Tech.

Slides:



Advertisements
Similar presentations
1 Interactive Fiction CIS 487/587 Bruce R. Maxim UM-Dearborn.
Advertisements

User Interfaces By Mathieu Leduc. What is the User Interface(UI)? Knows about any input/output hardware Translates player actions into actions in the.
LICENCE EDUCATION AND TRAFFIC SIMULATION (LETS). PROJECT MEMBERS ATIL İŞÇEN UĞUR ACAR UMUT EROĞUL ÇAĞLAR ATA A.ENGİN BAYRAK.
The BIM Concept Drawings, building views, visualizations, calculations and quantity take-offs are automatically derived from the 3D model. BIM= Building.
Basic concept Technologies we have used The Design Problems, challenges & solutions Educational Gain.
Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
Design, goal of design, design process in SE context, Process of design – Quality guidelines and attributes Evolution of software design process – Procedural,
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 16: Sports Games.
Page - 1 Ariba Buyer Upgrade Benefits/Enhancements  Streamlined User Interface  Requisition Function and Company eForms  Increased Performance.
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
CompuCell Software Current capabilities and Research Plan Rajiv Chaturvedi Jesús A. Izaguirre With Patrick M. Virtue.
Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield.
Computer Graphics Lecture 28 Fasih ur Rehman. Last Class GUI Attributes – Windows, icons, menus, pointing devices, graphics Advantages Design Process.
A Spring 2005 CS 426 Senior Project By Group 15 John Studebaker, Justin Gerthoffer, David Colborne CSE Dept., University of Nevada, Reno Advisors (CSE.
Merja & Pauli Rapid prototyping & other stuff.
Fundamentals of Game Design
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
Gaming ISV TOBII CONFIDENTIAL INFORMATION. Imagine a computer that knows where you want to point before you do  By looking at your point of gaze the.
Name Pending A Tetris Attack clone. Operational Concepts  An evolution into next-gen of an existing puzzle game scheme  Capturing the essence of retro.
Group 3 – Karo Progress Wendy Dominik Job Janita Erik.
Adaptive User Interface Modelling for Web-environments T – Antti Martikainen
CS4099 Software Project By Tom Clark. The project Main aim: –Show how the expanding field of games utilises CS. –Re-enforce by creating an example using.
Requirements Analysis Review Modeling Team Matt Weyant 26 Oct 1999.
Design Evaluation Overview Introduction Model for Interface Design Evaluation Types of Evaluation –Conceptual Design –Usability –Learning Outcome.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
Use Autodesk® Maya® 2011 and Autodesk® Mudbox® 2011 to build up modern game producing work flow  Jerry Zhao  3D Technology Expert of Shangqi Technology.
More Graphics. Hit Testing Mouse clicked here What did I click on?
GAME TESTING REQUIREMENTS AND METHODS GAME DESIGN.
Interactive Animation
Chapter 1 Introduction.
Game Project IMGD 4000 Due Dates: Form Teams Treatment Website
Project Overview An introduction to 3D printing
Lecture 3 Prescriptive Process Models
Chapter 1: Introduction to Systems Analysis and Design
GAD Created by Educational Technology Network
Designing and Developing Games
Year 10 Visual Communication Design
Learning from Postmortems (slides adapted from Michael Mateas)
@alba.monedero MCDEM La Salle Barcelona edukgame.wordpress.com.
Architecture Concept Documents
Teaching roles for instructional strategies
Project Overview An introduction to 3D printing
Game Description Story Goals Controls. Game Description Story Goals Controls.
Rapid Prototyping.
3D Game Pitch Niki Farquhar
User Experience Design
Interactive Input Methods & Graphical User Input
CIS 487/587 Bruce R. Maxim UM-Dearborn
MBI 630: Week 11 Interface Design
CIS 488/588 Bruce R. Maxim UM-Dearborn
NARRATIVE, DESIGN, AND PERFORMANCE
Screenshot: PowerMad in Action
Blender API: Part 2: Game Engine
Introduction UI designer stands for User Interface designer. UI designing is a type of process that is used for making interfaces in the software or the.
3D Game Development Time and game loop Jernej Vičič.
Software Process Models
Interactive Input Methods & Graphical User Input
INTERACTIVE MEDIUM-FI PROTOTYPE
Chapter 1: Introduction to Systems Analysis and Design
GRAPHICAL USER INTERFACE GITAM GADTAULA. OVERVIEW What is Human Computer Interface (User Interface) principles of user interface design What makes a good.
GRAPHICAL USER INTERFACE GITAM GADTAULA KATHMANDU UNIVERSITY CLASS PRESENTATION.
Model-view-controller
Unity Game Development
Unity Game Development
Games Development 2 Tools Programming
Blender API: Part 1: Overview
Chapter 1: Introduction to Systems Analysis and Design
Chapter 1 Introduction.
Level 42.
Presentation transcript:

Tech

Game Technical Architecture Architecture Overview Game Scene 3D Rendering Game GUI 2D Rendering Special Visual Effects Attributes Based AI System Challenges

Architecture Overview

Architecture Overview 3D game development is hard Higher expectation More involved dependencies Design size = N 2D implementation takes N2 3D implementation takes N3

Architecture Overview Project Scale: 5584 lines of programming using C#.Net Character.cs 998 Lines Landscape.cs 719 Lines UIManager.cs 464 Lines GameModel.cs 462 Lines BootHillArena.cs 387 Lines Input.cs 362 Lines PhysicsHandler.cs 223 Lines WeaponSlide.cs 242 LInes Weapon.cs 132 Lines Bullet.cs 59 Lines BHAUtilities.cs 33 Lines Program.cs 17 Lines Camera.cs 1136 (800 Original Code) Graphics.cs 314 (Oringinal)

Game Scene 3D Rendering Multiple layers of game architecture design Using XNA game design pattern, classes from different layers communicate through consistent function calls Update() and Draw() (aka Render() ) E.g. Top Layer BootHillArena class manipulates game components of the subsequent layers Landscape, Camera, UIManager, Input, etc.

Game Scene 3D Rendering Landscape Class implements game scene Uses three phases as game flow control so that to make the game players in different level with different challenge Free  Draw  Shoot  Free  … Rounds of game with recovery and supply between duels make the game complete Player and opponent conditions are manipulated by Landscape too

Game GUI 2D Rendering Adhere with usability of UI design principles Rich Interaction with the environment Plenty of Game Cue for first time player to get familiar with the game quickly Screen tips Models: audience, arena settings Help menu Instant Feedback for all actions Player never feel to be suspended by not knowing what to do in the game

Special Visual Effects Camera Shaking Depends on the concentration of the player More focused, less trembling, more accurate Trying to simulate the trembling from the player, but rather not making the screen jittering Zooming Player finds zooming in helps aiming Slow in – fast out: concentration used up Physics Engine Adopted a free physics engine: BulletX For enhanced immersive game experience

Attributes-Based AI System Goal of BHA AI System Give player escalated game play experience Simulates challenge when played with real person E.g.: If player didn’t draw quickly, your opponent draw Fine-tuned attributes that makes the duel intense but not rush  

Attributes-Based AI System Explicitly displayed attributes fulfilling features in game concept design: Health, Concentration, Bullet Left, Ammunition, Health Package, Affiliation, Rank, Name, etc.

Attributes-Based AI System Behind-the-Scene attributes implemented Goal of AI System: Character attributes that differ from opponents Affects drawing and shooting during the duel accuracy shooting skill weapon power firing speed reaction agility

Challenges Texture Mapping Collision Detection Physics Effects Time Constraint

Now We Are Going Back

Potential Future Expansion Extended game story to implement More options A selection of weapons with upgrade Choices for player character attributes and opponents attributes Multiple tasks along with new training process as the learning curve for player as the career path to help the player grow character with increased skills and upgraded gears for an extensive game experience.