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Multimedia Games Development COM429

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Title: Multimedia Games Development COM429


1
Multimedia Games Development COM429
  • Module Overview

2
Times and Locations
  • Lecture/practical
  • Tuesday 9.15 - 14.15 Room MG122

3
Contact Details
  • Michael Callaghan
  • MS132
  • Email mj.callaghan_at_ulster.ac.uk
  • Tel 02871 375771

4
Online Resources
  • Details of Module specification, learning
  • outcomes, marking schemes and other
  • resources can be found online here
  • Module website
  • http//isrc.infm.ulst.ac.uk/michael/mgd/
  • Module handout
  • http//isrc.infm.ulst.ac.uk/michael/mgd/modulehand
    out/
  • Module specification
  • http//scis.ulster.ac.uk/administrator/files/modul
    especs/com429.pdf

5
Module aims
  • The aims of this module are to
  • To provide students with a thorough understanding
    of the fundamental concepts of the game design
    and development process.
  • To develop the students ability to create
    multimedia content for games.
  • To enhance the students skills and introduce them
    to industry standard game content authoring tools
    and game engines.

6
Learning Outcomes
  • Demonstrate their ability to create appropriate
    multimedia content for use in computer games,
  • Identify and apply an appropriate approach to the
    design and implementation of interactive
    multimedia games, including requirements
    gathering and critical evaluation of multimedia
    solutions,
  • Demonstrate their ability to create game
    prototypes, incorporating multimedia assets
  • Demonstrate an understanding of industry standard
    game authoring tools and platforms.

7
Main Topics
  • Game design/planning/implementation process
  • Gamebryo tools and art pipeline
  • 3DS Max
  • Photoshop

8
Emergent Gamebryo Element
9
Schedule
10
Assignment weighing submission deadlines
100 Coursework
11
Submission Deadlines
  • Assignment 1 17/02/09 (Week 4)
  • Assignment 2 10/03/09 (Week 7)
  • Assignment 3 20/04/09 (Week 12)

12
Assignments Overview
  • Three individual assignments with a progressive
  • common theme (Game level planning and design)
  • Propose, assess and critically evaluate
  • Plan and design
  • Implement

13
Assignment 1 Overview
  • Assignment 1 Pitch and present an innovative
  • game
  • Total available marks 25
  • Group assignment (2 x Students)
  • 1 x BEng and 1 BSc
  • Assignment 1
  • Due 17/02/09 (Week 4)

14
Assignment 1
  • Create a short pitch document/presentation for an
    innovative game you are going to create that you
    feel would be successful in the Dare competition
  • Ensure that your game idea could be implemented
    within the constraints of the competition
    duration and team size/composition
  • Structure of the document is closely based on the
    previous application form for Dare to be Digital
  • Pitch document generated should follow the format
    given. Word limits will be strictly adhered to!

15
Pitch Format
  • Pitch document should be comprised of the
    following
  • Concise game description (maximum 100 words)
  • Description of core game play (maximum 100 words)
  • Discussion of market potential of title (maximum
    100 words)
  • Discussion of target audience (maximum 100 words)
  • Description of innovation and creativity (maximum
    100 words)
  • Discussion of which technology you are using and
    why? (maximum 100 words)
  • Short work plan clearly showing how you could
    design a level for your game in the next 12
    weeks. (Flexible length but must be concise!)

16
100 Word Games Pitch
  • Therell be no trick or treating this Halloween!
  • Slyghoul the Hungry has risen and hasnt fed for
    a hundred years.
  • He traps the children of Yew-tree Orphanage and
    grows stronger from their
  • fears. Only three children escape his grasp, but
    for how long?
  • Bound by need and circumstance Lofty, Missey,
    and Rabbit must uncover their
  • inner strengths to escape. Light, Sound and
    Friendship are their only weapons
  • to defeat Slyghoul and his minions.
  • Time is running out, the light is fading, help
    them face their fears and save the
  • others...
  • Or be trapped forever by the Creeping Dark!

17
Assignment 1 Output
  • Report and class presentation.
  • Report format
  • Size Must comply with the Dare to be Digital
    application form format and must be within the
    stated word limit!
  • Font Times New Roman, size12
  • Spacing Single line
  • StyleTechnical/Formal

18
Assignment 1 Output
  • Submission Guidelines for presentation
  • Powerpoint presentation of appropriate length.
  • Submission Details
  • Assignments should be submitted on day of
    presentation

19
Assignment 1 Deliverables
  • Hard copy of report and presentation slides
  • CDROM containing digital copy of report and
    presentation slides
  • Presentation to class in week 4

20
Outcome of assignment 1
  • After the class presentations in week 4 the class
    will vote on the best 4 ideas to enter Dare to be
    Digital completion and to be brought forward
    and developed further.
  • Eight teams become 4
  • 4 teams x 4 students
  • 2 x BEng and 2 x BSc
  • Tidy up games pitch and upload to Dare

21
Assignment 1 Mark Allocation
22
Assignment 2 Overview
  • Assignment 2 Creation of an abbreviated game
  • design document (Preproduction)
  • Total available marks 25
  • Group assignment (4 x Students)
  • 2 x BEng and 2 BSc
  • Assignment 2
  • Due 10/03/09 (Week 7)
  • Example document here

23
Assignment 2 (Preproduction)
  • Create an abbreviated game design document for
    the game level you will create in Gamebryo for
    Assignment 3.
  • Use game ideas from assignment 1
  • Structure is based on template/examples supplied
  • Report generated should follow the format given
    as closely as possible, example document here
  • Be realistic on time constraints
  • You must pitch your game to the class in a formal
    presentation

24
Assignment 2 Guidelines
  • The document should follow the game design
    document
  • structure provided and also include accompanying
  • support material
  • Description of level theme
  • Level design concept development material
    (including rough sketches/photographs)
  • Level layout design diagram (Level blueprint) and
    game board
  • Back of the box description

25
Assignment 2 Output
  • Report, supporting material and class
    presentation
  • Submission Guidelines for report
  • As required following format/template given
  • Submission Guidelines for presentation
  • Powerpoint presentation of appropriate length
  • Submission Details
  • Assignments should be submitted on day of
    presentation

26
Assignment 2 Deliverables
  • Hard copy of game design document
  • Print out of back of box design
  • CDROM containing digital copy of all
    report/presentation and supporting material
  • Presentation/pitch to class in week 7

27
Level blueprint game board
Level blueprint and game board from Level Design
for Games, Phil Co
28
Back of the box description
Cover Dark Messiah, Ubisoft
29
Assignment 2 Mark Allocation
30
Assignment 3 Overview
  • Assignment 3 Create a level in Gamebryo
  • Total available marks 50
  • Group assignment (4 x Students)
  • 2 x BEng and 2 BSc
  • Assignment 3
  • Due 28/04/09 (Week 12)

31
Assignment 3 (Implementation)
  • Design a game level in Emergents Gamebryo
  • Level based on the game design document in
    assignment 2
  • Level must have external and internal elements
    including terrain
  • Must be related to and complement your games
    pitch
  • Can reuse content/models available online or
    within Gamebryo provided they adequately
    referenced.
  • Assignment includes a presentation where the team
    will detail to the class each stage in
    development and implementation process and
    present their final work

32
Assignment 3 Output
  • Source material, Scene Designer level and class
    presentation
  • Submission Details
  • Assignments should be submitted on day of
    presentation
  • Deliverables (submitted on CD-ROM)
  • A walkthrough level in Gamebryo
  • Source code and support material (E.g. Textures,
    3DS Max models etc)
  • Copy of class presentation (Powerpoint)

33
Assignment 3 Mark Allocation
34
Assignment 1 Teams
  • Team 1
  • Gavin Arbuckle
  • Ryan Devlin
  • Team 2
  • Stephen Cairns
  • David McFeely

35
Assignment 1 Teams
  • Team 3
  • Ciaran Downey
  • Kelly Jennings
  • Team 4
  • Darragh Lydon
  • Anthony McTaggart

36
Assignment 1 Teams
  • Team 5
  • Neil Molloy
  • Michael Millar
  • Team 6
  • Gary O'Kane
  • Robert Rea
  • Dean Smith

37
Assignment 1 Teams
  • Team 7
  • David Marshall
  • Barry Stanton

38
Deliverables for Week 2
  • Review Dare website
  • Review last years Dare entries
  • Review Gamebryo101 website and register for forum
  • Familiarisation with Emergent website
  • Read The No Twinkie articles

39
Dare 2008
  • Critically evaluate Dare to be Digital
    competition entries from 2008
  • Review and critically assess the teams entry
  • Gain an insight into the title implementation and
    how the teams managed time/tasks in the
    development process

40
Dare 2008
  • Intended audience, genre for the game title
  • Quality of 100 words games pitch
  • How new or novel was the title?
  • Types of game play challenges used
  • Composition and roles of team members
  • Level of completion of final entry
  • Quality of final deliverable e.g. 3D
    models/textures, gameplay etc.
  • Overall team experience as shown by their weekly
    video diaries

41
Recommended Reading
  • Mastering Unreal Technology The Art of Level
    Design (For general
  • reference)
  • Author Jason Busby
  • Publisher Sams (Jan 2005)
  • ISBN-10 0672326922, ISBN-13 978-0672326929
  • 3D Game Textures Create Professional Game Art
    Using Photoshop
  • Author Luke Ahearn (Mar 2006)
  • Publisher Focal Press
  • ISBN-10 0240807685
  • ISBN-13 978-0240807683

42
Recommended Reading
  • Introducing 3DS Max 3D for Beginners
  • Author Dariush Derakhshani
  • Publisher John Wiley Sons (April 2007)
  • ISBN-10 0470097612
  • ISBN-13 978-0470097618
  • Game Development Essentials
  • Author Jeannie Novak
  • Publisher Delmar Pap/Cdr edition (9 Sep 2004)
  • ISBN-10 1401862713, ISBN-13 978-1401862718

43
Recommended Reading
  • Game Level Design
  • Author Ed Byrne
  • Publisher Charles River Media (Dec 2004)
  • ISBN-10 1584503696, ISBN-13 978-1584503699
  • Level Design for Games Creating Compelling Game
    Experiences
  • Author Phil Co
  • Publisher New Riders (Feb 2006)
  • ISBN-10 032137597, ISBN-13 978-0321375971

44
Recommended Reading
  • Beginning Game Level Design
  • Author John Feil
  • Publisher Course Technology (18 Feb 2005)
  • ISBN-10 1592004342, ISBN-13 978-1592004348
  • Introduction to Game Development
  • Editor Steve Rabin
  • Publisher Charles River Media
  • ISBN-10 1584503777, ISBN-13 978-1584503774

45
Recommended sites
  • Emergent Game Technologies Gamebryo
    http//www.emergent.net/
  • Gamebryo 101 website http//www.gamebryo101.com/
  • Game Developer Magazine http//www.developmag.com
    /
  • Unreal Engine Tutorialshttp//www.utforge.com
  • Ernest Adamshttp//www.designersnotebook.com/
  • Game design magazineshttp//www.gdmag.com/homepag
    e.htm
  • Dare to be Digital Team Blogs
  • http//www.daretobedigital.com/team-information/

46
Questions?
  • Any questions?

47
Rest of day
  • Dare to be Digital overview
  • Lecture Introduction to games
  • Lab Introduction to Gamebryo
  • Gamebryo overview/resources

48
Multimedia Games Development COM429
  • Module Overview
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