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Interactive Multimedia Games Development COM631

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Title: DIESEL Author: IS Group Last modified by: Michael Callaghan Created Date: 1/28/2003 1:50:02 PM Document presentation format: On-screen Show (4:3) – PowerPoint PPT presentation

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Title: Interactive Multimedia Games Development COM631


1
Interactive Multimedia Games Development COM631
  • Module Overview

2
Times and Locations
  • Lecture/practical
  • Tuesday 09.15 11.05 Room MG229 (L)
  • Tuesday 12 15.05 Room MG122 (P)

3
Contact Details
  • Michael Callaghan
  • MS132
  • Email mj.callaghan_at_ulster.ac.uk
  • Tel 02871 675771

4
Online Resources
  • Details of Module specification, learning
  • outcomes, marking schemes and other
  • resources can be found online here
  • Module handout
  • http//www.scis.ulster.ac.uk/michael/COM631/Docum
    ents/Module_handout/Module_handout_COM631_2013.doc
  • Module specification
  • http//cis.ulster.ac.uk/administrator/files/module
    specs/com631.pdf

5
Module aims
  • To provide students with an appreciation for
    advanced techniques and approaches used in the
    game design and development process
  • To provide students with an appreciation of the
    technical and research challenges facing game
    designers
  • To provide students with the skills and expertise
    necessary to create high quality interactive
    games

6
Learning Outcomes
  • Demonstrate their expertise in creating high
    quality content for use in computer games
  • Critically evaluate and select appropriate
    approaches and techniques to design and implement
    interactive multimedia games
  • Demonstrate their ability to create game
    prototypes,
  • Demonstrate a detailed understanding of industry
    standard game authoring tools, platforms,
    techniques and scripting languages

7
Main Topics
  • Game design/planning/implementation process
  • Unity
  • Metrics and analytics

8
Historical context
9
Mobile/pad sales
10
Low barrier to entry
11
New interactions modes
12
Peripherals
13
Rise of the indies
14
Rise of free to play and metrics
15
Rise of free to play and metrics
http//thinkgaming.com/app-sales-data/1/clash-of-c
lans/
16
Game metrics
http//www.scis.ulster.ac.uk/michael/COM631/Sprea
dsheet/DubitVirtuaWoldModel_v1.3.xls
17
Lost in the crowd
God of War
Call of Duty
Assassins Creed
FIFA 2013
Orderly release with big budgets
18
Schedule (Provisional)
19
Assignment weighing submission deadlines
100 Coursework
20
Submission Deadlines
  • Assignment 1 08/10/13 (Week 3)
  • Assignment 2 29/10/13 (Week 6)
  • Assignment 3 10/12/13 (Week 12)

21
Assignments Overview
  • Three individual assignments with a progressive
  • common theme (Game design)
  • Awareness, assess and critically evaluate
  • Propose
  • Plan and design
  • Implement

22
Assignment 1 Overview
  • Assignment 1 Pitch and present an innovative
  • game
  • Total available marks 15
  • Individual assignment
  • Assignment 1
  • Due 08/10/13 (Week 3)

23
Assignment 1
  • Create a short pitch document/presentation for an
    innovative game you are going to create that you
    feel would be successful in the Dare competition
  • Ensure that your game idea could be implemented
    within the constraints of the module duration
  • Structure of the document is closely based on the
    application form for Dare to be Digital
  • Pitch document generated should follow the format
    given. Word limits will be strictly adhered to!

24
Assignment 1
  • Game should be tailored for mobile platform e.g.
    iPad, Android pad/iPhone/windows 8
  • Must employ platform appropriate game mechanics
    and control systems
  • Mechanics need to be innovative but simple!
  • E.g. multitouch, flick, orientation, tap
  • Should consider the use of metrics and analytics
  • Should consider business model e.g. free to play
    and the in-world economy

25
Pitch Format
  • Pitch document should be comprised of the
    following
  • Concise game description (maximum 100 words)
  • Description of core game play (maximum 100 words)
  • Discussion of market potential of title (maximum
    100 words)
  • Discussion of target audience (maximum 100 words)
  • Description of innovation and creativity (maximum
    100 words)
  • Consideration of in-world economy and
    monetization (maximum 100 words)
  • Discussion of which technology you are using and
    why? (maximum 100 words)
  • Short work plan clearly showing how you could
    design a level for your game in the next 9 weeks.
    (Gantt chart!)

26
100 Word Games Pitch
  • Therell be no trick or treating this Halloween!
  • Slyghoul the Hungry has risen and hasnt fed for
    a hundred years.
  • He traps the children of Yew-tree Orphanage and
    grows stronger from their
  • fears. Only three children escape his grasp, but
    for how long?
  • Bound by need and circumstance Lofty, Missey,
    and Rabbit must uncover their
  • inner strengths to escape. Light, Sound and
    Friendship are their only weapons
  • to defeat Slyghoul and his minions.
  • Time is running out, the light is fading, help
    them face their fears and save the
  • others...
  • Or be trapped forever by the Creeping Dark!

27
Assignment 1 Output
  • Report and class presentation. Report format
  • Size Must comply with the Dare to be Digital
    application form format and must be within the
    stated word limit!
  • Font Times New Roman
  • Font size12
  • Spacing Single line
  • StyleTechnical/Formal

28
Assignment 1 Output
  • Submission Guidelines for presentation
  • Powerpoint presentation of appropriate length.
  • Submission Details
  • Assignments should be submitted on day of
    presentation

29
Assignment 1 Deliverables
  • Hard copy of report and PowerPoint presentation
    slides
  • CDROM containing digital copy of report and
    presentation slides
  • Presentation to class in week 3
  • 10 minutes presentation 5 minutes questions

30
Assignment 1 Presentations
All students must attend all presentations!
31
Assignment 1 Mark Allocation
32
Assignment 1 Warning!
  • Assignment 1 is 700 words and a project plan
  • It is worth 15 of the module mark!
  • The submission should be well researched and
    thought out
  • Clear evidence of understanding of your games
    unique selling points and of similar games out
    there
  • Clear rationale for using the technology
  • Project plan must reflect nuances of the game you
    are going to develop

33
This is a project plan!
http//www.scis.ulster.ac.uk/michael/COM631/Docum
ents/projectplanning/project20plan20microsoft20
project20file.mpp
34
Assignment 2 Overview
  • Assignment 2 Creation of an abbreviated game
  • design document (Preproduction)
  • Total available marks 35
  • Individual assignment
  • Assignment 2
  • Due 29/10/13 (Week 6)
  • Example document here

35
Assignment 2 (Preproduction)
  • Create an abbreviated game design document for
    the game level/app you will create in Unity for
    Assignment 3
  • Structure is based on template/examples supplied
  • Report generated should follow the format given
    as closely as possible, example document here
  • Be realistic on time constraints
  • You must pitch your game to the class in a formal
    presentation

36
Assignment 2 Guidelines
  • The document should follow the game design
    document
  • structure provided and also include accompanying
  • support material
  • Description of level theme/game/app
  • Level/app design concept development material
    (including rough sketches/photographs)
  • Level layout design diagram (Level blueprint) and
    game board (as appropriate)
  • Consideration of in-world economy
  • Model of game/in-world economy
  • App store description

37
Assignment 2 Output
  • Report, supporting material and class
    presentation
  • Submission Guidelines for report
  • As required following format/template given
  • Submission Guidelines for presentation
  • Powerpoint presentation of appropriate length
  • Submission Details
  • Assignments should be submitted on day of
    presentation

38
Assignment 2 Deliverables
  • Hard copy of game design document
  • Copy of game model in Excel
  • CDROM containing digital copy of all
    report/presentation and supporting material
  • Presentation/pitch to class in week 6

39
Level blueprint game board
Level blueprint and game board from Level Design
for Games, Phil Co
40
App store description
41
Game modeling
http//www.scis.ulster.ac.uk/michael/com631/Model
s/CircuitWarzStage1.xlsm
42
Game modeling
http//www.scis.ulster.ac.uk/michael/com631/Model
s/Gina.xlsm
43
Assignment 2 Mark Allocation
44
Assignment 3 Overview
  • Assignment 3 Create a game/app in Unity
  • Total available marks 50
  • Individual assignment
  • Assignment 3
  • Due 10/12/13 (Week 12)

45
Assignment 3 (Implementation)
  • Design a game level/app in Unity
  • Level/app based on the game design document in
    assignment 3
  • Must be related to and complement your games
    pitch
  • Can reuse content/models available online or
    within Unity provided they adequately referenced.
  • Assignment includes a presentation where the
    student will detail to the class each stage in
    development and implementation process and
    present their final work

46
Assignment 3 Output
  • Source material, Unity level, screen capture
    video with voice over and
  • annotations, walkthrough giving overview of
    level, construction process and
  • game play, class presentation
  • Submission Details
  • Assignments should be submitted on day of
    presentation
  • Deliverables (submitted on CD-ROM/DVD)
  • A walkthrough level in Unity with voice
    annotation
  • Source code and support material (E.g. Textures,
    3DS Max models etc)
  • Copy of class PowerPoint presentation

47
Assignment 3 Mark Allocation
48
Resources
http//www.design3.com/
49
Resources
http//walkerboystudio.com/html/unity_training___f
ree__.html
http//www.3dbuzz.com/
50
Recommended Reading
  • Unity 4.x Game AI Programming
  • By Aung Sithu Kyaw Thet Naing Swe Clifford
    Peters
  • Publisher Packt Publishing
  • Pub. Date July 23, 2013
  • Print ISBN-13 978-1-84969-340-0
  • Getting Started with Unity
  • By Patrick Felicia
  • Publisher Packt Publishing
  • Pub. Date August 26, 2013
  • Print ISBN-13 978-1-84969-584-8

51
Recommended Reading
  • Beginning 3D Game Development with Unity 4
    All-in-One, Multi-
  • Platform Game Development, Second Edition
  • By Sue Blackman
  • Publisher Apress
  • Pub. Date August 28, 2013
  • Print ISBN-10 1-4302-4899-8
  • Print ISBN-13 978-1-4302-4899-6
  • Unity Game Development Essentials
  • Author W Goldstone
  • Publisher PACKT PUBLISHING (13 Oct 2009)
  • ISBN-10 184719818X/ISBN-13 978-1847198181

52
Recommended Reading
  • Game Development with Unity
  • Michelle Menard
  • Paperback 480 pages
  • Publisher Delmar Cengage Learning(18 Feb 2011)
  • ISBN-10 1435456580
  • ISBN-13 978-1435456587
  • Unity 3 Game Development Hotshot
  • Jate Wittayabundit
  • Paperback 380 pages
  • Publisher PACKT PUBLISHING (26 Aug 2011)
  • Language English
  • ISBN-10 1849691126
  • ISBN-13 978-1849691123

53
Recommended Reading
  • Game Level Design
  • Author Ed Byrne
  • Publisher Charles River Media (Dec 2004)
  • ISBN-10 1584503696, ISBN-13 978-1584503699
  • Level Design for Games Creating Compelling Game
    Experiences
  • Author Phil Co
  • Publisher New Riders (Feb 2006)
  • ISBN-10 032137597, ISBN-13 978-0321375971

54
Recommended Reading
  • Beginning Game Level Design
  • Author John Feil
  • Publisher Course Technology (18 Feb 2005)
  • ISBN-10 1592004342, ISBN-13 978-1592004348
  • Introduction to Game Development
  • Editor Steve Rabin
  • Publisher Charles River Media
  • ISBN-10 1584503777, ISBN-13 978-1584503774

55
Recommended Reading
  • 3D Game Environments Create Professional 3D Game
    Worlds
  • Luke Ahearn (Author)
  • Paperback 400 pages
  • Publisher Focal Press Pap/Dvdr edition (May 19,
    2008)
  • Language English
  • ISBN-10 0240808959
  • ISBN-13 978-0240808956

56
Recommended sites
  • Game Developer Magazine http//www.developmag.com
    /
  • Ernest Adamshttp//www.designersnotebook.com/
  • Game design magazineshttp//www.gdmag.com/homepag
    e.htm
  • Dare to be Digital Team Blogs
  • http//www.daretobedigital.com/
  • 3D Buzz
  • http//www.3dbuzz.com
  • Walker Unity tutorials
  • http//walkerboystudio.com/html/unity_traini
    ng___free__.html

57
Questions?
  • Any questions?

58
Interactive Multimedia Games Development COM631
  • Module Overview
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