Developers, Academics, Gaming - PowerPoint PPT Presentation

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Developers, Academics, Gaming

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There is cool research being done in academia on many subjects which are related ... Background: Who are we. We have academic backgrounds. We have game ... – PowerPoint PPT presentation

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Title: Developers, Academics, Gaming


1
Developers, Academics, Gaming
  • bloodshot pizza box
  • caffiene overdrive sorrow
  • embrace the chaos

2
Section I Intro
  • What is our Point?

3
Our Point is.
  • There is cool research being done in academia on
    many subjects which are related to gaming and
    interactive work. Often it ignores actual
    gaming, and vice versa.
  • This is too bad.

4
Background Who are we
  • We have academic backgrounds
  • We have game development backgrounds
  • Predisposition towards analysis
  • Interested in game design and technology
  • Willing to push at current conventions

5
So why are we frustrated
  • Concern with what could be, not what is
  • Very meta, its about what games are about
  • Seems unaware of actual current market
  • Lack of understanding of development
  • Tech research tantalizingly close to relevant
  • Maybe we are just missing the good stuff?

6
Evolution of Industry is Slow
  • New hires need extensive training
  • Design evolves slowly, technology quickly
  • Hard to take risks in commercial space
  • Little analysis or understanding of history
  • Little research or data on game players

7
Goals
  • Identify and examine interactive issues
  • Involvement from non-commercial view
  • Examine history/provide context for growth
  • How to utilize academic work in gaming
  • What can gaming provide to academia
  • Better quality/range of experiences

8
Section 2 Vocation
  • What is the work we do

9
The Industry
  • PC, Console, Handheld, Internet
  • on PC, 300K is a hit, on Console, 1M
  • End-caps, circulars, shelf space paid for
  • Publisher/Developer royalty deals
  • Like book industry, but costs are 3-5M
  • 80 of titles lose money

10
Some Genres
  • Fighting Games
  • Sports Games
  • Action/Shooters
  • Driving Games
  • Puzzle Games
  • Role Playing Games
  • Dance and Rhythm Games

11
Summary of Markets
  • Console sitting on the couch with friends
  • Handheld solo gaming up close
  • PC solo gaming in enclosed area
  • Internet solo gamers connected

12
The Development Process
  • Write initial technical and design specs
  • Get a publisher to agree, sign contract
  • Finalize hiring of the initial dev team
  • Turn out regular demoable milestones
  • Reach alpha, begin serious test
  • Reach beta, feature lockdown
  • Gold master release candidates

13
The Development Team
  • Producer, represents publisher
  • Project lead, builds common vision
  • Designers, build levels, spec gameplay
  • Programmers, build tools and game
  • Artists, provide 2d, 3d, texture, models, etc
  • Audio, records SFX, speech, music
  • QA, tests the game, tracks/verifies bugs

14
Realities of development
  • The first design is never right
  • Usability is more important than correctness
  • Performance is essential
  • Shipping is really hard
  • Never enough time
  • Creative collaboration is really hard
  • Its just like any other design/tech job

15
Who we want to hire
  • Basic knowledge of all development aspects
  • biz, design, art, code, producer, qa
  • Have played a lot of games
  • Significant work in creative teams
  • Involvement in self-driven creative work
  • Understanding of the platform
  • Cross-disciplinary, ready to do random stuff

16
Who we normally get
  • People who run a DD Campaign
  • who wrote a sci-fi novel in high school
  • who want to play games
  • who want unconditional creative control
  • whove implemented Baraffs Papers
  • who dont think it is hard to write games

17
The problems
  • Long training time
  • Limited innovation
  • Sloppy development process
  • Many risks
  • Expect player to do what I want
  • Balkanized development community

18
Section 3 Theory
  • What we are
  • (and should be)
  • talking about

19
Whats been done
  • Meta-design unconcerned with real games (what
    interactivity should be)
  • Social analysis (Barbie to Mortal Kombat)
  • Technology research
  • physics Baraff, Witkin, Lin
  • Motion/controllers Hodgins
  • rendering Teller

20
Design issues to explore
  • Impact of play style/environment on player
  • What constructs engender interactivity?
  • User-interfaces for actual gameplay
  • I.e. fitting player desires onto a psx controller
  • Interfaces which become transparent quickly
  • Generalizable lessons from specific genres
  • Semiotic analysis of interactivity

21
Abstract Tools for interactivity
  • Weve been using computers for gaming for a
    while, and certain things have proven to be
    effective in allowing an interactive designer to
    achieve a certain design vision. This is true
    across genres and technologies.
  • What are these things, how and when are they
    effectively used.

22
Technology we want to know about
  • Better Characters/Motion
  • Natural Language/Conversational Models
  • World Representations (physics/rendering)
  • Better creation tools for interactive spaces
  • Tools for meaningful designer specification of
    behaviors and events in dynamic worlds
  • Group AI, Tactics, Teamwork, Attitude

23
Developers Never do This
  • We are so busy shipping we dont think
  • Infighting, secrecy, lack of journals
  • Attempt to ride current wave, rarely push
  • Spend pathetically small time on tools
  • Evolving platforms force rewrites
  • Less permanance/control over destiny

24
Section 4 Exploration
  • What directions might we go

25
Academics have to play games
  • It is hard to credibly expand on what games and
    interactivity can be without context
  • Look at viable evolution to things people do
  • Dont assume all games are beneath them
  • Explore what it is players are responding to
  • Need faith in the interactive environment

26
Game Developers need to interact with Academics
  • Have to check out and respond to research
  • Establish forums where communities talk
  • Accept and address complexity of current game
    development, and actually work at it
  • Come up with some way to fund research and
    prototyping in university settings?

27
Come join the fun
  • The real market is big
  • Many (most?) of them are annoying
  • But, they are real users who really respond
  • If you do an unreal mod, people will try it

28
This is an opportunity
  • If you want to explore interactive design, you
    can play existing games and do little demo games
    of your own.
  • If you want to try new types of things, you can
    actually do them, and real people will play them,
    and give you real feedback.
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