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Process

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2. as the central interactive element (e.g., Secret of Monkey Island) ... 2. physical. e.g. flight sims. 3. artificial (algorithmic) e.g. Simcity ... – PowerPoint PPT presentation

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Title: Process


1
Process
  • pre-production
  • game design
  • production
  • programming graphics, AI, physics
  • game art
  • animation
  • UI and game control
  • sound, music
  • post-production
  • testing
  • web site
  • technical support, customer service

2
  • Design process --- ?? ????
  • 1. New ideas
  • 2. Design treatment
  • 3. Design document
  • 4. Design spec

3
  • Design considerations
  • 1. market considerations
  • 2. technical considerations
  • 3. content-wise considerations
  • Design areas --- ???, ????
  • 1. storytelling
  • 2. graphical design
  • 3. character creation
  • 4. level design
  • 5. interface design

4
1. Storytelling
  • Usage of storyline
  • 1. as a simple background tale to enhance the
    game.
  • (e.g., Rayman (Ubisoft))
  • 2. as the central interactive element
  • (e.g., Secret of Monkey Island)
  • Players advance throughout the story.
  • Game reveals/creates a story.
  • Synergy/balance between game playing and story.

5
  • Role of story
  • Game story is driven by the game play.
  • Game play is not driven by the story.

game
story
player
6
  • linear story
  • Story, interaction, more stories, final outcome
  • non-linear story
  • maintain some sort of overall story.
  • allow players the freedom to pursue various paths.

non-linear
linear
more player control
more author control
7
  • original vs. adaptation
  • 1. Original
  • You still want to draw ideas from television,
    novels, theater, movies.
  • 2. Adaptation
  • 3. Licensing
  • Stories of the existing media are linear.

8
  • dramatic unfolding

9
2. Graphical Design
  • Determines the style of game.
  • artwork
  • 2D, 3D
  • cinematography
  • scene layout, light, camera
  • animation
  • realism vs. non-realism
  • simulation games
  • Myst, Neverhood, Catz

10
3. Character Creation
  • Character bible
  • Describe the character in as detail as possible.
  • not all these properties will show up into the
    game.
  • How to make a compelling character?
  • simple tip
  • Make the character express extremes.
  • (angry, happy, impatient)
  • Use sound and music.

11
4. Level Design
game world
  • Conceptual techniques and issues are similar from
    game to game.

level editor
artwork
task puzzle
game engine
12
  • considerations
  • basic layout
  • characters and objects
  • obstacles, problems, puzzles
  • game difficulty
  • visuals
  • advancing to the next level
  • level design ---gt world design ---gt playing
    God

13
  • simulation
  • 1. statistical
  • e.g., baseball
  • 2. physical
  • e.g. flight sims
  • 3. artificial (algorithmic)
  • e.g. Simcity
  • simulation of NPC (non-playable character)
  • scripting
  • AI

14
5. Interface Design
  • program algorithm data structure
  • game interface production elements
  • Suspension of disbelief
  • AIP cube, Model P
  • Interface can make or break games
  • e.g., Dungeon Master (drag drop)

15
  • considerations
  • housekeeping
  • game control
  • input devices
  • Getting a player started fast
  • Reducing the effect of using a computer
  • Integrate manual/help into the game.
  • Integrate map into the game.
  • Avoid the standard interface (menu, button,
    dialog box,)
  • Integrate the interface into the game!

16
summary
  • Design areas
  • 1. storytelling
  • 2. graphical design
  • 3. character creation
  • 4. level design
  • 5. interface design
  • A design means specialization.
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