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Interactive Media and Game Development.

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Interactive Media and Game Development. Frontiers 2008 Mark Claypool. What Do You Think Goes Into Developing Games?. Choose a game you’re familiar with Assume you are inspired (or forced or paid) to re-engineer the game Take 1-2 minutes to write a list of the tasks required
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Intuitive Media and Game Development Frontiers 2008 Mark Claypool

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What Do You Think Goes Into Developing Games? Pick a diversion you're acquainted with Assume you are motivated (or constrained or paid) to re-design the amusement Take 1-2 minutes to compose a rundown of the errands required Chronological or various leveled, as you wish Trade review with another understudy What do we have?

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Outline Background ( next ) Tutorial 1 What is a Game? Types Tutorial 2 The Game Industry Game Timeline Team Sizes

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Professor Background (Who am I?) Dr. Mark Claypool (teacher, "Mark") Computer Science Interactive Media and Game Development Research intrigues Networks Audio and Video over Internet Network amusements

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Student Background (Who Are You?) Year Junior, Senior, … Interest: Art or Programming or ... PC Programming (what's a system?) 1 to 5 (programmer!) Gamer (easygoing) 1 to 5 (bad-to-the-bone!) Built any recreations? Most loved amusement? What sort of diversion is it? Why is it fun? Other …

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Course Materials 08/Slides On the Web PPT and PDF Resources Game creation toolboxs, documentation, and so forth

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Overall Course Structure 8:30-10:30 Technical/Design parts of IMGD 2d amusement, "without any preparation" 10:30-12:30 Communication Workshops 1:30-3:30 Artistic/Design parts of IMGD 3d diversion, Unreal Tournament Mod 3:30-4:30 Lab

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Technical Course Structure (1 of 2) Start around 8:30 Me: address + dialog for 15-30 minutes You: labor for 30-a hour Repeat Probably a greater amount of me talking the initial few days, a greater amount of you working last few During work, TA + Me flow around for help

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Technical Course Structure (2 of 2) Topics Game Design What is an amusement, what makes it fun, how to outline Game Art What is a liveliness, how to make sprites Game Programming No programming required! Use amusement advancement device … Game Maker Game improvement environment

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Rough Timeline Days 1-5 Aspects of diversion improvement End of day 5 Idea for your own diversion Day 6-8 Work on diversion Day 10 Demo of amusement ("occasion")

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Outline Background (done) Tutorial 1 ( next ) What is a Game? Kinds Tutorial 2 The Game Industry Game Timeline Team Sizes

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Tutorial 1 Work through "Naughtily Easy" Sprites Objects Rooms Events Catch the Clown

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Outline Background (done) Tutorial 1 (done) What is a Game? ( next ) Genres Tutorial 2 The Game Industry Game Timeline Team Sizes

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What is a Game? (1 of 3) Movie? (ask: why not?)  no connection , result altered Toy? (has association … ask: why not?)  no objective , but rather still fun (players can build up own objectives) Puzzle? (has objective + connection … ask: why not?)  system and result is the same every time "A PC amusement is a product program in which one or more players settle on choices through the control of diversion articles and assets, in quest for an objective."

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What is a Game (2 of 3) A Computer Game is a Software Program Not a table game or games Consider: Chess versus Soccer versus Warcraft Ask: What do you lose? What do you pick up? Lose: 1) physical pieces , 2) social connection Gain: 1) continuous , 2) more immersive , 3) more many-sided quality A Computer Game includes Players "No, Duh". However, stretch since consider crowd. The amusement is not for you but rather for them. Don't simply consider your story or the illustrations or the interface, yet consider the players . Ex: entangled pilot test program (say, you are a flying nerd) however gathering of people is amateur

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What is a Game (3 of 3) Playing a Game is About Making Decisions Ex: what weapon to utilize, what asset to assemble Can baffle if choice does not make a difference Want great gameplay (next real subject) Playing a Game is About Control Player needs to effect result Uncontrolled groupings can in any case happen, yet ought to extra and make consistent Ex: Riven utilizes train framework between universes A Game Needs a Goal Ex: Defeat Ganandorf in Zelda Long amusements may have sub-objectives Ex: recoup Triforce in the first place, then Sword of Power Without diversion objectives, a player builds up his/her own (a toy)

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What a Game is Not (1 of 2) A bundle of cool elements Necessary, yet not adequate May even reduce, if not watchful, by focusing on components not diversion A considerable measure of extravagant illustrations Games need representation pretty much as hit motion picture needs embellishments … yet neither one of the wills save frail thought Again, may diminish Game must work without extravagant design Suggestion: ought to be fun with basic articles "When a fashioner is asked how his diversion is going to have any kind of effect, I trust he … discusses gameplay, fun and imagination – rather than an answer that essentially concentrates on how great it looks" – Sid Meier (Civilizations, Railroad Tycoon, Pirates)

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What a Game is Not (2 of 2) A progression of riddles Most recreations have them But not gameplay in themselves Puzzles are particular, amusement frameworks bring forth more nonexclusive issues A captivating story Good story supports inundation But will make no difference without gameplay Example: Baldur's Gate, direct story. Turning out badly way gets you slaughtered. Be that as it may, not intelligent. Communication in world all prompts same end.

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Games are Not Everything Most vital … is it fun , convincing , drawing in ? Furthermore, these originate from a superset of amusements Computers are great at intuitiveness Allow for intelligent fun Interactive Media and Game Development 

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Discussion What are a few case of intelligence at is fun yet not a diversion? SimCity - extremely convincing, however for the most part no objectives. A greater amount of toy than a diversion, yet at the same time fun. What are a few case of fun design and video that are not intelligent? Dismal Fandango - great visuals, story, and so forth. Be that as it may, need to do riddles to continue. Could have skipped to quite recently watch story. Would at present have a great time without the gameplay.

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Outline Background (done) Tutorial 1 (done) What is a Game? (done) Genres ( next ) Tutorial 2 The Game Industry Game Timeline Team Sizes

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Game Types/Genres What are a few sorts of recreations? Give cases What isolates them from others?

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Arcade Games Reaction pace are the most critical part of the diversion Examples: looking over shooters, labyrinth amusements like Pacman , paddle recreations like Breakout , Pong Relatively simple to make Normally 2-d design Good beginning stage for first amusement

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Puzzle Games Clever supposing is the most vital viewpoint Ex: Many labyrinth amusements are quite taking into account riddle settling as opposed to on response speed Other illustrations incorporate prepackaged games and sliding riddles Normally 2-dimensional Relatively simple to make Except when played against a PC rival Artificial Intelligence can be harder Ex: How to program the PC to play chess?

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Role Playing Games Steer a character through a troublesome world Examples are Diablo and Baldur's Gate Development of character to learn new aptitudes, turning out to be all the more intense, and finding extra and better weapons Opponents turn out to be all the more effective too Can make 2-d or 3-d Generally harder to make on the grounds that must make the system of character improvement Also typically require extensive world Good level configuration is urgent

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Strategy Games Real-time (RTS) or turn-based Player just in a roundabout way controls the character Tactics less critical than Strategy Examples incorporate Age of Empires , Warcraft III… Also, ordinarily "God Games, for example, B&W Generally take a considerable measure of time to make Require a wide range of amusement questions, each with enlivened pictures and particular conduct

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Adventure Games Game is about enterprise and investigation Story line is somewhat essential Can be 2-d or 3-d Actions simple (simply move) Difficulty is in making investigation/experience intriguing Interesting, entertaining, and astounding story line Corresponding work of art Artists part vital

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First-Person Shooters 3-d adaptation of numerous arcade-style diversions (move and shoot) Emphasis is on quick paced activity and response speed, not on cunning and riddle tackling Many cases: Doom, Quake, … Need to be 3-d Relatively hard to make as a result of models

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Third-Person Action Player specifically controls an amusement character (symbol) through a threatening world Ex: Tomb Raider Not much accentuation on character advancement Fast activity and finding the diversion world Some have story line, other enterprise amusement angles Can be 2-d or 3-d Can some of the time be made effortlessly

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Sports Games Real-life sport, made virtual Ideas, rules set up Making reasonable, testing, fun like game can be troublesome

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Racing Games Drive a vehicle, as quick as could reasonably be expected or here and there for investigation or battle Special sort of game amusement Either practical (ex: Formula 1 ) or concentrated on fun perspectives ( Midtown Madness ) Both 2-d or 3-d

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Party Games Variety of sorts Ex: Mario Party, DDR, Karaoke Social viewpoints vital with members in the same space Allow for fast change of turns Allow for dissimilar capacities (fledglings and specialists, both have some good times)

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Simulators Try for sensible representation Ex: pilot training programs Other recreations incorporate world reproduction Ex: simCity or simEarth Relatively hard to make subsequent to getting subtle elements right a test

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Educational Games are incredible at showing … how to play the amusement! Instructive amusements are intended to show player information or ability that is important outside the diversion Ex: math, perusing, critical thinking

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Game Maker Can make most any diversion, however best for: Arcade recreations Puzzle recreations 2D Given time: Think little, yet grow if time Few levels (show center thought) Have playable diversion early Can be Party, or Educational, or …

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Outline Background (done) Tutorial 1 (done) What is a Game? (done) Genres (done) Tutorial 2 ( next ) The Game Industry