Aug 24, Fall 2005 ITCS4010/5010 1
Design Teams
Team StructureInterdisciplinary Teams
Aug 24, Fall 2005 ITCS4010/5010 2
Game Design
1. The game design vision drives everything
2. Every team member contributes something vital
Respect their expertise
Aug 24, Fall 2005 ITCS4010/5010 3
Team Structure
Director/Producer– The person who’s driving– Has the creative vision for entire project– Possibly an expert in some area
Aug 24, Fall 2005 ITCS4010/5010 4
The Game Vision
A game derives from a vision The Visual, Audio, Graphics, AI,
Networks derives from this vision It’s a collaboration! It’s probably not a dictatorship
– No one person can do all the work
Aug 24, Fall 2005 ITCS4010/5010 5
Team Components/Members
Game Play/Storyboard
Level Design Graphics Graphic Design Animators MoCap Actors Networks Multi-player Design
AI Audio Audio Design Dialog Voice Talent Playtesting Marketing Technical Writers
Aug 24, Fall 2005 ITCS4010/5010 6
Software Engineering
The Waterfall Model:– Design -> Spec -> Coding -> Testing
Better:– Programmers discover what the
customer wants– Programmers implement prototype– Users test prototype– Tests feed back to design
Aug 24, Fall 2005 ITCS4010/5010 7
Game Software Engineering
Many team members are non-programmers
Eg. Graphic artists are sometimes semi-literate– Their mastery is pictures!
Audio people have some CS experience
Marketing people have limited CS experience
Aug 24, Fall 2005 ITCS4010/5010 8
Specifications
Game specifications will cover many bases
It’s not all about software per se
Aug 24, Fall 2005 ITCS4010/5010 9
The Bottom Line
The team members are there for a reason:
Each team member is an expert
Aug 24, Fall 2005 ITCS4010/5010 10
Eg. Audio Design
Like any design job, there must be a logic to the audio design
The logic drives – Instrumentation– Musical style– Selection of phrases
Aug 24, Fall 2005 ITCS4010/5010 11
Logic Source
The audio design logic arises from game logic
The driving vision comes from the game– It’s not about creating a hit record, for
example
Team members…
Aug 24, Fall 2005 ITCS4010/5010 12
Game Play
Expertise: Games, Storytelling Provide a compelling experience Set up goals for player(s)
– Script– Storyboard
Programmers– Control game logic– Formal Language Scripts, etc for game play– Formal Language Script interpreter
Aug 24, Fall 2005 ITCS4010/5010 13
Level Design
Expertise: Games, Storytelling, Creative writing
Provide compelling experience this level– Adjust difficulty appropriate to level– Subsidiary to game design
Design– Spatial layout– Composition of forces– Pacing
Aug 24, Fall 2005 ITCS4010/5010 14
Level Design
Expertise: Games, Storytelling Programmers
– Creating behavior of enemy agents in geographic space
– Special-purpose features this level– Design tools
Aug 24, Fall 2005 ITCS4010/5010 15
Graphics
Expertise: CS -- Computer Graphics Programmers
– Create the graphics game engine– Customize engine components for
particular game– Visual effects– Performance tuning– Until recently, used most CPU
Aug 24, Fall 2005 ITCS4010/5010 16
Graphic Design
Expertise: Visual Arts/Graphic Design Providing the visual content
– Design the look– Implement the look
Graphic design will generate a visual system– Main task is to make the system visually
consistent, coherent
Aug 24, Fall 2005 ITCS4010/5010 17
Animators
Expertise: Visual Arts/Animation
Create the animated characters– Keyframes– MoCap – Capture,
Blending, Adjustment– Programming
simulation controllers to create good animations
Programmers– Animation control &
playback system– Scripting setup– Simulation system
Aug 24, Fall 2005 ITCS4010/5010 18
MoCap Actors
Expertise: Dance, Acting Act out motion scripts
– Create consistent character for each captured motion
– Seamlessly join together motion segments
Programmers– Motion capture – Data management
Aug 24, Fall 2005 ITCS4010/5010 19
Networks
Expertise: CS Networks, Multiplayer Programmers
– Implement network components– Client-server system– Server creation– Create multi-player control for game
• Prediction, Etc
Aug 24, Fall 2005 ITCS4010/5010 20
Multi-player Design
Expertise: Multiplayer, CS Networks Design multi-player scheme
– Resolve conflicts– Deal with lag
Programmers– Game-specific strategies
Aug 24, Fall 2005 ITCS4010/5010 21
AI
Expertise: AI Algorithms, AI Game Practice Programmers
– Create the AI engine• Could be just a general object suite
– Customize to game components– Responsible for good AI enemy play
• Details!
Aug 24, Fall 2005 ITCS4010/5010 22
Audio
Expertise: CS -- Digital Sound Filters/Effects
Programmers– Create System-level audio software– Environmental effects filters– Resource management
Aug 24, Fall 2005 ITCS4010/5010 23
Audio Design
Expertise: Music Designers
– Create audio space – Interact with other system elements
• Player health, location• Time of day, environment
Aug 24, Fall 2005 ITCS4010/5010 24
Dialog
Expertise: Creative Writing, Play Writing Create believable speaking
characters– Create lines of dialog that will sound
good– Get the point across (or obscure it!)
Aug 24, Fall 2005 ITCS4010/5010 25
Voice Talent
Expertise: Acting, Radio Create a compelling animated voice
character– Voice fits the body– Delivers the lines appropriately
Aug 24, Fall 2005 ITCS4010/5010 26
Playtesting
Expertise: Games, Dealing with people Test the game with real users
– Get feedback– Adjust game difficulty– Adjust explanations, back story, etc– Get organized!
Aug 24, Fall 2005 ITCS4010/5010 27
Marketing
Expertise: Game market, distribution Get the game on the market
– Figure out who your customers are– Generate demand
• Get it reviewed favorably• Place ads• Hype
Aug 24, Fall 2005 ITCS4010/5010 28
Technical Writers
Expertise: Technical communications Create documentation
– Game manuals– API manuals
• In house• External
Top Related