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gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Course Overview;
Development Process
Lecture 1:
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
CS/INFO 3152: Game Design
— Single semester long game project
— Interdisciplinary teams of 8 people
— Design is entirely up to you
— First 3-4 weeks are spent preparing
— Labs to develop basic game concepts
— Design activities to solidify your ideas
— Group activities to help you collaborate
— Remainder of class spent on project
Introduction
2
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
CS/INFO 3152: Game Design
— We provide a basic milestone schedule
— Today’s focus: the development process
— Deliverables every two weeks (after week 4)
— Details on course website:
http://www.cs.cornell.edu/courses/cs3152
— Games demonstrated at Showcase
— Like BOOM, open to the public
— Public reaction is part of your grade
— Submissions posted on the GDIAC website
Introduction
3
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Course Structure
— Lectures: Mondays, Wednesdays, Fridays
— Of general design and development interest
— Will include group activities to use the new room
— Lecture notes posted on website (but incomplete!)
— Communication Labs: Tuesdays (usually)
— Create documents and presentations
— Satisfies the technical writing requirement
— See schedule for exact dates
Introduction
4
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Course Structure
— Game Labs: First four Thursdays
— Special labs for programming or design
— Complete according to your project role
— Only INFO has a choice; CS is programming only
— Playtesting: Thursdays for major milestones
— Submit a playable prototype every two weeks
— Others will playtest your prototype in class
— We will critique each other’s games
Introduction
5
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
This course is a lot of work!
— Expect at least 10 hours/week outside of class
— Once the project “starts” in four weeks
— Typically bare minimum to finish game
— But if you do this, guaranteed at least a B
Introduction
6
Includes
— Time working on game
— Time writing documents
— Time meeting with group
Does Not Include
— 5 days/week in class
— Time spent on readings
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
This course is a lot of work!
— Expect at least 10 hours/week outside of class
— Once the project “starts” in four weeks
— Typically bare minimum to finish game
— But if you do this, guaranteed at least a B
Introduction
7
Includes
— Time working on game
— Time writing documents
— Time meeting with group
Does Not Include
— 5 days/week in class
— Time spent on readings
If this is a problem, let us know immediately
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Project Groups
— This is a group-oriented course
— 7-8 person teams of diverse talents
— At least one ≥ 3110 programmer
— At least two character designers/artists
— One user interface specialist
— Groups have been assigned by the staff
— Taking your preferences into account
— Groups must be in the same section
Introduction
8
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Game Requirements
— Must be unique with innovative gameplay
— Avoid standard point & click adventures
— But can take elements from other games
— Example: platformer + something new
— Must be feasible in a semester
— Avoid full-blown RPGs or real-time-strategy games
— But can have basic elements of these games
— Must have a single player mode
Introduction
9
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Game Requirements
— Must develop in the game in LibGDX
— Java-based cross platform engine
— Has become very advanced, surpassing XNA
— Can use any IDE, but only IntelliJ is supported
— Must develop a game for a desktop PC/Mac
— Designing gameplay for mobile input is hard!
— Subject of the advanced class, 4152
— See website for help and resources
Introduction
10
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Intellectual Property
— Your group retains all ownership
— You can commercialize it later
— You can make derivative works
— Individual ownership is your responsibility
— But Cornell gets a non-exclusive license
— Non-commercial use of final version submitted
— We can post this version on our website
— We claim no other rights to your game
Introduction
11
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Grading Policy
— Mixture of group and individual grades
— Group grades are same for all group members
— Group game grade (25%)
— Technical writing (20%)
— Class presentations (5%)
— Individual grades distinguish group members
— Individual game grade (20%)
— Game Labs (20%)
— Attendance (at demos) (10%)
Introduction
12
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Game Grade
— Group grade reflects the game quality
— Individual grade represents contribution
Introduction
13
Grade Criteria
A Bug-free, Fun-to-play
B Complete and playable
C Complete but unplayable
D/F Serious delinquencies
Grade Criteria
> Group Visionary, group MVP
= Group Good attitude, hard worker
< Group Produce negative work
D/F Abandon the group
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
ENGRC Grading
— You must enroll in ENGRC 3152 as well
— No extra work; just what you do in discussion
— Requirement by school of engineering
— All CS/INFO grades except the game and labs
— Workflow & Group Reports (15%)
— Course Documents (75%)
— Attendance & Presentations (10%)
— Typically higher than course grade
Overview
14
gamedesigninitiative
at cornell university
the
gamedesigninitiative
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Software Development
— Design process
— Decide what game you want to make
— Create a specification of your design
— Development process
— Implement your specification
— Test result to make sure it works
— Release (yeah!)
Introduction
15
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
The Traditional Model
— Document extensively; design to specification
— Design and documents done before coding starts
— Development follows a specified project timeline
— A general software engineering model
— Often called the waterfall model
Introduction
16
Pre-Production Design Implement Test Release
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Waterfall Model
Introduction
17
Pre-Production
Design
Implement
Test
Release
Cannot start stage until
previous step finished.
Result: Lots of delays
What if you discover
the game is not fun?
Result: Start Over?
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
The Iterative Model
— Cannot evaluate game without playing it first
— Iterate: Rethink design from intermediate results
— Should be playing 20% into development!
— This requires prototypes (may be nondigital)
Introduction
18
Test
Implement
Design
Pre-Production Release
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
SCRUM & Agile Development
— Iterative model is called agile development
— The most popular agile method is SCRUM
— Key (but not only) idea: SCRUM sprint
— Focus on a small, but testable deliverable
— 3-4 weeks in industry; 2 weeks in this class
— Sprint Backlog: features left to implement
— Chosen to implement for this sprint
— Re-evaluate features at end of every sprint
Introduction
19
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
SCRUM Sprint
Introduction
20
Sprint
Product
Backlog
Sprint
Backlog
Feature
Release
Features
at the end
Features
this Sprint
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Milestones
— Suggestions for your sprint backlog
— Flexible enough to handle set-backs
— Can renegotiate if you get seriously behind
Introduction
21
Week 5 Nondigital Prototype 2/17
Week 7 Gameplay Prototype 3/2
Week 9 Technical Prototype 3/17
Week 11 Alpha (Code Complete) 4/6
Week 13 Beta (Feature Complete) 4/20
Week 15 Release (Balanced and Tested) 5/4
Week 16 GDIAC Showcase 5/15
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Documentation
— Major part of the development process
— Why course counts for technical writing
— Ensures group is always on “same page”
— At every point of development
— Pre-production: concept document, gameplay
— Sprints: reports, architectural specification
— Release: game manual, post-mortem
— Challenge is understanding your audience
Introduction
22
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Pre-Production Documentation
— Concept Document
— Describes the basic idea behind your game
— Communicate core vision without too many details
— Focus of Communication Lab next week
— Audience: a game publisher (to get funding)
— Gameplay Specification
— Thorough overview of your gameplay
— Include formal design elements shown in class
— May change as part of your sprints!
— Audience: new team members (hired later)
Introduction
23
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Sprint Documentation
— Reports (every 2 weeks)
— Outlines the upcoming sprint (who does what)
— Reflects on previous sprint (did you meet goals?)
— Written as a group document
— Audience: your game producer
— CATME Reports
— Online tool for reporting your progress
— Completed as individuals
— Allows us to look for problems in group
Introduction
24
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Using CATME for Reports
Overview
25
http://www.catme.org
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Detailed Specifications
— Architecture Specification
— Outline of your software organization
— Used to distribute tasks to programmers
— Audience: team programmers
— Design Specification
— Outline of your design vision
— Also includes technical details of asset handling
— Used for to help designers work together
— Audience: team designers
Introduction
26
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Detailed Specifications
— Architecture Specification
— Outline of your software organization
— Used to distribute tasks to programmers
— Audience: team programmers
— Design Specification
— Outline of your design vision
— Also includes technical details of asset handling
— Used for to help designers work together
— Audience: team designers
Introduction
27
Directed by the Lead Programmer
Directed by the Lead Designer
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Release Documentation
— Game Manual
— Concise description of gameplay
— Instructions on how to play the game
— Story, other material to improve the setting
— Audience: your players
— Postmortem
— Honest reassessment of what happened
— What went right; what went wrong
— Audience: yourself (for next time…)
Introduction
28
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
— Pre-production
— Initial design
— Concept Document
— Gameplay Spec
— Release
— Public Showcase
— Game Manual
— Postmortem
Introduction
29
Development Process Review
— Two-Week Sprints
— Playable prototypes
— Reports
— Arch/Design Spec
Test
Implement
Design
Pre-Production Release
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Semester Schedule
Week 1 Team Workflow 1/25
Week 2 Initial Proposal 2/1
Week 3 Revised Proposal 2/8
Week 4 Concept Document
(Project Kickoff)
2/15
Week 5 Nondigital Prototype
Milestone Proposals
2/17
2/22
February Break
Week 6 Gameplay Specification 2/29
Week 7 Gameplay Prototype 3/2
Week 8 Detailed Specifications 3/14
Week 9 Technical Prototype 3/17
Introduction
30
Pre-Production
Development
gamedesigninitiative
at cornell university
the
gamedesigninitiative
at cornell university
the
Week 10 Document Revisions 3/28
Spring Break
Week 11 Alpha Release
(Code Complete)
4/6
Week 12 Game Manual
(Draft based on Alpha)
4/18
Week 13 Beta Release
(Feature Complete)
4/20
Week 14 Final Portfolio 5/2
Week 15 Final Presentation
(Balanced &Tested)
5/4
Week 16 GDIAC Showcase 5/15
Semester Schedule
Introduction
31
Release
Development

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Overview of Computer Game Development

  • 1. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Course Overview; Development Process Lecture 1:
  • 2. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the CS/INFO 3152: Game Design — Single semester long game project — Interdisciplinary teams of 8 people — Design is entirely up to you — First 3-4 weeks are spent preparing — Labs to develop basic game concepts — Design activities to solidify your ideas — Group activities to help you collaborate — Remainder of class spent on project Introduction 2
  • 3. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the CS/INFO 3152: Game Design — We provide a basic milestone schedule — Today’s focus: the development process — Deliverables every two weeks (after week 4) — Details on course website: http://www.cs.cornell.edu/courses/cs3152 — Games demonstrated at Showcase — Like BOOM, open to the public — Public reaction is part of your grade — Submissions posted on the GDIAC website Introduction 3
  • 4. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Course Structure — Lectures: Mondays, Wednesdays, Fridays — Of general design and development interest — Will include group activities to use the new room — Lecture notes posted on website (but incomplete!) — Communication Labs: Tuesdays (usually) — Create documents and presentations — Satisfies the technical writing requirement — See schedule for exact dates Introduction 4
  • 5. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Course Structure — Game Labs: First four Thursdays — Special labs for programming or design — Complete according to your project role — Only INFO has a choice; CS is programming only — Playtesting: Thursdays for major milestones — Submit a playable prototype every two weeks — Others will playtest your prototype in class — We will critique each other’s games Introduction 5
  • 6. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the This course is a lot of work! — Expect at least 10 hours/week outside of class — Once the project “starts” in four weeks — Typically bare minimum to finish game — But if you do this, guaranteed at least a B Introduction 6 Includes — Time working on game — Time writing documents — Time meeting with group Does Not Include — 5 days/week in class — Time spent on readings
  • 7. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the This course is a lot of work! — Expect at least 10 hours/week outside of class — Once the project “starts” in four weeks — Typically bare minimum to finish game — But if you do this, guaranteed at least a B Introduction 7 Includes — Time working on game — Time writing documents — Time meeting with group Does Not Include — 5 days/week in class — Time spent on readings If this is a problem, let us know immediately
  • 8. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Project Groups — This is a group-oriented course — 7-8 person teams of diverse talents — At least one ≥ 3110 programmer — At least two character designers/artists — One user interface specialist — Groups have been assigned by the staff — Taking your preferences into account — Groups must be in the same section Introduction 8
  • 9. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Game Requirements — Must be unique with innovative gameplay — Avoid standard point & click adventures — But can take elements from other games — Example: platformer + something new — Must be feasible in a semester — Avoid full-blown RPGs or real-time-strategy games — But can have basic elements of these games — Must have a single player mode Introduction 9
  • 10. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Game Requirements — Must develop in the game in LibGDX — Java-based cross platform engine — Has become very advanced, surpassing XNA — Can use any IDE, but only IntelliJ is supported — Must develop a game for a desktop PC/Mac — Designing gameplay for mobile input is hard! — Subject of the advanced class, 4152 — See website for help and resources Introduction 10
  • 11. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Intellectual Property — Your group retains all ownership — You can commercialize it later — You can make derivative works — Individual ownership is your responsibility — But Cornell gets a non-exclusive license — Non-commercial use of final version submitted — We can post this version on our website — We claim no other rights to your game Introduction 11
  • 12. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Grading Policy — Mixture of group and individual grades — Group grades are same for all group members — Group game grade (25%) — Technical writing (20%) — Class presentations (5%) — Individual grades distinguish group members — Individual game grade (20%) — Game Labs (20%) — Attendance (at demos) (10%) Introduction 12
  • 13. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Game Grade — Group grade reflects the game quality — Individual grade represents contribution Introduction 13 Grade Criteria A Bug-free, Fun-to-play B Complete and playable C Complete but unplayable D/F Serious delinquencies Grade Criteria > Group Visionary, group MVP = Group Good attitude, hard worker < Group Produce negative work D/F Abandon the group
  • 14. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the ENGRC Grading — You must enroll in ENGRC 3152 as well — No extra work; just what you do in discussion — Requirement by school of engineering — All CS/INFO grades except the game and labs — Workflow & Group Reports (15%) — Course Documents (75%) — Attendance & Presentations (10%) — Typically higher than course grade Overview 14
  • 15. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Software Development — Design process — Decide what game you want to make — Create a specification of your design — Development process — Implement your specification — Test result to make sure it works — Release (yeah!) Introduction 15
  • 16. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the The Traditional Model — Document extensively; design to specification — Design and documents done before coding starts — Development follows a specified project timeline — A general software engineering model — Often called the waterfall model Introduction 16 Pre-Production Design Implement Test Release
  • 17. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Waterfall Model Introduction 17 Pre-Production Design Implement Test Release Cannot start stage until previous step finished. Result: Lots of delays What if you discover the game is not fun? Result: Start Over?
  • 18. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the The Iterative Model — Cannot evaluate game without playing it first — Iterate: Rethink design from intermediate results — Should be playing 20% into development! — This requires prototypes (may be nondigital) Introduction 18 Test Implement Design Pre-Production Release
  • 19. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the SCRUM & Agile Development — Iterative model is called agile development — The most popular agile method is SCRUM — Key (but not only) idea: SCRUM sprint — Focus on a small, but testable deliverable — 3-4 weeks in industry; 2 weeks in this class — Sprint Backlog: features left to implement — Chosen to implement for this sprint — Re-evaluate features at end of every sprint Introduction 19
  • 20. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the SCRUM Sprint Introduction 20 Sprint Product Backlog Sprint Backlog Feature Release Features at the end Features this Sprint
  • 21. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Milestones — Suggestions for your sprint backlog — Flexible enough to handle set-backs — Can renegotiate if you get seriously behind Introduction 21 Week 5 Nondigital Prototype 2/17 Week 7 Gameplay Prototype 3/2 Week 9 Technical Prototype 3/17 Week 11 Alpha (Code Complete) 4/6 Week 13 Beta (Feature Complete) 4/20 Week 15 Release (Balanced and Tested) 5/4 Week 16 GDIAC Showcase 5/15
  • 22. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Documentation — Major part of the development process — Why course counts for technical writing — Ensures group is always on “same page” — At every point of development — Pre-production: concept document, gameplay — Sprints: reports, architectural specification — Release: game manual, post-mortem — Challenge is understanding your audience Introduction 22
  • 23. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Pre-Production Documentation — Concept Document — Describes the basic idea behind your game — Communicate core vision without too many details — Focus of Communication Lab next week — Audience: a game publisher (to get funding) — Gameplay Specification — Thorough overview of your gameplay — Include formal design elements shown in class — May change as part of your sprints! — Audience: new team members (hired later) Introduction 23
  • 24. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Sprint Documentation — Reports (every 2 weeks) — Outlines the upcoming sprint (who does what) — Reflects on previous sprint (did you meet goals?) — Written as a group document — Audience: your game producer — CATME Reports — Online tool for reporting your progress — Completed as individuals — Allows us to look for problems in group Introduction 24
  • 25. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Using CATME for Reports Overview 25 http://www.catme.org
  • 26. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Detailed Specifications — Architecture Specification — Outline of your software organization — Used to distribute tasks to programmers — Audience: team programmers — Design Specification — Outline of your design vision — Also includes technical details of asset handling — Used for to help designers work together — Audience: team designers Introduction 26
  • 27. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Detailed Specifications — Architecture Specification — Outline of your software organization — Used to distribute tasks to programmers — Audience: team programmers — Design Specification — Outline of your design vision — Also includes technical details of asset handling — Used for to help designers work together — Audience: team designers Introduction 27 Directed by the Lead Programmer Directed by the Lead Designer
  • 28. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Release Documentation — Game Manual — Concise description of gameplay — Instructions on how to play the game — Story, other material to improve the setting — Audience: your players — Postmortem — Honest reassessment of what happened — What went right; what went wrong — Audience: yourself (for next time…) Introduction 28
  • 29. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the — Pre-production — Initial design — Concept Document — Gameplay Spec — Release — Public Showcase — Game Manual — Postmortem Introduction 29 Development Process Review — Two-Week Sprints — Playable prototypes — Reports — Arch/Design Spec Test Implement Design Pre-Production Release
  • 30. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Semester Schedule Week 1 Team Workflow 1/25 Week 2 Initial Proposal 2/1 Week 3 Revised Proposal 2/8 Week 4 Concept Document (Project Kickoff) 2/15 Week 5 Nondigital Prototype Milestone Proposals 2/17 2/22 February Break Week 6 Gameplay Specification 2/29 Week 7 Gameplay Prototype 3/2 Week 8 Detailed Specifications 3/14 Week 9 Technical Prototype 3/17 Introduction 30 Pre-Production Development
  • 31. gamedesigninitiative at cornell university the gamedesigninitiative at cornell university the Week 10 Document Revisions 3/28 Spring Break Week 11 Alpha Release (Code Complete) 4/6 Week 12 Game Manual (Draft based on Alpha) 4/18 Week 13 Beta Release (Feature Complete) 4/20 Week 14 Final Portfolio 5/2 Week 15 Final Presentation (Balanced &Tested) 5/4 Week 16 GDIAC Showcase 5/15 Semester Schedule Introduction 31 Release Development