This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
Introduction to the presentation on Game Development Life Cycle (GDLC) by Sarah Alazab, acknowledging the source and structure.
Overview of the Game Development Life Cycle as interpreted through various software models, focusing on essential phases including idea, proposal, and design.
Detailed presentation of identified phases including story development, scripting, feasibility study, promotional demo, layout designing, modeling, texturing, animation, coding, testing, integration, and game testing.
Importance of a well-defined story line aimed at specific age groups, focusing on character, conflict, scenarios, and resolution as central to gaming.
Refinement of the game story into a script emphasizing seamless level transition, creativity, and audience engagement.
Assessment of game feasibility addressing requirements, profitability, scheduling, and creating comprehensive feasibility reports with management and technical specifications.
Creation and planning of promotional demos aimed at attracting potential customers before the game implementation.
Focus on character and background designs that contribute to the overall aesthetics of the game.
Development of game layouts to represent different levels, sets, and challenges inherent to game constraints.
Character, set, and props modeling emphasizing the need for detailed data rendering using advanced techniques.
Application of texturing for realism in 3D design, enhancing surfaces and color of characters and environments.
Different methods of character animation including frame by frame, motion capture, and mesh animation, describing their importance in gameplay.
Explanation of high-level and low-level design, focusing on module relationships and in-depth logic settings for game components.
Discussion on programming languages and engines utilized for creating interactive gaming experiences, including examples of 2D and 3D engines.
Importance of testing at module level to ensure games are free from errors, highlighting the availability of debugging tools.
Integration of modules post-testing, followed by thorough game testing to identify bugs and ensure user satisfaction; mentioned tools for testing.
Summary of the phases in game development emphasizing their benefit to teams in ensuring a smooth development process.
List of references and resources utilized in the presentation to support the discussed content.
Acknowledgment
This presentationis based on a document titled
“Lifecycle for Game Development to Ensure Enhanced
Productivity”
by K. Subhash Babu1 and R.Maruthi2
Professor & Head, Dept. of MCA, SSN college of Engineering, Chennai,
Tamilnadu, India1
Associate Professor, Dept. of MCA, SSN college of Engineering, Chennai,
Tamilnadu, India2
I. Introduction
Many researchersdescribed GDLC according to different software development
models.
Based on all these models, the most important phases are
The idea
Proposal
Design phases [2]
5.
II. Game DevelopmentLife Cycle
Developing the
Story
Developing the
Script
Feasibility
Study
Promotional
Demo
Designing
Layout
Designing
Modeling
Texturing
Animation
High, Module and
Low Level Design
Coding
Testing
Debugging
Integration
GameTesting
6.
A. DEVELOPING THESTORY
A core theme with a well defined story line
Target a specific age group
Story starts with an idea then develops further
Characters, situations, events and places, relationships are determined
Conflict and resolution scenarios are added
The translation of a story into a game is a mere conflict resolution.
7.
B. DEVELOPING THESCRIPT
The story is refined to obtain a tight script that ensures a seamless flow between
levels.
Script writing needs a great deal of imagination and creativity.
The key is to capture the imagination of the audience.
Characters and backdrops are created and decided during this phase.
The better the script the better will be the game.
8.
C. FEASIBIBLITY STUDY
Assess the feasibility of a game.
Helps to freeze the requirements, the scope, profitability and other conclusions of the
proposed game [4].
The areas to be analyzed in the feasibility study are:
Requirements
Pricing
Technical, organizational, cultural and legal issues
Schedule of the project
9.
C. FEASIBIBLITY STUDY
Inthis phase project leaders, project design and development personnel and research
group will be working together to create a game as a complete product [5].
Programmers analyze and explain the programming limitations to the project managers.
The outcome of the feasibility study is the feasibility study report, which contains :
Management summary
Technical specification [4]
The findings and recommendation
10.
D. PROMOTIONAL DEMO
Promotional demo is needed to attract the potential customers.
Plan the promotional demo for the game and execute it.
A basic trial version or trailer since the game is not implemented yet.
E. DESIGNING
Figure -3Background design-1
Figure -4 Sets and Props Designs
• Background design
• Sets and Props design
13.
F. LAYOUT DESIGNING
Layout for the entire game and for all the levels.
The layout represents the various sets and passage ways with hurdles
Every type of game have certain constraints. Covering all is quite challenging [9].
Figure-5: Layout Design
14.
G. MODELING
Charactermodeling, sets modeling and props modeling.
Models have to provide enough data so the finer details can be rendered in an
effective manner.
Advanced techniques like the use of normal mapping[10].
Figure- 6 Props Modeling
15.
H. TEXTURING
Texturing isa technique for adding detail, providing surface texture or color so
that a realistic look can be given to the characters, sets and props. It is very
common in almost all the 3D applications. An example of textured design is given
in figure-3.
Figure-7:Textured model
16.
I. ANIMATION
Characters animationrepresent the sequence of actions in the game.
Frame by Frame Animation
Key frames are snapshots of an image at a single point in time. Key frame animation is the
cycling of key frames to give the illusion of movement.
Figure-8 Frame by Frame Animation-1
17.
I. ANIMATION
MotionCapture Animation
Capture and record movement of the characters or objects enacted by humans or trained
animals with either optical or magnetic sensors placed on them.
These movements are later applied to the models.
Requires expensive camera/magnetic
systems and very specific hardware and
software.
18.
I. ANIMATION
MeshAnimation
Mesh methodology (supports the deformations of Muscles & Joints. e.g., facials, biceps,
skin movement on rib-joints for animals, etc).
19.
J. HIGH ANDLOW LEVEL DESIGN
The high level design identifies all the elements in an abstract way hiding most
details
Shows relationships between modules in the form of data flow, flow charts, data
structures etc.
• In module design high level design is
segregated into various modules.
20.
J. HIGH ANDLOW LEVEL DESIGN
The low level design details the high level design (i.e) the logic behind each of the
module is defined.
21.
K. CODING
Codingfor making the gaming interactive
Coding for implementing the interface design
2D Game Engines like GameMaker, Multimedia Fusion 2, Construct, Flixel,
FlashPunk and Stencyl.
Figure:10 Design interfaceFigure:9 GameMaker IDE
22.
K. CODING
3DGame Engines are Unity , UDK , XNA , BlitzMax , jMonkeyEngine andTorque
to name a few[11].
Figure:11 Unity Game Engine Figure:12 Unreal Development Kit
23.
L. TESTING ANDDEBUGGING
This phase is carried out at the module level before integrating all the modules.
Testing is to be done to make each and every module in the game to be free from
errors and bugs.
Most of the Games designing tools come with built in testing and debugging
tools.
24.
M. INTEGRATION
Aftertesting, all the modules are integrated to get the final product. It is very
similar to assembling the various parts of a product to get a complete
product.
25.
N. GAME TESTING
The game is tested for the complete flow from the beginning to the end
Identify bugs and fix them
Since it is a complex task which involves twists and turns, it is tested thoroughly
to meet the expectations of the users.
Examples of software’s for testing are:
GameTester 1.1
SeeTest
eggPlant
26.
III. CONCLUSION
Thispaper gives an outline of the phases involved in the game development
process and briefly discusses each of them
Following these phases can benefit all the team included in the game
development to proceed in their game development process without
worrying about any defects and shortcomings.
27.
IV . REFERENCES
[1] http://game.ezinemark.com/the-life-cycle-of-a-game-7d2d85a67203.html
[1] http://www.docstoc.com/docs/39557145/The-Game-Development Process_ PowerPoint_---The-Game-Development.
[2] http://www.rpgrevolution.com/tutorial/developing-a-game-storygame writing_3.html
[3] http://www.ogcio.gov.hk/en/infrastructure/methodology/software_life_cycle/
[4] http://www.techbaba.com/q/196feasibility+study+software+development+life+cycle.aspx
[5] http://www.cgmwonline.com/character-design-for-games.html
[6] Petri Lankoski, Character-Driven Game Design: Characters, Conflict, and Game play more
[7] http://www.creativeskillset.org/games/careers/article_4724_1.asp
[8] http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/
[9] James Dargie, Modeling Techniques: Movies vs. Games
[10] http://www.pixelprospector.com/the-big-list-of-game-making-tools/
[11] http://www.yoyogames.com/gamemaker/windows
[12] http://www.clickteam.com/website/world/multimedia-fusion-2
[13] ww.flixel.org
[14] http://www.stencyl.com/
[15] http://www.unrealengine.com/udk/
[16] http://www.blitzbasic.com/Products/blitzmax.php
[17] http://jmonkeyengine.com/engine/
[18] http://experitest.com/web-test-automation-seetest/gaming-test-automation/
[19] http://www.testplant.com/solutions/media-and-gaming/
[20] http://www.adventuregamestudio.co.uk/site/ags/
[21] http://stratagus.com/
[22] https://play.google.com/store/apps/details?id=com.drodin.stratagus&hl=en