Dana Vrajitoru
B583 Game Programming and Design
Game Development
Game Development Process
- Choose the game to develop.
- Select a general concept, a target audience, a general purpose for
the game.
- Decide on the intended platform(s). Based on that, choose an
IDE/toolkit/API. Get a general idea of what can/cannot be done with
those tools.
- Write down the game idea on paper. Use storyboards if
necessary. Decide on the game mechanics.
- Test the game on paper if possible.
Verbs vs Actions and Tactics
- A verb is a physical interaction with a controller, piece, die or
other real component of the game platform.
- To use a verb is to do something in the real world that translates
to a game-world action.
- Verbs are also sometimes called inputs or interactions.
- An action is something the player does in the game world.
- An action involves one or several verbs.
- A tactic is a combination of actions taken for a particular
reason.
- Pass the ball to Tom because he isn't flanked.
Game Mechanics
- The set of possible actions together with the consequences of
those actions.
- A game's mechanics are the rules and procedures that guide the
player and the game response to the player's moves or actions.
- Describe rules the player follows and the rules the game itself
follows.
- The player can move the PacMan to collect food.
- A game level remains locked until the player finishes the previous
level.
Example: Elder Scrolls
- Concept: epic third-person RPG, centered on an unlikely hero.
- Context, environment: medieval universe, forbidden magic has let
some monsters in, hero must save the world.
- Core (features, content): races, abilities, weapons, quests, levels.
- Mechanics: movement, power-ups, fights, NPC interaction.
- Verbs: jump, attacks (hamstring, blast, quick draw), heals, emotes.
Game Development Team
- Designer - deciding on the theme and rules of the game, guiding
the development
- Programmer - writing the actual code
- Visual artist - creating the visual entities involved in the game:
3D modeling (creatures , weapons, vehicles, buildings), animation,
textures
- Audio artist - creating sound effects and deciding where they are
needed and how
- Writer - backstory, dialogs, NPC development
- Producer - project leader, financial support
- Quality assurance specialist - testing the game
- Publisher - marketing and selling the game
Programming the Game
- Gather resources: graphics, objects, animation for those objects,
sounds.
- Write the game incrementally. Divide it in frames/levels.
- Test and debug the game. Get other people to play it. Fix problems
that might be made clear by testing.
- Distribution and promotion.
Types of Design in Games
- World design - overall theme and backstory.
- System design - rules and underlying mathematics
- Content design - characters, items, puzzles, quests.
- Level design - maps, challenges, order.
- Game writing - dialogs, text, story.
- User interface - how the player interacts with the game, and how
they receive feedback from it.
Development Terms
- Pitch - introducing the idea to someone.
- Design document - an ongoing repository for game plans and ideas.
- Milestone - a predetermined point in the game development.
- Alpha version - a working but untested version of the game.
- Beta version - more stable than alpha, not entirely bug free.
- Gold - final version to be released.
Approached to Game Design
- Blue-sky - where few constraints are imposed.
- Slow boil - there is a theme and a setting.
- Mechanic-driven - based on the strength of the game character,
like FPS.
- MDA - mechanics, dynamics, aesthetics, like RPGs.
- IP - intellectual property. Pokemon, Spiderman.
- Story - developing the game based on a story, like Myst, Wolves
Among Us.
MDA
- Mechanics: the internal rules of the game, hidden, embedded in the
code.
- How the game system works: rules and interactions.
- Dynamics: the part of the mechanics that the player can
see. Describes the outcome of player's actions.
- Aesthetics: describes the desirable emotional response expected
from the player.
- Examples: fantasy (make-believe), narrative (drama), discovery,
challenge, sensation, expression, pastime.
- The dynamics work to create the aesthetics experience. Together
they create the user experience.