Title: Introduction to Computer Games
1Introduction to Computer Games
Ali Arya Carleton School of Information
Technology
2Introduction Topics
- History of Video Games
- Games
- Concepts
- Elements
- Production Team
- Production Process
- Tools for Game Design and Development
3Some Milestone Games
- Pong and space invaders 1st videogame hits
- Pac-man fine tuning existing ideas
- Star raiders 1st 3D space combat
- Wing Commander cut scenes
- 7th Guest, FF, MGS video cut scenes (cinematics)
- Half-life integrated cut scenes
- SimCity/Sims
- Wolfenstein3D/Doom/Quake 3D engine, FPS
- Civilization
- Tomb Raider
4Pong by Atari (1972)
- The story begins.
- The first commercially successful video game
- Table tennis
5Games to Remember
6Cut Scenes?
- Slide-show
- Video
- Live-action or animated
- High-quality
- Integrated
- Using game engine
- Not different from gameplay scenes
7Doom by id Software (1993)
- Pioneer in 3D graphics
- Next generation of Wolfenstein 3D
- Re-usable engine
- Violence, satanic imagery, and other
controversies
8The Sims by Maxis (2000)
- Simulated characters, simulated life
- SimCity (1989)
- God-game!
9Audience
- Female players and designers
- Game developers have realized that games are not
just for boys! - Need to understand the audience
10Whats a Game?
- Creative expression
- Art
- Beauty?
- Entertainment
- Non-interactive
- Interactive playing environments
- Toys do not have rules or goals
- Puzzles have goals
- Games have rules and goals
- Conflict and competition not necessary
- Fun?
11Playing Games
- Activity
- Play
- Main purpose
- Fun (It can have different meaning.)
- Also
- Goals (Is it necessarily winning?)
- Has
- Rules (vs. Fiction)
12Example
Thou shall not bite,
or bite hard, thy brothers ear!
13Essential Elements
Pretending Artificial importance (magic circle)
Play Participatory Non-linear Fun
Goals Will result in Facing challenges Performing
actions
Rules Define goals, challenges,
actions. Understandable!
14Example Board Games
15Gameplay
- Gameplay therefore consists of
- The challenges that a player must face to arrive
at the object of the game, and - The actions that the player is permitted to take
to address those challenges
16Storytelling
- Most games incorporate some kind of story
- Video games can mix story-like and game-like
entertainment almost seamlessly - They can make player feel he is inside a story
and affecting flow of events - This is one reason why video games are considered
a new medium
17Story vs. Gameplay
18Example Half-Life
- Relatively well-developed characters and
storyline - Can give players reason for performing actions
- Can cause emotional attachment
- So the experience will be more enjoyable.
- For whom?
19Game Production
- Originally considered a software development
project - Artistic tasks and content development were added
later, requiring new skills, team members, and
project structure - Game engines also transformed game development to
more scripting than programming.
20Development Team
Design Game Designer Level Designer Writer
Art Art Lead Concept, Character, Background,
Animation, Texture, Sound, etc
Producer(s) External Internal Assistants
Programming Tech Lead AI and Logic, Physics,
Effects, Sound, Tools, DB, Networking MU, etc
Test Test Lead Testers
21Game Producers
- External
- From publisher
- Internal
- From development company
- aka project manager or director
- Assistant
- Assets, daily tasks (builds, backup, etc),
screenshots, PR, checking milestones, paperwork,
etc
22Design Team
- Game designer
- Play a lot of games!
- Use demos and reviews, look around, chat, etc
- Level designer
- Very new field of work
- Writer
- Not a linear medium!
- Not dialog-based
23Programming Team
- Tech lead
- Programmers
- AI and Logic
- Physics
- Tools, DB, network and multi-player
- Graphics effects, sound effects, weapons
- Scripting languages
24Art Team
- Art director
- Artists
- Concept
- Character modeling
- Background modeling
- Animation
- Texture
- Sound, etc
25Externals
- Music
- Voice
- Sound effects
- Video
- Motion capture
- Language localization
- Legal, manual, etc
26Production Lifecycle
- Concept development and design
- Pre-production (proof of concept)
- Production
- Test (alpha and beta)
- Release
- Maintenance
- Upgrade
27Concept Development
- Summary (aka high concept)
- Pitch (aka proposal or concept doc)
- High concept
- Genre
- Gameplay (objectives, challenges, actions)
- Features (interaction, perspective, characters,
weapons, etc) - Setting
- Story
- Target audience
- Platform
- Competition
- Estimated budget and schedule
- Team
- Risk Analysis
- Example
28Example Machine Imprint
29Example Machine Imprint
30Pre-Production
- Project plan
- Design documents
- Game design
- Character, world, flow, story, level, etc
- Technical design
- Art bible (style guide)
- Art production plan
- Prototype
31Examples of Concept Art
32Examples of Concept Art
33Examples of Concept Art
34Example Level Design
35Example Puzzle Design
36Example Interactivity
37Production
- Includes technical and artistic parts
- Creating art assets, animations, rendering, etc
- Developing software modules, implementing
gameplay and user interface - Integration
- Local testing
38Model Development
IMD 4901 February 8th, 2007
38
39Model Development
IMD 4901 February 8th, 2007
39
40Objects
Computer terminal 1
Drink machine 1
Security camera 1
IMD 4901 February 8th, 2007
Reception desk 4
Bookshelf 1
40
41Environments
42Motion Capture
43Testing
- Gameplay functionality
- Unit/character functionality
- Story progression
- User interface
- Sound and music
- Compatibility
- Gold master/final checklist
44Test-related Versions
- Alpha
- Features and assets
- Expected bugs
- Closed Beta
- No severe defects (crash-bug)
- Open Beta
- Public access for test
- Release
45Publishing
- Public relations (PR)
- Marketing
- Sales
- Stores
- Distributors
- Original Equipment Manufacturer (OEM)
- Promotion
46Tools and Technologies
- Art Tools
- Programming Languages
- Game Engines
- Game and 3D World Design Tools
- Consoles (Xbox, PlayStation, Wii, etc) have their
own specific tools which are usually very
expensive!
47Art Tools
- 3D modeling and animation
- Maya, 3DS Max, Blender, MilkShape3D
- 2D graphics and animation
- Flash, Adobe Photoshop, Corel Painter
- Audio editing
- Sony Sound Forge, Audacity, Sweep
- Can have their own programming language
- ActionScript for Flash and MelScript for maya
48Programming Languages
- C/C
- Most powerful and common for games
- Most difficult to learn and use!
- Java
- Provides security and is cross-platform
- Not as efficient (slow performance)
- Widely used for mobile and causal games
- C
- For Microsoft .NET framework
- Only Windows and Xbox
- XNA framework provides free tools for console
game development (Xbox)
49Game Engines
- Commercial
- Blade3D, Havok, Source, Torque
- Free and open-source
- OGRE, Crystal Space, Irrlicht, jME, Panda3D,
Reality Factory, The Nebula Device 2 - TorqueX is special edition of Torque for XNA
- Not really free and almost open-source!
- Can have their own art and programming tools
- Example Torque Builder and TorqueScript
50Other Tools
- Game Maker Free tool for making simple games
- Alice Free 3D programming tool
- Adventure Game Studio Free tool for creating
adventure games - Multiverse Free tool for creating online virtual
worlds - Inform Free design tool for interactive fiction