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Discussion on Computer Game Development

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First signs of design teams/studios (Free Fall, Ozark Softscape, etc. ... Distribution: Floppies give way to CDs, DVDs, and direct download. The Business of Games ... – PowerPoint PPT presentation

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Title: Discussion on Computer Game Development


1
Discussion on Computer Game Development
  • Friday, February 6, 2004
  • DePaul University
  • Jason Compton

2
A Brief, Incomplete Overview of the Video Game
Industry
  • Real Businesses
  • In-Demand Talent
  • Real Work

3
History The 1960s
  • Gaming history begins in academia
  • Mainframes
  • Open source
  • Academic, sideline projects
  • Action games, AI experiments (chess)
  • First head-to-head Spacewar
  • Distribution tiny universe, donated paper tapes

4
History 1970-1975
  • Pong!
  • Crude hardwired consoles
  • Mainframe gaming getting more sophisticated
  • Still largely academic
  • Play via screen or printer

5
History 1975-1982
  • Dawn of personal computers and consoles
  • One-man teams
  • Programming research programming
  • Largely self-published, direct sales
  • Birth of publishers (Activision, Sierra, EA)
  • Birth of franchises (Ultima, Zork)
  • Distribution paper tapes, cassettes, floppies,
    magazine type-in

6
History 1982-1985
  • Personal computers go mass-market
  • First signs of design teams/studios (Free Fall,
    Ozark Softscape, etc.)
  • Console crash (E.T.), rebirth (NES)
  • Studio-Publisher-Retail model starts to take
    hold
  • More franchises (Kings Quest, Castle
    Wolfenstein, Donkey Kong/Mario)
  • Distribution Cassette, floppy, type-in

7
History 1986-1991
  • Gaming computers get better (Commodore Amiga, DOS
    EGA/VGA)
  • Projects get bigger (larger, cheaper disks,
    consumer hard drives)
  • Teams get bigger, but still occasional bedroom
    millionaire
  • All-text dies

8
History 1986-1991
  • Start to see specialists (artists, musicians,
    etc.)
  • Consoles closed systems from here on out
  • Still more franchises! (Police Quest, Final
    Fantasy, Wing Commander)
  • Distribution Floppies (and lots of them), type-in

9
History 1991-present
  • Wintel PC crowds out the desktop pack
  • Studios spring up all over
  • Cinematic gaming comes, goes, comes, goes...
  • Publishers merge, submerge, re-emerge,
    re-invent...
  • Mass retailers take charge

10
History 1991-present
  • Arcade gaming peaks, declines as PC/console
    catches up
  • A few independents find refuge online
  • Fade of gaming rockstarsfor most, game
    creation is a salaried job
  • Distribution Floppies give way to CDs, DVDs,
    and direct download

11
The Business of Games
  • 2003 7 billion in sales
  • More for the money (40 in 1983 73 today)
  • Big-time companies (multiple publishers 1
    billion market value)
  • Big-time budgets (6 figures and up per game)

12
How Games Get Made
Concept
Studio
Publisher
Distributor
Retail
13
Jobs In Gaming
  • Programmers
  • Code graphics engines
  • Code rules engines
  • Code AI
  • Code design tools
  • Pays to be able to think small
  • Designers (Writers)
  • Create story
  • Create world
  • Create characters
  • Create levels/quests
  • Write dialogue
  • Use design tools

14
Jobs In Gaming
  • Producers
  • Build teams
  • Keep project on deadlines
  • Manage budget
  • Coordinate teams
  • Coordinate between studio, publisher, licensor
  • Artists
  • 3D work in major 3D environments
  • 2D Portraiture, texturing
  • Sketches, storyboards

15
Jobs In Gaming
  • Audio Directors
  • Coordinate with designers
  • Hire voice talent
  • Direct recording sessions
  • FMV Directors
  • Oversee production of cinematics
  • Coordinate live-action production,
    post-production FX, 3D, etc.

16
Jobs In Gaming
  • QA
  • Test, test, test
  • Test some more
  • Troubleshoot, report, repeat
  • Other Roles
  • Webmaster
  • Community Managers
  • Marketing
  • Simulations
  • Journalism
  • Education
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