The document discusses various aspects of game design including:
- The process of game design which involves concepts, goals, planning, specifications and coding.
- Important skills for game development like creativity, craft and technique.
- Getting ideas and developing the game concept are important initial steps.
- Game design should provide a good experience for players and keep things simple, unique with real-time interaction.
- Testing and getting feedback is important during the development process.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
Technical aspectof game design (Game Architecture)Rajkumar Pawar
This document discusses various technical aspects of game design, including:
- The importance of research in game design to understand the subject matter and educate the development team.
- How games are often technology-led to take advantage of new hardware.
- The need to document research thoroughly in a research journal to track progress and improve designs.
- How optimization of algorithms and use of third-party libraries can help improve efficiency versus reinventing solutions.
- Benefits and limitations of abstraction for game programming.
- Game development involves large teams working together to create high quality code. Coding standards and conventions help ensure uniform style across teams.
- Key aspects of development include debugging priorities, testing code quality through test harnesses, and focusing on speed, size, flexibility and other factors.
- Effective design principles include reusing code, documenting work, scheduling tasks, fixing errors early, and balancing production needs with creative work. Managing teams and processes well is important for success.
The document discusses various architectural styles for software design including traditional, object-oriented, layered, client-server, data flow, shared, interpreter, implicit invocation, and peer-to-peer styles. It also covers tier-based architectures with different tiers residing on the same or different machines. The key aspects of architecture design discussed are establishing a conceptual framework, documenting viewpoints, ensuring consistency, and considering the development environment context.
"Game optimization means improving the game application so it runs at the smooth frame-rate across a wide range of hardware specs, including low-end configurations.
In this discussion we will discuss about some common Game optimization techniques irrespective of what Game engine you are using.
- By Niraj Vishwakarma
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
Technical aspectof game design (Game Architecture)Rajkumar Pawar
This document discusses various technical aspects of game design, including:
- The importance of research in game design to understand the subject matter and educate the development team.
- How games are often technology-led to take advantage of new hardware.
- The need to document research thoroughly in a research journal to track progress and improve designs.
- How optimization of algorithms and use of third-party libraries can help improve efficiency versus reinventing solutions.
- Benefits and limitations of abstraction for game programming.
- Game development involves large teams working together to create high quality code. Coding standards and conventions help ensure uniform style across teams.
- Key aspects of development include debugging priorities, testing code quality through test harnesses, and focusing on speed, size, flexibility and other factors.
- Effective design principles include reusing code, documenting work, scheduling tasks, fixing errors early, and balancing production needs with creative work. Managing teams and processes well is important for success.
The document discusses various architectural styles for software design including traditional, object-oriented, layered, client-server, data flow, shared, interpreter, implicit invocation, and peer-to-peer styles. It also covers tier-based architectures with different tiers residing on the same or different machines. The key aspects of architecture design discussed are establishing a conceptual framework, documenting viewpoints, ensuring consistency, and considering the development environment context.
"Game optimization means improving the game application so it runs at the smooth frame-rate across a wide range of hardware specs, including low-end configurations.
In this discussion we will discuss about some common Game optimization techniques irrespective of what Game engine you are using.
- By Niraj Vishwakarma
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
This document describes a Windows platform game called Street Runner. The game is inspired by Subway Surfer and Temple Run. It allows the player to control a character who runs endlessly, collecting powerups and avoiding obstacles. The document outlines the game's details, algorithms, menus, scoring, and technical implementation using Unity 3D and other tools. It was created by students to demonstrate basic game development concepts and provide entertainment on Windows PCs with minimal requirements.
This document describes an FPS (first person shooter) game created using Unity. The game allows players to shoot enemy heroes with various weapons. The document outlines some problems encountered during development like sound file attachment issues. It proposes solutions like improving the game with different levels and hero designs. An overview of the game is provided, describing player actions, characters, items and core features like health bars and maps. Hardware and software requirements are listed. A test plan is outlined to obtain feedback and improve the game.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This document discusses different types of software requirements. It outlines functional requirements that specify system behaviors and non-functional requirements that specify qualities like usability, reliability, and performance. Domain requirements capture characteristics specific to the application area. Inverse requirements specify what a system should not do. Design and implementation constraints provide guidelines for system development. Metrics are important for quantifying non-functional requirements so they can be objectively tested. Requirements should be explored from different perspectives and categorized to best inform system design and development.
This document summarizes an Android-based car racing game created using Unity game engine. The game can be played in either medium or hard mode, with obstacles appearing more frequently in hard mode. Users control the car using either accelerometer or button controls and the objective is to survive as long as possible while avoiding obstacles. The game was initially created for Windows and Linux but was ported to Android using the Android SDK in Unity. C# was used for coding due to its extensive documentation and Unity plugin support.
This presentation summarizes a final year project called "Riko: The Adventurer", a 2D top-down RPG game created with Unity3D. The presentation flow includes an overview of the game, its inspiration, design concepts, main character, gameplay features, user interface, data saving process, and a brief glimpse of the game. The project was supervised by Sakhawat Hossain Saimon and presented by Nusrat Jahan Shanta to the faculty of the Department of CSE at Metropolitan University, Sylhet.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
The document discusses staffing level estimation over the course of a software development project. It describes how the number of personnel needed varies at different stages: a small group is needed for planning and analysis, a larger group for architectural design, and the largest number for implementation and system testing. It also references models like the Rayleigh curve and Putnam's interpretation that estimate personnel levels over time. Tables show estimates for the distribution of effort, schedule, and personnel across activities for different project sizes. The key idea is that staffing requirements fluctuate throughout the software life cycle, with peaks during implementation and testing phases.
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
“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 .
The document discusses design patterns that can be reused in software development. It describes 11 common design patterns for games, including object factory, singleton, flyweight, chain of responsibility, iterator, strategy, observer, command, facade, mediator, and state patterns. These patterns provide general solutions to recurring problems and allow code to be reused, reducing development time and costs. Key benefits are more reliable code and spreading knowledge among developers.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
This document describes a Windows platform game called Street Runner. The game is inspired by Subway Surfer and Temple Run. It allows the player to control a character who runs endlessly, collecting powerups and avoiding obstacles. The document outlines the game's details, algorithms, menus, scoring, and technical implementation using Unity 3D and other tools. It was created by students to demonstrate basic game development concepts and provide entertainment on Windows PCs with minimal requirements.
This document describes an FPS (first person shooter) game created using Unity. The game allows players to shoot enemy heroes with various weapons. The document outlines some problems encountered during development like sound file attachment issues. It proposes solutions like improving the game with different levels and hero designs. An overview of the game is provided, describing player actions, characters, items and core features like health bars and maps. Hardware and software requirements are listed. A test plan is outlined to obtain feedback and improve the game.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This document discusses different types of software requirements. It outlines functional requirements that specify system behaviors and non-functional requirements that specify qualities like usability, reliability, and performance. Domain requirements capture characteristics specific to the application area. Inverse requirements specify what a system should not do. Design and implementation constraints provide guidelines for system development. Metrics are important for quantifying non-functional requirements so they can be objectively tested. Requirements should be explored from different perspectives and categorized to best inform system design and development.
This document summarizes an Android-based car racing game created using Unity game engine. The game can be played in either medium or hard mode, with obstacles appearing more frequently in hard mode. Users control the car using either accelerometer or button controls and the objective is to survive as long as possible while avoiding obstacles. The game was initially created for Windows and Linux but was ported to Android using the Android SDK in Unity. C# was used for coding due to its extensive documentation and Unity plugin support.
This presentation summarizes a final year project called "Riko: The Adventurer", a 2D top-down RPG game created with Unity3D. The presentation flow includes an overview of the game, its inspiration, design concepts, main character, gameplay features, user interface, data saving process, and a brief glimpse of the game. The project was supervised by Sakhawat Hossain Saimon and presented by Nusrat Jahan Shanta to the faculty of the Department of CSE at Metropolitan University, Sylhet.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
The document discusses staffing level estimation over the course of a software development project. It describes how the number of personnel needed varies at different stages: a small group is needed for planning and analysis, a larger group for architectural design, and the largest number for implementation and system testing. It also references models like the Rayleigh curve and Putnam's interpretation that estimate personnel levels over time. Tables show estimates for the distribution of effort, schedule, and personnel across activities for different project sizes. The key idea is that staffing requirements fluctuate throughout the software life cycle, with peaks during implementation and testing phases.
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
“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 .
The document discusses design patterns that can be reused in software development. It describes 11 common design patterns for games, including object factory, singleton, flyweight, chain of responsibility, iterator, strategy, observer, command, facade, mediator, and state patterns. These patterns provide general solutions to recurring problems and allow code to be reused, reducing development time and costs. Key benefits are more reliable code and spreading knowledge among developers.
Guide to creation of game concept documentEmma Westecott
The document summarizes guidelines for creating effective design documents in multi-part game development projects. It discusses the purpose and benefits of documentation, and provides guidelines for key parts of design documents including the game concept document and game proposal. These guidelines are intended to help communicate the vision, ensure consistency and clarity, and facilitate implementation planning and scheduling.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
My lecture for Games Gathering conference about production culture impact on Game Design, and the most common problems which game designer have to overcome during interaction with the team.
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
This document discusses information security goals of confidentiality, integrity, and availability. It describes two types of cryptographic attacks: cryptanalytic attacks which try to ascertain a secret key through statistical or algebraic techniques, and non-cryptanalytic attacks which threaten the security goals. Non-cryptanalytic attacks include snooping, traffic analysis, modification, denial of services, repudiation, replaying, and masquerading. Attacks can be either passive, where the goal is just obtaining information without modifying data, or active, where the attacker may change data or harm the system. Passive attacks are difficult to detect while active attacks are easier to detect.
Generating Better Design Ideas Through CollaborationÉtienne Garbugli
The document discusses various techniques for creativity, innovation, and collaborative design. It describes methods for generating ideas such as brainstorming, sketching, exploring user needs through empathy, and closing the process through voting and evaluation. The goal is to create better ideas through exploration of alternatives, inclusion of different perspectives, and team engagement.
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.
[Ubisoft] Perforce Integration in a AAA Game EnginePerforce
This document discusses the integration of Perforce source control software into the Anvil game engine used for Assassin's Creed games. It describes how Ubisoft built a custom integration library called Guildlib using the Perforce C++ API to fully integrate Perforce into the engine. This allowed them to store massive game assets efficiently in a "Bigfile" and handle synchronization of hundreds of developers across locations. The tight integration provided benefits like improved performance, custom file statuses, and full control over file system operations.
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
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
The document discusses games and their key elements. It analyzes whether activities like painting, slot machines, and jigsaw puzzles are considered games based on traits like having a form of play, objectives, rules, feedback, conflict, and choices. It then provides examples of different game mediums, player formats, and other game design concepts like objectives, rules, resources, and themes.
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.
Khaled Almusa is a senior software engineer with over 10 years of experience developing web and mobile applications. He has extensive experience building full-stack applications using technologies like React, Node.js, and MongoDB. Currently, he works at Anthropic where he focuses on AI safety research and the development of Constitutional AI techniques.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
This document outlines the design thinking process which includes understanding the problem, researching benchmarks and insights, identifying opportunities and problems, designing a strategy, prototyping solutions, and implementing the final solution. The process involves studying the problem, researching other solutions, looking for unidentified opportunities, gathering all potential problems, designing objectives to solve problems, testing prototype models, and developing the best solution.
This very short document does not contain any meaningful information to summarize in 3 sentences or less. It only lists the author and year, as well as a website with no additional context.
The document outlines the typical stages involved in planning and developing a video game: 1) Planning covers defining the game type, features, characters, and target audience. 2) Pre-production develops the narrative, visuals, and art style. 3) Production builds character models, code, sounds, and other in-game content. 4) Testing checks for bugs and exploits. 5) Pre-launch involves marketing. 6) Launch releases the game for purchase/download. 7) Post-production fixes minor bugs and issues patches and additional content.
The document outlines the typical stages involved in planning and developing a video game: 1) Planning covers defining the game type, features, characters, and target audience. 2) Pre-production develops the narrative, visuals, and art style. 3) Production builds character models, code, sounds, and other in-game content. 4) Testing identifies bugs and exploits. 5) Pre-launch involves marketing. 6) Launch releases the game for purchase/download. 7) Post-production fixes minor bugs and issues patches and additional content.
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.
Making a game "Just Right" through testing and play balancingJulio Gorgé
The document discusses different types of testing that should be done when developing a game, including focus testing, usability testing, play balancing, bug testing, and compatibility testing. It provides details on when each type of testing should be done, the goals of each, and methods for conducting the testing. Play balancing is described as adjusting the difficulty levels of a game after collecting play data from testers and analyzing it to determine which levels are too hard or easy.
The document discusses defining experience requirements for video games. It proposes using emotional, gaming, sensory, and cognitive requirements to differentiate new games from existing ones like Flappy Bird. These experience requirements can be translated into testable functional requirements for elements like gameplay mechanics, challenge progression, and inducing intended emotions in players. A test plan is outlined to evaluate functional requirements through experiments with users to measure user experience factors like difficulty, stress, and enjoyment. The conclusion covers opportunities to further develop methods for testing multidimensional, non-functional requirements.
How to make fun PvP? Analysis of core-gameplay mistakes / Dmitry Aborilov (Ba...DevGAMM Conference
Dmitry Aborilov discusses how to make fun player-versus-player (PvP) games and analyzes common mistakes in core gameplay design. He identifies several key factors for PvP games: targeting the right audience by providing variability in gameplay and an engaging combat system with intermediate goals; ensuring quality core gameplay through depth, preventing optimal strategies, and proper input and indication systems; and addressing other concerns like development convenience, live operations balance, and onboarding/tutorials. The document provides solutions to common problems in these areas to help developers create fun and engaging PvP experiences.
This document discusses game design and outlines an agenda for a meetup on the topic. It includes definitions of key game design concepts like flow and the rhetoric of game design. The document outlines three acts for the meetup agenda: setting the shape and developing themes in Act 1, examining and exploring ideas in Act 2, and concluding with decisions and actions in Act 3. It also lists the 7Ps of game design and 9 components to consider when creating a game design, including the goal, objective, players, duration, gameplay, strategy, variables, constraints, and outcome. The key takeaway is to use these concepts and components to collaboratively design a game at the meetup.
GDC2011 - Motivating Players in Open WorldsJoel Burgess
Slides for my 2011 GDC talk for the Level Design in a Day Tutorial. Largely useless without companion audio or transcript. See www.joelburgess.com for info.
The researched products all featured tactical shooter gameplay with a focus on eliminating targets or securing objectives. Common elements included character customization, unlocking new weapons and gear, and team-based communication. Interviewees emphasized the importance of co-op gameplay and communities shaping games over time. Questionnaire respondents preferred modern or near-future settings to balance realism and creativity. They suggested healing abilities and shields to aid tactical combat. Overall, the research indicates a focus on realistic, team-oriented tactical shooters would appeal to the target audience.
IRJET- Game Development Project – SpartaIRJET Journal
1) The document describes a third-person shooter desktop game called Sparta developed by three students as a class project.
2) Sparta allows players to freely roam a game environment to find and battle enemies using weapons and defense tactics.
3) The game was created using the Unity game engine and C# scripting and aims to provide an entertaining and refreshing experience for players.
The document outlines a production schedule for a puzzle game called "Apple Run" that will have multiple levels of increasing difficulty. It will start with collecting 5 apples in level 1 within 5 minutes, and progress to collecting more apples in less time with each level. Level 10 introduces a golden apple that must be found within 1 minute. Level 15 adds enemy characters that can cause the player to die if not avoided. The target audience is children and young teens.
The production schedule includes 5 phases - research, planning & design, testing, and launch. Key dates and tasks are provided for each phase, with coding estimated to take 17 weeks. A contingency plan adds 17 extra weeks to the production timeline in case of delays, pushing the
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
Willing suspenssion of disbelief - Yaron Dotan on Rising EagleOded Sharon
The document outlines the process of developing a video game from initial idea through launch and beyond. It discusses the iterative design, research and development, testing, and launch phases. Key steps include reality checks on feasibility, discrete feedback, adapting based on testing results, and focusing on continuous improvement after launch through community engagement and new features. The overall process emphasizes learning from other games, managing resources, and treating development as a journey.
SuperFeet is a cross-browser Mario Bros clone built using HTML5
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Each time it comes in contact with its enemies, it loses a life. When it loses all its lives, the game ends
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Core Game Design (Game Architecture)
1. Chapter : 1
Core Game Design
6/1/2014 1Prepared by Pawar R.B.
Gharda Institute of Technology
2. Information about game design
To make game interesting
Good game is that which provide good experience.
Programmer should know the game environment and
various choices related to player and what is the content
of that choices related to player.
6/1/2014 2Prepared by Pawar R.B.
Gharda Institute of Technology
3. Keep simple
Unique
Real time environment
Always used two player to play
Fun
6/1/2014 3Prepared by Pawar R.B.
Gharda Institute of Technology
4. For game development the skills required is
creativity , craft, and technique.
Getting idea is the important requirement into
game development.
Game design process is followed by concept,
goal, plan, specification, code, test.
6/1/2014 4Prepared by Pawar R.B.
Gharda Institute of Technology
5. Two steps in Game design process:
Step1: Build the concept
1.Get an idea
2.Build the game concept
3.Creat a goal
4.Creat an emotional experience for the
player.
Step 2: Creating the game specification
1.Write the design document
2.Build the prototype
3.Chose and appropriate lifecycle model
6/1/2014 5Prepared by Pawar R.B.
Gharda Institute of Technology
6. Getting an idea:
Ideas come from dreams and inspiration
Programmer should come with unique idea
There is brief description What the game should
be written.
This should measured in originality, potential
audience(all age group, specific group, only girls
and only boys)
Final idea are check and the concept is created.
6/1/2014 6Prepared by Pawar R.B.
Gharda Institute of Technology
7. Game concept:
Game is good if player win by doing unexpected
things.
The game should have action(use many keys)
Adventure (story)
Puzzle(analytical thinking)
Educational(learning by doing )
Games likes movies combine different feature.
Adventure game combine action and puzzle
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Gharda Institute of Technology
8. Difference between movies and games
Require input from user
Player make decision in game
Game some time have no ending, one ending and
multiple ending but movies have predetermine
ending.
Game has rule and goals, players, objects,
physics, sound, speech and emotion.
6/1/2014 8Prepared by Pawar R.B.
Gharda Institute of Technology
9. Every game has goal. All aspect focused the
player towards achieving the goal
Games having following goals:
1. To collect pointes
2. To gain power
3. To reach the destination/target first
4. To overcome obstacles
5. To discover something's
6. To eliminate opponents
6/1/2014 9Prepared by Pawar R.B.
Gharda Institute of Technology
10. Point scoring game having no visible objective
Racing and conquest type game having visible
objective
1.In racing the player knows his/her position,
compare with opponent at any time
2.In RPG pointes earned spend on improving the
attribute
3. In strategy games, gather resource.
4.In adventure games, collect items are used to
solve the something's
6/1/2014 10Prepared by Pawar R.B.
Gharda Institute of Technology
11. If emotional experience does not match the
goal player not enjoy the game.
Design a game in such way that players get
addicted.
Cool graphics, fast action stimulating strategy
added to the game.
6/1/2014 11Prepared by Pawar R.B.
Gharda Institute of Technology
12. Score:
◦ player expect more from game experience than score.
◦ Fighting racing and sports
Moves:
◦ controlling virtual athletes' in sports and vehicle in racing
required a steady practice.
Explore levels:
◦ Hide the some of the levels, move through the levels
realize the hidden area,
◦ eg. Racing game having additional cars.
6/1/2014 12Prepared by Pawar R.B.
Gharda Institute of Technology
13. What type of game it is?
What is the objective?
What feature gameplay having
Identify the player
Identify the game type and constraints
Identify the universe
Identify the goal
o Determine the criteria for success. How player
win/loss.
o Determine the rule for interaction
o How the constraint told to the player? Is story tell to
the player
6/1/2014 13Prepared by Pawar R.B.
14. The concept put dawn on the paper
This will generate the outline and sketch of game
design
This will help to move ahead or give up
This stage technical constraint are not require only
unique feature take into account.
Description of game working is given and result is
committed.
6/1/2014 14Prepared by Pawar R.B.
Gharda Institute of Technology
15. Feature based description easy to understand
Feature comes into account from rules
Rule changes when detailed the program
Reason for changes is the diff. rule interact with
each other.
6/1/2014 15Prepared by Pawar R.B.
Gharda Institute of Technology
16. 1.Vital feature(integral feature):
This make the game work properly.
In football game formation is selected first and the choice of
player made accordingly.
2.Chrome feature:
Some feature not effect on the game but increase the
enjoyment.
Story, look and feel of the game.
Example: player choose the stadium.
3. Gameplay substitute:
o Some features does not affect the game but provide lot of
choices to the player.
o Ex: player can chose one on one with the computer or
multiplayer mode in LAN.
6/1/2014 16Prepared by Pawar R.B.
Gharda Institute of Technology
17. 1.Explain the developer how the game works
2. Provide the vision statement through out
development
3. Identify the feature that are chrome or integral
6/1/2014 17Prepared by Pawar R.B.
Gharda Institute of Technology
18. Good interface design provide the user view with
there is no restriction on controlling the game
Good interface are very useful in strategic games
6/1/2014 18Prepared by Pawar R.B.
Gharda Institute of Technology
19. Initial stage rule should be guess
Then more and more rule are added and new
rules is interact with old one and changes made,
finally they became a hole.
Rules provide the different features
One unit is affected then, affect all other unit
6/1/2014 19Prepared by Pawar R.B.
Gharda Institute of Technology
20. Level design affect the core gameplay.
Low level provide the more watching than playing
Story oriented game provide more narrative character
so that user involve into game with lot of interest.
Level should not be use to create deficiencies into
game.
Accurate specification is given to level designer who
understand the rules
Primary goal of the game design create interest in
reader and convey the design aspect without
ambiguity.
Interest should be from start to end.
6/1/2014 20Prepared by Pawar R.B.
Gharda Institute of Technology
21. Detailed game description:
Basic concept:
◦ The idea should be informative and interesting
Background story:
◦ This is necessary for adventure kind of game and not puzzle kind of
game
Objective:
◦ Reader should have clear idea of gameplay and provide more
detailed as possible in design documents
6/1/2014 21Prepared by Pawar R.B.
Gharda Institute of Technology
22. Game play:
◦ Working of game from beginning to end, title screen
and option screen should be displayed, computerized
opponent should be provided by Artificial Inteliggence,
result of particular option should be known to player,
information provide by help option window.
6/1/2014 22Prepared by Pawar R.B.
Gharda Institute of Technology
23. Character
◦ Action in a game
World
◦ Location, characters, objects, event
Controls
◦ Buttons to be provided for user interface
Graphics
◦ Grass, hard pitch
Sound and music
◦ To create impact in a game
◦ Added more real time effect
6/1/2014 23Prepared by Pawar R.B.
Gharda Institute of Technology
24. Prototype are build into following order
Minimize the risk
Get the client feedback in development process
Help to visualize the end product
Find the flexibility
Typical game section
Game section-1
Environment is set up for game
option to play or exit
Requested to enter input
Input is stored and view
6/1/2014 24Prepared by Pawar R.B.
Gharda Institute of Technology
25. Game section-2
Game state is change according to user last input
AI is applied for player action. Then background
animation, music, sound effects perform
Finally housekeeping is done
Game section-3
Current animation is drawn into virtual buffer and then
displayed
Frame displayed rate is specified and locked.
Exit state source are released
System setting are restored
Control given to operating system
6/1/2014 25Prepared by Pawar R.B.
Gharda Institute of Technology
26. 1. Rapid prototyping phase before specification very popular techniques
2. Building of game involves implementation and integration in repeated block
3. Agile-Extreme programming involve
◦ Team based and collaborative approach
◦ Hardly any documentation
◦ Integration of testing into development process
6/1/2014 26Prepared by Pawar R.B.
Gharda Institute of Technology
27. 4. Development process involve
◦ Build the prototype
◦ Asking other people to look at the game
◦ Carefully observing the player
◦ Reward the player in the game
◦ Using new tester
◦ Taking the game to the next level
◦ Good design are both High level (architectural level ) and low
level(design level)
6/1/2014Prepared by Pawar R.B. 27
28. Strategy required to reach end points are called the gameplay
Rules are interact with each other or environment to generate
result.
1.Implementing the gameplay:
The game is series of choices
The decision has gameplay value when it has an upside and
downside
Each decision affect the next
Decision include correct choice at the circumstances
6/1/2014 28Prepared by Pawar R.B.
Gharda Institute of Technology
29. Dominated strategy: The choice witch is not using in
circumstance is called dominated strategy
Dominant strategy: The choice witch is use in
circumstance is called dominated strategy
Near dominant strategy are used in certain
circumstances where above not work
It is widely use by the player
Eg of near dominant strategy are given by asking
following question:
What is the most common feature?
Is the facility use only once then how much developing
time required?
How much special efforts are needed to create interface
6/1/2014 29Prepared by Pawar R.B.
Gharda Institute of Technology
30. Different option involve in gameplay
Option may or may not be taken depending on factor
Option can have time constraints
Option does not affect the game much
Option that is worth being taken
Option that is never worth being taken
2.Toolbox to assist with choices
There is no particular method to create choices that are
left to the player
Strategic choices are made for long term
Tactic choices are made for short term or current
There should be enough scope for good judgment
6/1/2014 30Prepared by Pawar R.B.
Gharda Institute of Technology
31. 3.Impermance
Advantage can be impermanent due to following factor
They can be destroyed, injured, stolen
Can lost any time, limitation on use
No use in certain circumstances
Gameplay enrich your experience and interaction
Interaction can be done in the following ways
By changing the setting or game itself
By directly controlling the character
6/1/2014 31Prepared by Pawar R.B.
Gharda Institute of Technology
32. Vision document and describe final product and
serve as goal to the developer
When code strictly follow the gameplay
specification then product is ready to release.
1.Responsibility of the designer
Clarify the designer ideas which taken from many
resources
Bring them to structural level
Then decided it should be implemented or give up
6/1/2014 32Prepared by Pawar R.B.
Gharda Institute of Technology
33. Development phases in gameplay
Phase Process Person Outcome
Feasibility Discussed the initial
idea
Designer , architect,
technology group
Project go ahead
signal from client
Conceptualization Detailing the design Designer Game specification
designer’s note
Plan Planning the mini-
specification for each
stage
Designer and software
planner
Set of mini-
specification
documents
Technical architecture Preparing architecture
component and tool
Architect, project
leader, planner
Technical specification
project plan
Component building Constructing the
component and tool for
game consider
interdependencies
Development team Component that are
functionally complete
Integration Project leaders get the
component created by
the D.TR
Project leader and
designer
Completed part of the
game and tools
6/1/2014 33Prepared by Pawar R.B.
Gharda Institute of Technology
34. Phase Process Person Outcome
Complexity level Project leader
discussed with
level designer to
build the game
level
Project leader,
level designer
Complete game
fore each level,
artwork and
manuals are
finalizes
Review Quality assurance
dept. dose the
review in parallel
with the leveling
Quality assurance
dept.
Bugs are fixed
and feedback are
provided to
developer
6/1/2014 34Prepared by Pawar R.B.
Gharda Institute of Technology
35. Gameplay
specification
Content mapping
Designer node
Module 2
specification
Module 1
specification
Module n
specification
Content mapping of designer’s notes with the game play specification
6/1/2014 35Prepared by Pawar R.B.
Gharda Institute of Technology
36. Each level has the following design items
Games are developed in an iterative manner
Most time spiral model chosen
Each mini-specification (level) is developed and tested
◦ Goal to design this feature is implemented in that level
◦ Philosophy, this level how differ from previous
◦ Expected result is outcome at particular level
◦ Alternate and other idea suggested in brainstorm session
6/1/2014 36Prepared by Pawar R.B.
Gharda Institute of Technology