Creating a Game Brent M. Dingle, Ph.D. 2015 Game Design and Development Program Mathematics,...
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Transcript of Creating a Game Brent M. Dingle, Ph.D. 2015 Game Design and Development Program Mathematics,...
![Page 1: Creating a Game Brent M. Dingle, Ph.D. 2015 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -](https://reader035.fdocuments.us/reader035/viewer/2022062722/56649f295503460f94c41ae6/html5/thumbnails/1.jpg)
Creating a Game
Brent M. Dingle, Ph.D. 2015Game Design and Development ProgramMathematics, Statistics and Computer ScienceUniversity of Wisconsin - Stout
Iterative Planning and ProductionRapid Prototyping and Mockups
See also references at end of slides (if any)
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You Are More
• You are more than – an artist– a programmer
• You are studying to be – a Game Designer and Developer (GDDer)
• What does that mean?
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A GDDer Understands
• All aspects of design and development– art– sound– programming– story presentation– workflow– management– advertising– communication– …
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A GDDer Is
• Pretty clear on these two• an artist• a programmer
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A GDDer Is
• Architects create blueprints• Games require
– Design Docs– Prototypes
• From blueprints– consistent (mass) production
• an artist• a programmer• an architect
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A GDDer Is
• Players are invited into the designer’s “worlds”– for enjoyment and
entertainment
• an artist• a programmer• an architect• a party host
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A GDDer Is
• Creating worlds• And the physical rules that
govern those worlds
• an artist• a programmer• an architect• a party host• godlike
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A GDDer Is
• Create – and interpret– and explain– and defend/enforce
• rules that players must follow• and co-designers and developers
must understand
• an artist• a programmer• an architect• a party host• godlike• a lawyer
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A GDDer Is
• Many games require – presenting and teaching
• new skills, ideas, concepts, frameworks of thinking
– to players• and to co-designers/developers
• an artist• a programmer• an architect• a party host• godlike• a lawyer• an educator
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A GDDer Is
• Creating a game– Uses methods very much like
the scientific method
– Requires study and understanding of fields beyond ‘gaming, art, cs…’
• an artist• a programmer• an architect• a party host• godlike• a lawyer• an educator• a research scientist
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Methods and Process
• Creating a game involves– planning and producing– both should be iterative and cyclic
• Why?
• Consider some history…
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“Old” Process: Waterfall1. Design all on
paper2. Implement/program it3. Test it4. Add some “bling”5. Ship it
• Assumes all things go perfect– Moves only in one direction– No way to go back and fix things
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“Newer” Processes are Iterative• Start same as waterfall– Design– Implement– Test
• Add an extra phase– Evaluate
• Allows making changes if they are determined to be necessary
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Link to Scientific Method1. Make an observation2. Propose hypothesis
3. Create Experiment to Test Hypothesis
4. Perform the Experiment
5. Evaluate Results– Repeat as necessary
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More = Better
• The more iterations done– The better the game is likely to be
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Snag on Video Games
• Implementation takes a LONG time– Programming is slow• Debugging is slower
– Artwork can be slow• Finalizing is slower
– Often difficult and time consuming to change once in place
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Solution on Video Games
• Rapidly Prototype things– Usually on “paper only” first– Can be “easy digital”• i.e. little to no programming
• For clarity– for this class – we often/will call this a mockup
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Iterative Rapid Prototyping
• More Iterations = Better Game– Iterate as many times as possible– Don’t start implementing until the design/planning is well done
• Still possible to go back to design phase after implementation• But minimizes the likelihood
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Risks
• Games have many risks– Design Risk• Risk game will not be fun and people won’t like it
– Implementation Risk• Possibility the development team will not be able to
build the game
– Market Risk• Game is great, but people don’t buy it
– …more
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Risks Versus Rapid Prototyping
• Games have many risks– Design Risk• Risk game will not be fun and people won’t like it
– Rapid Prototyping helps reduce Design Risk
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Risks Versus Game Decomposition
• Games have many risks– Design Risk• Risk game will not be fun and people won’t like it
– Implementation Risk• Possibility the development team will not be able to
build the game
– Market Risk• Game is great, but people don’t buy it
– …Later we will see how proper Game Decomposition can reduce the Implementation Risk
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Also In the Future: Agile Design
• Later– We will take a closer look at agile design• And how Rapid Prototyping relates
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For Now: Take Away
• The greater the Design Risk• the more unknowns you have• the more untested and unproven rules your have
• The more iterations you will need
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Risk to Video Games
• Video games can have impressive technology– physics– graphics– sounds– …
• Obscuring the “staleness” of the gameplay
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Suggestion/Requirement
• Take the time to create mockups– Do the iterations– Make the planning as solid as it can be
• The catch– Must do so quickly enough to
have time to implement
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End Summary• Great designers do not design great games– Often the design is bad at the beginning– iteration and testing makes them become great
• Notables– Have a playable mockup of your game as early in
development as possible• Faster this happens = faster you can test ideas
– With equal amounts of time to create• Shorter, simpler game will be better than long & complicated
– Simple Reason: Longer games take longer to iterate
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Questions?
• Beyond D2L– Examples and information
can be found online at:• http://docdingle.com/
• Continue to more stuff as needed
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References
• Some material in these slides was derived/based on material from:– Ian Schreiber, Game Design Concepts– https://gamedesignconcepts.wordpress.com/– Released under a Creative Commons Attribution
3.0 U.S. License• http://creativecommons.org/licenses/by/3.0/us/