CO1301 Games Concepts Week 5 Commercial Games Development an Overview - PowerPoint PPT Presentation

1 / 16
About This Presentation
Title:

CO1301 Games Concepts Week 5 Commercial Games Development an Overview

Description:

E.g. An informal team making a freeware game may only need steps 2 & 3. 5. 5. Game Selection ... of artists and programmers is unusual to games development. ... – PowerPoint PPT presentation

Number of Views:99
Avg rating:3.0/5.0
Slides: 17
Provided by: gjbel
Category:

less

Transcript and Presenter's Notes

Title: CO1301 Games Concepts Week 5 Commercial Games Development an Overview


1
CO1301 - Games ConceptsWeek 5Commercial Games
Development - an Overview
  • Laurent Noel

2
References
  • Rabin, Introduction to Game Development
  • 7.1 "Game Production and Project Management"
  • 7.2 "Game Industry Roles and Economics"

3
Lecture Outline
  • Initial Steps
  • Development Breakdown
  • Key Development Areas
  • Project Management
  • Testing Delivery

4
Part 1 Initial Steps
  • There are several initial steps that need to be
    taken before starting development on a new game
  • Create some game proposals
  • Reach agreement within the development team /
    company to pursue a particular game
  • Create a full game design
  • Secure funding
  • This order is typical, but there are different
    situations.
  • E.g. An informal team making a freeware game may
    only need steps 2 3.

5
Game Selection
  • We have looked at steps 1 3, game proposals and
    designs, in previous lectures.
  • The second step, agreeing which game to develop,
    is an executive decision taken by company
    managers.
  • These decisions usually reflect the interests of
    the development team, but business needs will
    also be considered
  • Marketing concerns
  • Publisher interest
  • Company identity

6
Game Funding
  • Usually game development will not commence until
    the developer has secured funding from a
    publisher.
  • A cash-rich development company may fund
    themselves.
  • As would a publishers in-house development team.
  • As part of the funding agreement a set of
    milestones must be agreed.
  • A milestone is a demonstrable stage in
    development.
  • Typically a developer is paid each month,
    provided that months milestones have been
    reached.
  • We will look at more aspects of games publishing
    contracts later in the course.

7
Part 2 Development Breakdown
  • A development team has four main subgroups
  • Programmers
  • Artists (Audio Visual)
  • Game / Level Designers
  • Management
  • Teams range in size from 6 to 100.
  • Larger teams are usually used for major releases
    or art-heavy games.

8
Development Timeline
  • Development goes through several distinct stages
    illustrated here.
  • This diagram is quite general, but would be
    different for some games.
  • E.g. a football game would have more time spent
    on core game play rather than levels.
  • Also, some games may have more time spent on
    characters than levels.

9
Part 3 Development Areas - Programming
  • The programmers usually develop in C using a
    standard development environment like Microsoft
    Visual Studio.
  • They will also use game specific tools and APIs
    (Application Programmer Interfaces), e.g. DirectX
    or the Havoc physics engine.
  • The TL-Engine that you are using is an example of
    a games API.
  • The programming and program design techniques
    that you are learning in your other modules are
    also applicable to creating games.
  • Dont consider games development as a different
    process. Although it is more creative, at its
    core it is an ordinary computing discipline.

10
Development Areas Artwork
  • The artists will realise the concept
    illustrations using 3D modelling tools such as 3D
    Studio Max or Maya.
  • They will also create animations for the
    characters and objects in the game.
  • And create 2D graphics if necessary.
  • 3D modelling tools can be programmed using
    scripts.
  • Scripts are used to help export models into the
    game engines
  • This is one area where art and programming
    combine.

11
Development Areas Game Design
  • The Game designers will continue to work on the
    game after the design is complete.
  • They will monitor the game play code and
    decisions.
  • Game designers are not usually a separate group
    often they also work on the programming or
    artwork.
  • Level designers work on both sides, combining
    the art and technology.
  • They work on the specific environments and
    game-play events.
  • They often use custom tools later released as
    modding tools.

12
The Art / Programming Interface
  • The collaboration of artists and programmers is
    unusual to games development.
  • The interaction is complex and each side must
    understand the others work to a degree.
  • This aspect of games development can be a source
    of inspiration or cause great friction.
  • Those who understand the processes on both sides
    are highly sought after.
  • Although there are very, very few people who are
    commercially skilled in both art and programming.

13
Other Requirements
  • There are many other parts needed to make a game
  • Sound effects and speech
  • Motion capture
  • Front-end menu programming and artwork
  • Network and other hardware support
  • Story text and localisation
  • Instruction manual
  • Etc.

14
Part 4 Project Management
  • The game publisher will assign a producer to
    monitor progress on the game.
  • The producer will visit the developer
    periodically to ensure milestones are being met.
  • The producer is responsible for signing off
    each milestone payment.
  • This is the most critical time for a developer.
  • Both developer and publisher will usually perform
    project management to determine expected
    completion dates although their models may not
    match!
  • The publisher can usually enforce game design
    changes if slippage occurs.

15
Part 5 Testing Delivery
  • A game reaches the alpha stage when the major
    components have been developed, but no testing
    has been performed.
  • A game reaches the beta stage when all the
    components are complete and the developer has
    performed some testing, although the game may
    still have bugs.
  • Note that the terms alpha and beta are
    sometimes given slightly different meanings.

16
Part 5 Testing Delivery
  • At this point the game will be formally tested,
    in a facility chosen by the publisher.
  • Console games must be virtually perfect before
    release.
  • PC games are more prone to bugs, due to the
    variety of hardware.
  • The publisher will create a final Gold Master
    disc. It is sent for reproduction, and copies
    distributed to the shops.
Write a Comment
User Comments (0)
About PowerShow.com