Introduction - BGUasharf/gaming_spring2011_files/... · 2011. 3. 7. · Video Game Design and...
Transcript of Introduction - BGUasharf/gaming_spring2011_files/... · 2011. 3. 7. · Video Game Design and...
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Introduction
Video Game Design and Development Spring 2011
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part of slides courtesy of Andy Nealen
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What is this course about?
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• Game design
– Real world abstractions
• Visuals
• Interaction
• Design iterations
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What is this course about?
• Game development
– Gameplay mechanics
– Rapid prototyping
– Many examples
• FUN !
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Game mechanics=ideas
• A game's play mechanics determine both its structure and its rules:
– how you win
– how you lose
– what to do to stay alive
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play mechanics are the foundation on which games are built…
Playing with power www.1up.com/do/feature?cId=3151392
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• Basics - fundamental concepts that have become a part of many of today's games
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• Handy features - ideas not absolutely essential to the design but enhance experience.
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• Style - play mechanics that add an exciting touch of artistic flair to games
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• Side by Side -- mechanics that allow other players or even computer-controlled characters to enrich the gaming experience.
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About myself
• Andrei Sharf • [email protected]
• http://www.cs.bgu.ac.il/~asharf/gaming
_spring2011.htm
• Research:
– Computer graphics, interactive techniques, shape modeling, geometry processing
– 3D shape acquisition, urban modeling, 4D detection
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Agenda
1. Definition of game and game design
2. Game design in small teams
3. Quick and dirty: rapid prototyping
4. Abstraction of the “real world”
5. Game “feel”: principles of virtual sensation
6. Games as systems/simulations in software
7. Prototype design (+ programming) strategies
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Course structure
• Teams of 3-4 people (start forming this week) • Weekly (mandatory) meetings
– Sunday 16-18: Lecture – Monday 10-12: Practice+presentations
• You will need at least two full days outside of class to work on games (likely more)
• First 4-5 weeks: one new game prototype per person/week
• Rest: each team fully develops their favorite and most successful prototype
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Requirements
• Most importantly: time
• Almost as important: dedication
• It would be beneficial to have experience in one or more of the following areas – Graphics programming (OpenGL, etc.)
– General programming and systems design
– Classical art and painting/sketching/animation
– Sound and music design
– Organizational and team leading capabilities
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Submissions
• 4-5 game prototypes
• Final game design document
• Final game prototype
• Final game beta
• Final game
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Tools?
• XNA (http://creators.xna.com) – core and concepts will be covered in practical session
• Other possibilities – Straight up OpenGL and C/C++ or Java
– Unity 3D
– Flixel (Flash AS3 libraries)
– SDL (http://www.libsdl.org/)
– 2D boy framework (http://2dboy.com/2009/05/27/rapid-prototyping-framework/)
– Whatever works…
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Platforms?
• Again, whatever you like
– PC / Mac
– Xbox 360 (via XNA)
– iPhone
• You will need to take care of your own hardware, and be able to present prototypes in class on a weekly basis
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Contact
• Andrei Sharf
– Email: [email protected]
– Reception: Monday 12-14, Room 222
• Gilad Bauman(TA)
– Email: [email protected]
– Reception: Monday 12-14
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What is a game? and what is game design?
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What is a game?
• Many definitions exist…
• Common in many definitions: – Participants (players)
– Decisions (interactions)
– Conflicts (opposition)
– Resource management (game tokens)
– Pursuit of a goal (or goals)
– (and all of this in a closed, formal system)
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What is game design?
• A form of modern day Alchemy • If we knew the formula for a great game we would
always use it
• Alchemy has advanced to chemistry, so we can advance to a science too, right ?
• Define rules / guidelines of the game
• Design interesting interaction • Risk and reward (e.g. interesting decisions for player)
• Advance the „plot“ (score, level, skill, narrative, etc.)
• Keep the player challenged, not frustrated
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Aspects of video game design
• What is video game design?
– Player mechanics and controls?
– Game rules, dynamics and goals?
– World and level design?
– Choice of colors, icons and setting?
– Interactive sound and music?
– Intuitive tools and code for designers and coders?
– Enemy/ally intelligence and behavior?
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Aspects of video game design
• Answer:
All of the above (and more) • video game design is inherently
interdisciplinary
• learn as much as you can about all aspects of a video game - you will be a better video game designer!
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Fundamental meaningful play
• Descriptive – Relationship between player action
and system outcome
• Evaluative – Discernable
• Perceive the immediate outcome of player action
• Explosion, sound effect, game state change
– Integrated • Outcome of an action is woven into the game system
• Actions on earlier „levels“ influence gameplay later on
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Game Design Team Players
For small/medium sized game projects
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Small design teams
• Team lead / design
– Organize team
– Schedule milestones
– Iterate game design and game rules
– Study game theory etc.
– See: „Rules of Play“, „Theory of fun“,„The Art of Game Design“
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www.experimentalgameplay.com
www.2dboy.com
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Small design teams
• Gameplay programmer
– game „AI“: refers to rule-based aspects
– software engineer
– encode „behaviors“, path planning, state machines, etc.
– Works closely with lead game designer
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Small design teams
• Graphics programmer
– Rendering technology
– Work with content creator on „procedural content“
– Interface with gameplay programmer (collision detection, events, etc.)
– Polish the visuals with particle effects, etc.
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© Bizarre Creations
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Small design teams
• Content creator
– 2D Sprites (Photoshop)
– 3D Models
– Textures, Normalmaps
– 2D/3D animations
– Sound design
• Role of an art director
– Coherent look-and-feel
– Adapt style to game mechanics and „story“
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God of War™, © SCEA Game Development - Spring 2011
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Small design teams
• None of these roles are carved in stone
– The previous example is one way of splitting work among a group of four
– Many successful projects have been completed by groups of two, and also solo developers
• Tip/trick: realistically adjust your design ambitions to the expected man-hours you will be able to invest
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Resources
Stand on the shoulders of giants
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Resources
• Game development / careers – gamecareerguide.com,gamasutra.com, gamedev.net,igda.com
• Game news – kotaku.com,1up.com,gamespot.com
– tigsource.com,indiegames.com/blog/
• Podcasts – 1up.com,gamespot.com, brainygamer.net
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Resources
• Books – Fullerton, Game Design Workshop – Norman, The Design of Everyday Things – Swink, Game Feel – Salen/Zimmerman, Rules of Play – Schell, The Art of Game Design – Koster, A Theory of Fun
• Research – Jesper Juul, www.jesperjuul.net – Game studies, www.gamestudies.com
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Homework
Your very first prototype
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For next week…
• Each participant – Select a toolset, and make a very small game!
• Constraints – No sound or music whatsoever
– Only art assets (bitmaps) allowed: circles and squares what you create in code is up to you…
– Input: at most four keys on a keyboard, or one thumbstick and one button, or simple motion controls or taps on a touch-screen (not both)
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Some Inspirations
• The Marriage – http://www.rodvik.com/rod
games/marriage.html Simple game rules + simple rendering
– Interesting mechanics
• Ikaruga (shooter) – Simple polarity principle
– Looks beautiful, but would be equally playable if not
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Tips
• Keep it VERY simple! – You only have one week for everything
• Code quick and dirty – You will not be using this code ever again
• Quickly converge on a toolset + platform – Based on previous experience, preference,
methods of distribution, etc.
• Have friends play test your game – This will always be helpful throughout the course
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Theory of Fun!!!
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Raph Koster
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