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Be the New Renaissance Artist: Davinci = Art Design Engineering

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Title: Be the New Renaissance Artist: Davinci = Art Design Engineering


1
Be the New Renaissance Artist Davinci
ArtDesignEngineering
2
Cyrus Lum
3
Cyrus Lum
  • 20 years of experience
  • Game production, development, management, and
    investment roles
  • Publishing independent development companies.

4
Cyrus Lum
  • Artist, Art Director, Programmer, Designer,
    Producer, Studio Director, Executive Director, VP
    of Digital Productions, Game Developer Owner, and
    Angel Investor/Advisor

5
GameDev Guru
  • I help grow game businesses using my expertise,
    experience industry contacts.
  • And in some casesI help with funding.

6
Multi-talent
  • In this day and age of shrinking development
    teams, it is more important now than ever to have
    individuals on your development team who are
    multi-talented.

7
Multi-talent
  • This is because of efforts to cut dev costs in
    order to create products on platforms where
    business models are leaning toward free-to-play

8
The Early Days
  • Its a throw back to the early days of
    computer games when products were created by one
    or several individuals.

9
Potential of Artists
  • Of all of the disciplines, a person with an
    art background has the potential ability to also
    handle game design, programming, and production
    duties.

10
The Talk
  • I will discuss the methods that I used to
    develop from an artist to a game designer,
    programmer, producer and beyond.

11
The Talk
  • I will discuss a process that artists can use
    to learn how to program and eventually code in
    many different programming languages.

12
The Talk
  • I will discuss the iterative step process
    that I used for game design that can allow an
    artist to develop game design ideas in much the
    same way as art is developed in a traditional
    sense.

13
The Talk
  • Finally, I will discuss how to manage being an
    integrated artist/game designer/programmer and
    how this can be applied to rapid game prototyping
    and even to actual game production.

14
Game Design
  • The process steps of game design as applied to a
    commercial artist.
  • Client specs
  • Market/competitive analysis
  • Initial design treatment
  • Create user experience Mock-up screens
  • Create user experience Demo
  • Production plan

15
Client Specs
  • Overall, you want to understand the product to be
    created

16
Client Specs
  • What is the products purpose in the marketplace?
    Is it filling a hole?

17
Client Specs
  • Understand your clients needs

18
Client Specs
  • Understand the constraints creative, technical,
    production

19
Client Specs
  • Understand the value that the project can have to
    the market

20
Client Specs
  • Even if you are creating the game for yourself,
    your client is the market not you.
  • Investigate and understand this market you
    still need customers to buy your game.

21
Market Analysis
  • Investigate what other similar products are
    already selling

22
Market Analysis
  • How well are they doing?

23
Market Analysis
  • Who are your biggest competitors?

24
Initial Treatment
  • Focus on game Core action

25
Initial Treatment
  • Make this easy for a player to do

26
Initial Treatment
  • Make this enjoyable for a player

27
Initial Treatment
  • Easy to Learn, but hard to Master

28
Initial Treatment
  • Overall, focus on the playground or the
    environment that the core action can be done in

29
Environment
  • Use the environment to promote the fun aspects
    of the core action

30
Environment
  • Design the environment to add challenge to the
    core action

31
Environment
  • Design the environment to inspire growth of new
    abilities in the core action

32
Multi-player
  • How can you play with friends?
  • Competitive, Co-op

33
UX Mock-up
  • Mock-up the flow of User Experience of the game

34
UX Mock-up
  • Mock-up the User Interface Screens

35
UX Mock-up
  • Mock-up the game play screens

36
UX Demo
  • Create an animated/interactive demo of the flow
    of User Experience of the game

37
UX Demo
  • Focus on conveying how fun the user experience
    will be.
  • (music game)

38
Programming for Artists
  • How I started learning how to program

39
Programming for Artists
  • Modding existing games just changing object
    characteristics

40
Programming for Artists
  • Use an existing engine/game that has game
    scripting capabilities

41
Programming for Artists
  • Add new weapon new art additional
    functionality to a base weapon

42
Programming for Artists
  • An example of weapon mods
  • (southpark)

43
Programming for Artists
  • Add new vehicle - new art and additional
    functionality to a base vehicle

44
Programming for Artists
  • An Example Vehicle Mod
  • (mechforce)

45
Programming for Artists
  • Add new character - new art and additional
    functionality to a base character

46
Programming for Artists
  • An example character mod
  • (Turok2)

47
Programming for Artists
  • Find forums and message boards and sample code
    repositories to learn how to use and modify game
    code.

48
Programming for Artists
  • Learning programming by making a text editor is
    not fun or motivating

49
Programming for Artists
  • Learning programming in the context of a game is
    more exciting and motivating

50
Programming for Artists
  • See direct result of your new knowledge
    important to motivate you further

51
Programming for Artists
  • This was good because it kept me focused on
    learning specific programming skills

52
Programming for Artists
  • Next Started programming whole games by using
    existing game code as a base

53
Programming for Artists
  • I made a basketball game in Quake

54
Programming for Artists
  • Finally Program a game from scratch using an
    SDK

55
Programming for Artists
  • I used DirectX to create games
  • (Railworld)

56
Programming for Artists
  • Today, there are many ways that artists can learn
    how to program.
  • Flash Actionscript/Paper vision
  • Unreal script
  • Apple IOS
  • OpenGL
  • OGRE
  • DirectX
  • Torque Game Engine

57
Programming for Artists
  • Some links
  • Flash
  • http//www.actionscript.org/forums/index.php3
  • http//forum.papervision3d.org/directX
  • XNA/DirectX
  • http//www.directxtutorial.com/
  • http//www.bluerosegames.com/brg/xna101.aspx

58
Programming for Artists
  • Some links
  • IOS
  • http//www.iphonedevsdk.com/forum
  • http//forums.macrumors.com/
  • http//www.iphonesdkarticles.com/
  • All Programming Languages
  • http//stackoverflow.com/
  • http//www.experts-exchange.com/

59
UX Demo
  • Iterate the demo dev with people outside the team
    blind play test

60
UX Demo
  • Qualify your game design is it fun? Do players
    get what to do?
  • (blacksite iterate)

61
UX Demo
  • Use this data to discover and grow your game
    design
  • (blacksite final)

62
Production Plan
  • With all of this data, you are now ready to
    create the production plan

63
Scheduling
  • About scheduling Never accept an estimate for a
    task over 1 week break this down

64
Scheduling
  • Identify steps of an art task process

65
Scheduling
  • Estimate a time for each step

66
Scheduling
  • Add all times to determine total duration.
    Propose solutions if duration is too long

67
Ready for Production
  • Once you add in the art and tech design
    documents, you are ready for production with a
    pre-production package that is game play
    qualified.

68
Conclusions
  • Putting it all together, an artist can create the
    original concept, create the art, program the
    demo, and layout the production plan for the
    project.

69
Conclusions
  • What you have now is an individual who is
    optimized to do Rapid prototyping

70
Conclusions
  • Its a skill that can allow the artist to create
    many different prototypes to the degree that
    upper management can make very informed
    decisions

71
Conclusions
  • because they can actually play the demo.

72
Conclusions
  • Apart from rapid prototyping, an artist has the
    definite ability to handle developing a
    pre-production package that can be handed off to
    a production team.

73
Conclusions
  • On top of that, because the artist has intimate
    knowledge about all of the disciplines, he can
    help to manage and interface the various team
    members of the production group.

74
Conclusions
  • and that should make everybody happy

75
Thank you!
  • Further Information.
  • www.gamedev-guru.com
  • clum_at_gamedev-guru.com
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