CSCD 487/587 Human Computer Interface Winter 2013 Lecture 7 Human Visual Perception.
9/9/20151 Game Design Documents CIS 487/587 Bruce R. Maxim UM-Dearborn.
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Transcript of 9/9/20151 Game Design Documents CIS 487/587 Bruce R. Maxim UM-Dearborn.
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Game Design Documents
CIS 487/587
Bruce R. Maxim
UM-Dearborn
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Communication
• Documentation– Methods vary widely– Written, descriptive model of the game
• Depth varies according to the needs of the game
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Design Documentation Stages
• Design treatment or concept paper– Game feasibility
• Design summary/design documents– Pitch document or proposal
• Design specification/product specification/production document– Functional product specification
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Game Treatment
• Game story– Abstract or “Reader’s Digest” type overview
• Game play and look– Focus on appearance– Player roles and actions– Strategies and motivations
• Development Specification– Hardware– Software– Algorithm style
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Communication
• Treatment– A brief, general description of the game and the
fundamental concepts– May include:
• Concept statement• Goals and objectives• Core mechanics and systems• Competitive analysis• Licensing and IP information• Target platform and audience• Scope• Key features
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Sample Development Specification
• This game uses a new 3D engine• Backgrounds are animated• Roughly 50 scenes will be rendered using 3D
Studio• Will be developed for Windows• Programmed using C++, DirectX, and our in-
house physics API• Estimated development time 10-16 months
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Communication
• Other document types may include:– Preliminary design document– Initial Design Document– Revised Design Document– General Design Document– Expanded Design Document– Technical Design Document– Final Design Document
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Design Document
• More formal and complete than game treatment– What does the player do?– What is the interface?– What is the plot?
• Level Details– What are the levels?– Who are the characters?– How do characters interact?
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Good Design Documents
• State the goals of the game explicitly
• Make the document itself readable
• Give priorities to ideas so that team members know what is important and what may be rejected
• List all details (e.g. behavioral model)
• Describe how you will do things
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Design Document Content
• Game Overview– More detailed revision of game treatment
• Plotline detail– List player goals and achievements and
work backwards
• Story outlines for each game section
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Outlining Your Game
• Describe universal elements- common features to every part of the game– scoring rules– names– special powers– anything else?
• Details of every scene or game level– Name for scene– Resource details– Physical and audio appearance
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Outlining Your Game
• Details of every scene (continued).– Background or playfield– Foreground objects and characters– Animations present for the scenes– Music and sound effects– Script for characters– Scenes and transitions– Flow charts for story branches– Miscellaneous elements (credits, saving games,
setup, etc.
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Game Design Document Sections
• Table of Contents• Introduction/Overview• Game Mechanisms• Artificial Intelligence• Game Elements• Story Overview• Game Progression• User Interface
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Product Specification
• Who is the production team?
• Target audience
• Gameplay
• Shelf-life?
• Production tools
• Schedule with milestones and deliverables
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Game Specification
• What is it like to play the game?
• Interface mock-up
• Story-line summary– Major: final accomplishments– Minor: intermediate tasks
• Storyboards– Prototype artwork and screen sequences
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Game Specification
• Character bibles– Profiles and biographies for each character
• Flowcharting– What are the decision points and scene
transitions?
• Scripts– What happens in each scene and during
each level?
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Storyboarding
• Story outline
• Draw 6-12 scenes from gamer and assemble them like a comic strip
• Add some notes to each sketch describing the action, artwork, sounds
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Communication
• Flowcharts– A typical technique for diagramming steps in a
process– Most developers are familiar
Star t /E ndP ro c e s s /
Ac tio nD e c is io n
Y/N D e lay
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Communication
S t artW an d eri n g
C i t yS e a r c h f o r
Q u e s tQ u e s t
Q u e s t D e ta il sA c c e p t
G a th e r P C A ll ie s E m b a r k/Sp l it G o to
W ild e r n e s s
C i ty
N o
Y e s
Y e s
N o
Re c r u i ts
R e c r u it
E q u ip
G e a r
G a th e r
S e e k A id
A r t if a c ts A ss is ta n c e
Reg ro u p
En co u n ter
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Communication
• Associative diagram– Drawing that helps manage and organize information visually
• Mind Map– A style of associative diagram
– Key words and figures are placed on branches
we ap o n
fi ghti ng
r a n g e
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Detail Questions
• What can characters do (fly,jump,invisible)?• How many enemies does hero fight?• What weapons are available?• How does the player get rejuvenated?• Multi-player stuff?• Game perspective (side, tops, 3D, first
person)?• What kind of sound track?• What about main character’s personality?
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Level Outline
• Name of section, level, or scene• Physical or audio appearance• Foreground objects and charcters
– Actions?– Animation?– Sound effects?
• Character scripts• Transitions
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Character Bible
• Journal in which the designer writes a profile and biography for characters used in the script
• Script may not be linear, so hypertext technology may need to be used to maintain continuity
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Puzzle Types - 1
• Ordinary use of objects• Unusual use of an ordinary object• Creating new objects out of old?• Information puzzles (e.g. find missing piece)• Codes and word puzzles• Excluded middle
– (relies on cause and effect type relationships)
• People puzzles (outwit the guard)• Timing puzzles
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Puzzle Types - 2
• Sequence puzzles
• Logic puzzles (e.g. riddles)
• Trial and error
• Machinery puzzles
• Alternate interfaces
• Mazes
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Bad Puzzles
• Unnecessary repetition• Restore puzzle
– find answer to puzzle when you die
• Arbitrary puzzles– cause should be linked to effects instead of random
• Designer puzzles– only designer can solve the puzzle
• Binary puzzle (e.g. wrong answer = death)• Hunt the pixel• Unnecessary interludes
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Good Puzzles
• Solvable• Being fair• No down time• Some randomness – different each time you
played• Naturalness to environment• Amplify a theme• Principle of least astonishment
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Hints
• Bread crumbs – at first everything works well and then give less direct help, if user struggles give more help
• Proximity of puzzle to solution – a fair game gives users everything they need to know
• Alternate solutions• Red herrings (things that “don’t compute”)• Steering a player
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Designing Puzzles
• Break story into scenes• Puzzles are obstacles to moving between
scenes• Trick is to make the puzzles match the story
and setting• Keep your character’s abilities in mind• Empathize with the player and what he or she
will know when puzzle is encountered
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Typical Game Sections
1. Game startup– Initialize variables– Set up data structures– Allocate memory– Load graphics and sound files
2. Game enters main loop or exits to OS3. User is prompted for input4. User input retrieve
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Game Sections - 2
5. Game state updated based on user’s last input
6. Based on last player action AI is applied, collisions processed, objects move
7. Once player logic processing is complete, background animation performed, music, sound effects,and housekeeping performed
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Game Sections - 3
8. Current animation frame is rendered (drawn to virtual buffer)
9. Program displays frame by copying buffer to screen
10. Frame display rate locked to 30 fps11. Exit section (game over)
– Release resources– Restore system settings– Exit to OS
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Why Use Prototypes?
• Minimize risk of starting over from scratch
• Involve client in development process early
• Prototypes can function as an animated storyboard
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Prototypes Answer Questions
• What will the finished product look like?
• What do we need to do?
• Can we produce the product at all?
• Can we attract a publisher?
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Prototyping• Work with a group of 3 or 4 people• You need to create a paper prototype for a
first person shooter• What rules will need for movement and
shooting?• Create a scoring system for your paper
prototype.
• Why did your group choose this set of rules?
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The next 5 slides comefrom the Rabin text
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Iterating
• Waterfall method– Development methodology– Design and production are broken into phases
• Iterative development– Practice of producing things incrementally
• Refining and re-refining the product
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Iterating
• Prototypes– Early working models of the product– Used to test ideas and techniques
• Physical prototypes– Non-electronic models; physical materials
• Software prototypes– Used regularly during iterative development
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Iterating
• Software testing– Process of verifying performance and reliability of a software
product
• Tester– Person trained in methods of evaluation
• Bug– Discrepancy between expected and actual behavior
• Problem/Bug report– Description of the behavior of the discrepancy
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Iterating
• Focus test– Testing session using play-testers– Testers represent the target audience– Lots of feedback at one time– Data can be compromised by group think
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Iterating
• Tuning– Developing solutions by adjusting systems– Iterations are faster– Changes are less dramatic
• Balance– Equilibrium in a relationship
• Player relationships, mechanics, systems, etc.
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Iterating
• Intransitive relationships– Multiple elements offer weaknesses and strengths relative to
each other as a whole – Balanced as a group– Example: Rock-Paper-Scissors (RPS)
H e a v yI n f a n t r y
C a v a lr yA r c h e r s