believable characters require rich personalities and attributes that change based on player experiences. Common character archetypes like heroes, mentors, allies and villains are also discussed.
This document provides guidance on creating a game design document. It suggests including a core statement describing the working title and genre of the game. It also recommends outlining the main features and verbs players can use. The document proposes defining the game's philosophy by describing what will be said on its tombstone. It further suggests using card sorting to identify the game's main functional areas and organizing those areas into appendices, such as for story, technical aspects, sounds, levels, and artwork. Finally, it proposes hosting the game design document on a wiki for easy editing and sharing.
This document provides an introduction to level design. It discusses key concepts for level design including theme, enemy design, obstacle design, puzzle design, and placement. It explains why level design is important as it provides players with useful mastery of game mechanics, influences decision making, and teaches players about a game's mechanics. Good level design reduces tutorials through balanced progression using differences in scale and kind. The document also outlines the four-step "Kishōtenketsu" level design approach used by Nintendo for games like Mario 3D Land.
This document outlines the key design documents needed to plan a computer game, including a game concept document to outline the main ideas, a game treatment document to provide an overview like a website, a character design document to define characters, a game world design document to design the game environment, a flowboard to map the game flow, a game script to specify rules and mechanics, and a game specification to fully define the game.
This document provides an introduction and overview of the topics that will be covered in a level design class. It includes sections on rules for students, upcoming topics like puzzle design and playtesting, a list of games that will be analyzed, a syllabus with assignment due dates and grades breakdown, required resources, and information about lectures and additional level design resources. The first assignment asks students to create a Steam account, play through Portal 1 and list any interesting gameplay, story, or visual moments they encountered.
The document provides guidance for developing a game idea, including sources of inspiration, describing the idea, and details for "Mission #3" where students will present and pitch original game ideas. Students are instructed to draw from dreams, other media, existing games, and idea generation tools when developing their concepts. The game idea should be described in 1-3 sentences or a short paragraph covering the goal, main player activities, and what makes the game unique. For the mission, each student will have 3 minutes to pitch a new game idea to the class, with the best ideas voted on and teams formed to develop them further.
This document outlines the key components of a game concept, including a description of the game idea, players' roles, gameplay modes, genre, target audience, hardware platform, competition/collaboration modes, game world, unique selling points, and marketing strategy. It provides examples of different genres that may involve physical, economic, conceptual, tactical, logistic, exploration, or logic challenges. It also distinguishes between hardcore and casual gaming audiences and lists common business models and platforms. The overall purpose is to guide students in developing their own game concepts by addressing these essential elements.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
This document discusses level design for computer games. It covers the nature of level design, including the space, initial conditions, challenges, and aesthetics. It also discusses universal level design principles such as tutorial levels, varying progression, rewarding players, and punishing less. Genre-specific principles for different game types are also outlined. Common level layouts including linear, parallel, ring, network, hub-and-spoke, and combined are defined. Finally, the level design process from planning to testing is summarized.
This document outlines ideas for a board game about building and customizing robots. Players would draw cards representing robot parts to construct a robot and then battle other robots in a tournament. Players could buy new parts, repair damaged parts, or steal parts from other robots. The game would take place in the year 2150 where robotic drones are used for combat sports. The goal is to have the best fighting robot and win the robot tournament.
This document outlines a game concept called "Gold Digger" which is an action-platform game where the player controls an underground explorer collecting gold by progressing through randomly generated levels filled with traps, monsters, and puzzles. The player must dodge threats, solve puzzles using items and logic, and defeat bosses to advance to new levels within a time limit to earn gold and other rewards before ultimately escaping through the golden door at the bottom of the pyramid.
Game Development Project Management/ConceptKevin Duggan
This document discusses key aspects of game development project management and concepts. It begins by outlining the important role of the project manager in coordinating development. It then discusses developing an initial game concept, including generating ideas, assessing feasibility, and presenting the concept. The next section covers creating a treatment for the concept by defining elements like genre, style, plot, characters, environment, and objectives. Finally, it briefly mentions analyzing strengths and weaknesses of a development team and differences between developing for PCs versus game consoles.
A game designer is someone who can translate real and fictional experiences into engaging gameplay experiences and predict how valuable those gameplay experiences will be for players. They must understand game genres, systems, and mechanics. To become a good game designer, one should study experiences that interest them, play many different types and genres of games, and understand every aspect of game development. Divorcing emotion from design, never stopping playing games, understanding your role, and being open to ideas are important for becoming a truly excellent game designer.
This document discusses game elements and the design of computer games. It defines what constitutes a game and lists common game elements such as play, goals, rules, challenges, and actions. It also distinguishes traditional games from computer games and describes various game classifications, structures, and components. Game structure is broken down into game mechanics, gameplay modes, and the user interface. A number of interaction models, camera modes, and menu/screen types are also outlined.
This document discusses techniques for balancing computer games, including ensuring meaningful player choices, avoiding dominant strategies, incorporating randomness appropriately, maintaining a fair game, and adjusting difficulty levels. It emphasizes that games should be based on player skill rather than luck, provide equal chances to win, avoid dead ends, and challenge players at a suitable difficulty. The document also discusses concepts like flow and positive feedback that are important to consider when balancing games.
This document discusses business models and marketing strategies for monetizing and promoting computer games. It outlines several business models like premium, freemium with in-app purchases or ads, and pay-to-win models. It also discusses good monetization techniques like time-limited offers and social features versus bad techniques like paywalls or forcing payments. The document then covers key aspects of developing a marketing strategy including defining the product, audience, platforms, budget, and channels. Popular channels mentioned are websites, app stores, advertising, reviews sites, and social media.
This document discusses the key elements that game designers consider when developing a game, including narrative design, character design, level/environment design, gameplay/game mechanics design, and user interface design. It provides examples for each element, such as narrative focusing on the story and characters, character design covering the main character and other actors, level design setting challenges through the background and map, and gameplay determining the type of challenges, activities, and rules. The document encourages analyzing these elements in existing games and applying what is learned to starting to design your own game.
Level design in the video game industry is completed by a team of level designers who determine the challenge and placement of elements in a level. They take direction from game designers on the desired mood and gameplay activities. The level designer then decides on events, objects, characters, and a design outline. Key considerations for level design include layout, pacing, win/loss conditions, resource placement, character starting/ending points, NPC placement, landmarks, destruction possibilities, and how the story is told through the level.
The document provides an initial reaction and plans for a video game project about bees. The student decided to create a side-scrolling RPG. Their strengths are in character and level design rather than digital art. A mood board was created with inspiration from games like Undertale and Earthbound that are colorful RPGs with unique characters and turn-based combat. The schedule outlines weeks spent on audience research, character creation, gameplay elements, and evaluation.
The document outlines two initial video game ideas: 1) an MMO RPG where players can customize their character and weapons, as depicted in an animation of a sword-wielding character that can absorb attacks; and 2) a 2D hack-and-slash platformer similar to Mega Man X4 where the player dodges around enemies attacking with a sword. The document then provides mind maps, a mood board analyzing use of red and blue colors and swords, a production schedule, and bibliography of relevant games.
The document lists 18 different game genres including sports, driving, adventure, action, simulation, strategy, stealth, survival horror, fighting, FPS, puzzle, rhythm, platform, role playing, MMORPG, management, educational, and viral marketing. It instructs the reader to select 5 genres and create a mind map of the common design principles for each by researching actual games within each genre and drawing on their knowledge of visual styles and gameplay. The purpose is to develop an understanding of the different design principles for each genre before creating new game ideas.
This document contains a character concept profile for Zipp, an alien insect hybrid sent to Earth to collect samples for his home planet's army. Zipp appears like a fly but holds his body upright as he flies and walks. He has a straightforward personality focused on getting jobs done. Zipp's abilities include flying, crawling, fighting with wings, pincers and silk-like material. The game profiled is a platform-RPG where the player defeats enemies to create ultimate creatures to battle opponents across multiple levels and a final battle.
This document discusses gameplay design for computer games. It explains that gameplay should be designed before story and graphics and defines gameplay as the core fun factor that should engage players. Gameplay involves challenges, which are objectives related to genre, and actions, which are player inputs. Challenges can include physical coordination, logic, math, time pressure, knowledge, memory, pattern recognition, exploration, conflict, economics, reasoning and thinking. Actions are verbs like accelerate, turn, jump. The document provides examples of challenge hierarchies and actions for different genres. It concludes by assigning a mission to design the gameplay for a game, including challenges, challenge hierarchy, essential and other actions.
This document outlines Connor Wiffen's initial plans for creating a video game as part of a brief. It includes Connor's initial reaction, which is that creating the game could be enjoyable but challenging. Connor has some experience with video games, animation, and pixel art creation. Potential game ideas are outlined, including an action game, space game, and puzzle game. Connor decides on creating a space game. Details of the space game's story, gameplay, and art style are provided. A mood board is included to influence the game's design. Finally, a schedule is outlined laying out the specific tasks to be completed each week over 5 weeks to develop the game.
First step of researching game developmentVincent Clyde
This document provides an overview of game development. It discusses different types of games like platformers and shooters. It covers the stages of development like planning, prototyping, testing and release. It describes level design and character properties. Finally, it outlines common roles in game development such as programmer, artist, designer and sound engineer. The overall purpose is to educate about researching and developing games.
The document provides an overview of the game design process, outlining key stages from brainstorming game ideas to prototyping and playtesting core mechanics to balancing dynamic elements, with a focus on iterative design and playtesting to involve players throughout development. It also discusses techniques for brainstorming such as coming up with game concepts and mechanics, refining ideas, and testing concepts with potential players to help narrow down the best ideas.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
New Microsoft PowerPoint Presentation.pptxnilesh405711
The document discusses core principles of game design, including that games should be simple, unique, represent real-life environments, involve social factors, and be fun. It outlines the game design process of building a concept, including getting an idea, creating goals and emotional experiences for players. It also discusses differences between games and movies, and creating game specifications by identifying players, genres, environments, and success criteria.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
This document discusses level design for computer games. It covers the nature of level design, including the space, initial conditions, challenges, and aesthetics. It also discusses universal level design principles such as tutorial levels, varying progression, rewarding players, and punishing less. Genre-specific principles for different game types are also outlined. Common level layouts including linear, parallel, ring, network, hub-and-spoke, and combined are defined. Finally, the level design process from planning to testing is summarized.
This document outlines ideas for a board game about building and customizing robots. Players would draw cards representing robot parts to construct a robot and then battle other robots in a tournament. Players could buy new parts, repair damaged parts, or steal parts from other robots. The game would take place in the year 2150 where robotic drones are used for combat sports. The goal is to have the best fighting robot and win the robot tournament.
This document outlines a game concept called "Gold Digger" which is an action-platform game where the player controls an underground explorer collecting gold by progressing through randomly generated levels filled with traps, monsters, and puzzles. The player must dodge threats, solve puzzles using items and logic, and defeat bosses to advance to new levels within a time limit to earn gold and other rewards before ultimately escaping through the golden door at the bottom of the pyramid.
Game Development Project Management/ConceptKevin Duggan
This document discusses key aspects of game development project management and concepts. It begins by outlining the important role of the project manager in coordinating development. It then discusses developing an initial game concept, including generating ideas, assessing feasibility, and presenting the concept. The next section covers creating a treatment for the concept by defining elements like genre, style, plot, characters, environment, and objectives. Finally, it briefly mentions analyzing strengths and weaknesses of a development team and differences between developing for PCs versus game consoles.
A game designer is someone who can translate real and fictional experiences into engaging gameplay experiences and predict how valuable those gameplay experiences will be for players. They must understand game genres, systems, and mechanics. To become a good game designer, one should study experiences that interest them, play many different types and genres of games, and understand every aspect of game development. Divorcing emotion from design, never stopping playing games, understanding your role, and being open to ideas are important for becoming a truly excellent game designer.
This document discusses game elements and the design of computer games. It defines what constitutes a game and lists common game elements such as play, goals, rules, challenges, and actions. It also distinguishes traditional games from computer games and describes various game classifications, structures, and components. Game structure is broken down into game mechanics, gameplay modes, and the user interface. A number of interaction models, camera modes, and menu/screen types are also outlined.
This document discusses techniques for balancing computer games, including ensuring meaningful player choices, avoiding dominant strategies, incorporating randomness appropriately, maintaining a fair game, and adjusting difficulty levels. It emphasizes that games should be based on player skill rather than luck, provide equal chances to win, avoid dead ends, and challenge players at a suitable difficulty. The document also discusses concepts like flow and positive feedback that are important to consider when balancing games.
This document discusses business models and marketing strategies for monetizing and promoting computer games. It outlines several business models like premium, freemium with in-app purchases or ads, and pay-to-win models. It also discusses good monetization techniques like time-limited offers and social features versus bad techniques like paywalls or forcing payments. The document then covers key aspects of developing a marketing strategy including defining the product, audience, platforms, budget, and channels. Popular channels mentioned are websites, app stores, advertising, reviews sites, and social media.
This document discusses the key elements that game designers consider when developing a game, including narrative design, character design, level/environment design, gameplay/game mechanics design, and user interface design. It provides examples for each element, such as narrative focusing on the story and characters, character design covering the main character and other actors, level design setting challenges through the background and map, and gameplay determining the type of challenges, activities, and rules. The document encourages analyzing these elements in existing games and applying what is learned to starting to design your own game.
Level design in the video game industry is completed by a team of level designers who determine the challenge and placement of elements in a level. They take direction from game designers on the desired mood and gameplay activities. The level designer then decides on events, objects, characters, and a design outline. Key considerations for level design include layout, pacing, win/loss conditions, resource placement, character starting/ending points, NPC placement, landmarks, destruction possibilities, and how the story is told through the level.
The document provides an initial reaction and plans for a video game project about bees. The student decided to create a side-scrolling RPG. Their strengths are in character and level design rather than digital art. A mood board was created with inspiration from games like Undertale and Earthbound that are colorful RPGs with unique characters and turn-based combat. The schedule outlines weeks spent on audience research, character creation, gameplay elements, and evaluation.
The document outlines two initial video game ideas: 1) an MMO RPG where players can customize their character and weapons, as depicted in an animation of a sword-wielding character that can absorb attacks; and 2) a 2D hack-and-slash platformer similar to Mega Man X4 where the player dodges around enemies attacking with a sword. The document then provides mind maps, a mood board analyzing use of red and blue colors and swords, a production schedule, and bibliography of relevant games.
The document lists 18 different game genres including sports, driving, adventure, action, simulation, strategy, stealth, survival horror, fighting, FPS, puzzle, rhythm, platform, role playing, MMORPG, management, educational, and viral marketing. It instructs the reader to select 5 genres and create a mind map of the common design principles for each by researching actual games within each genre and drawing on their knowledge of visual styles and gameplay. The purpose is to develop an understanding of the different design principles for each genre before creating new game ideas.
This document contains a character concept profile for Zipp, an alien insect hybrid sent to Earth to collect samples for his home planet's army. Zipp appears like a fly but holds his body upright as he flies and walks. He has a straightforward personality focused on getting jobs done. Zipp's abilities include flying, crawling, fighting with wings, pincers and silk-like material. The game profiled is a platform-RPG where the player defeats enemies to create ultimate creatures to battle opponents across multiple levels and a final battle.
This document discusses gameplay design for computer games. It explains that gameplay should be designed before story and graphics and defines gameplay as the core fun factor that should engage players. Gameplay involves challenges, which are objectives related to genre, and actions, which are player inputs. Challenges can include physical coordination, logic, math, time pressure, knowledge, memory, pattern recognition, exploration, conflict, economics, reasoning and thinking. Actions are verbs like accelerate, turn, jump. The document provides examples of challenge hierarchies and actions for different genres. It concludes by assigning a mission to design the gameplay for a game, including challenges, challenge hierarchy, essential and other actions.
This document outlines Connor Wiffen's initial plans for creating a video game as part of a brief. It includes Connor's initial reaction, which is that creating the game could be enjoyable but challenging. Connor has some experience with video games, animation, and pixel art creation. Potential game ideas are outlined, including an action game, space game, and puzzle game. Connor decides on creating a space game. Details of the space game's story, gameplay, and art style are provided. A mood board is included to influence the game's design. Finally, a schedule is outlined laying out the specific tasks to be completed each week over 5 weeks to develop the game.
First step of researching game developmentVincent Clyde
This document provides an overview of game development. It discusses different types of games like platformers and shooters. It covers the stages of development like planning, prototyping, testing and release. It describes level design and character properties. Finally, it outlines common roles in game development such as programmer, artist, designer and sound engineer. The overall purpose is to educate about researching and developing games.
The document provides an overview of the game design process, outlining key stages from brainstorming game ideas to prototyping and playtesting core mechanics to balancing dynamic elements, with a focus on iterative design and playtesting to involve players throughout development. It also discusses techniques for brainstorming such as coming up with game concepts and mechanics, refining ideas, and testing concepts with potential players to help narrow down the best ideas.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
New Microsoft PowerPoint Presentation.pptxnilesh405711
The document discusses core principles of game design, including that games should be simple, unique, represent real-life environments, involve social factors, and be fun. It outlines the game design process of building a concept, including getting an idea, creating goals and emotional experiences for players. It also discusses differences between games and movies, and creating game specifications by identifying players, genres, environments, and success criteria.
This document provides an overview of video game development. It discusses the different roles involved in development including designers, programmers, artists, producers, and testers. It describes the development process from pre-production to production to post-production. It also discusses development methodologies like waterfall and agile/scrum as well as localization and testing.
Andrii Dotsenko shares his experience as a game designer at Ubisoft Kiev. He worked on games like Far Cry 4. Game design involves imagining rules and mechanics to create fun experiences for players. It takes time and failed prototypes to develop this skill. Designers must learn to communicate ideas clearly and listen to feedback from teammates with different perspectives. While ideas are important, the real work is in interactive prototyping to prove a concept.
The document outlines initial plans for a 2D RPG/adventure game similar to early Final Fantasy and Legend of Zelda games. It would use Undertale's fun turn-based combat system and allow character customization. The player would form a bond with their character. A 5-week schedule is proposed to conduct research, experiment with production, create a proposal and plan, engage in production, and perform an evaluation. Sources to be used include audience interviews, gaming publications and websites, playtesting games, game videos, articles, and statistics.
This document provides guidance for aspiring game designers on how to enter the field. It recommends starting by educating oneself using freely available online resources about game design fundamentals. It emphasizes that having ideas is not enough - one must prove ideas through prototypes and gain technical skills. It also stresses the importance of communication skills and being able to work as part of a team, as game design requires collaborating with many roles. Overall, the document presents game design as a challenging career path that requires perseverance and a willingness to fail many times before succeeding.
The document provides advice for aspiring game designers on how to enter the field. It recommends starting by educating oneself using online resources and books. Prototyping ideas using tools and non-commercial projects helps develop technical skills and proves design concepts. Communication skills and learning to work as part of a team are also important. Game design requires perseverance as most ideas fail, and it can take years to develop the necessary mindset and skills. The best path is often starting with internships or modding communities before pursuing a design career.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
The document provides an introduction to the fundamentals of game design. It outlines the course targets which include being introduced to Unreal, learning major elements of game design and gameplay, developing a game design, and documenting a game design using a game design document. It then discusses various elements of game design like character development, storytelling, user interfaces, gameplay, mechanics, balancing, and level design. It also defines what game design entails and discusses the anatomy of a game designer.
Lesson 2 pre-production and communication techniqueshwells2101
This document provides an overview of an assignment on games production. It outlines the aims of the lesson which are for students to write an introduction on the type of games production they wish to create using research on production processes. It discusses the assignment which involves investigating and reporting on the production of a specific game type. It then defines different types of games and instructs students to discuss what is involved in their assigned type. Finally, it provides guidance on writing a report introduction and conducting self-analysis.
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
The document discusses web game design and development using PHP. It provides an overview of key considerations for web game design such as goals, rules, gameplay, types of games, implementation, testing, documentation, and balancing. It also lists resources for web game development including libraries, tools, and examples of existing PHP-based web games. The presenter aims to convey differences between web applications and games and provide pointers without extensive technical details.
This document outlines the early game development process from concept to proposal. It discusses developing the initial game idea, refining it into a concept document that establishes the premise, player motivation, unique selling proposition, target market, and other key details. The concept is then expanded into a full project proposal that provides additional details on gameplay mechanics, story/characters, production schedule/budget, development team, and risks. The goal is to take the initial game idea and sell the concept to key decision makers to gain approval for full development.
This document discusses game design and storyboarding. It covers defining the game genre, considering key design elements like narrative, characters, levels, gameplay, and interfaces. Flowcharts are explained as a way to show the sequence of events and behaviors in a game. Storyboarding is presented as a technique used in game design and film to previsualize experiences through a series of illustrated panels. Finally, various software tools for storyboarding are listed, with Pencil Project highlighted as an open source option.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
Small Business and Enterpreneurship :The key difference between small business and entrepreneurship is that a small business is a limited scale business owned and operated by an individual or a group of individuals whereas an entrepreneurship is defined as the process of designing, launching and operating a new business, which usually starts as a small business and pursues growth.
Are You a small business owner or an entrepreneur?
Even though small business owners are commonly referred to as entrepreneurs, these two roles are not entirely the same. Small business owners are more conservative, while entrepreneurs thrive on change and innovation. The following are the most significant distinctions that can be made between small business owners and entrepreneurs.
What are some examples of small businesses?
Daycare Business. Once again,this is another business you can start small with little money in your home. ...
Yoga Classes. ...
Handyperson Business. ...
Resale Store. ...
Subscription Box Business. ...
Catering Service. ...
Junk Removal Business. ...
Gift Shop. ...
Carpet/Upholstery Cleaning. ...
Party Planning Business. ...
How to create a more successful entrepreneurial business?
Get Organized. To achieve business success you need to be organized. ...
Keep Detailed Records. All successful businesses keep detailed records. ...
Analyze Your Competition. Competition breeds the best results. ...
Understand the Risks and Rewards. ...
Be Creative. ...
Stay Focused. ...
Prepare to Make Sacrifices. ...
Provide Great Service. ...
Be Consistent. ...
What's the best entrepreneurship project?
Creative Small Business Ideas for Entrepreneurs Art Seller. If you're a visual artist, you can create original drawings, paintings or prints of your work and build a business around selling them. Wedding Photographer. ... Jewelry Maker. ... Logo Designer. ... Musician. ... Blogger. ... Mobile App Designer. ... Vintage Reseller. ... Interior Designer. ... Landscape Designer. ... More items...
Entrepreneurship
An entrepreneur is someone who creates a new innovative business by himself/herself. They take huge and unknown risks and then reap the rewards when successful. Entrepreneurs have specific characteristics in themselves. They are risk-taking, innovative, sharp-minded, and disciplined. An entrepreneur usually introduces a new product or service to the market. Such entrepreneurial ventures have high potential growth with an equal level of uncertainty. The modern economy benefits a lot from succe...
Small Business Owner
A small business usually deals with established and known products and services. Therefore, small business owners take known and calculated risks. The risks are low; hence the rewards are also low. A small business is an enterprise that is privately owned, a partnership, or a sole proprietorship. A small
The Entrepreneurship and Small Business Management sequence offers a unique learning experience to students who aspire to start businesses or obtain
The document provides an overview of research techniques, computer game design, and pre-production techniques. It discusses different forms of primary and secondary research methods and their purposes. It also includes screenshots and maps from an early computer game as examples. Finally, it outlines next steps for students' game projects, including conducting focus groups, creating budgets, and writing treatments.
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
Similar to Computer Games - Character Design - Stereotypes (20)
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
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Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).