Goals: We want to produce a 1.Fun 2.Immersive 3.Unique 4.Sellable game.

Slides:



Advertisements
Similar presentations
Video Game Design Game Maker Ms. Scales. What is game design? Is it art? It is all about artistic expression. Is it technical? Just follow some deign.
Advertisements

GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
Goals: We want to produce a 1.Fun 2.Immersive 3.Unique 4.Sellable game.
Game Design The Art and Science Flint Dille Ground Zero Productions E. Daniel Arey VisionArey Entertainment
Interaction design using the graphical user interface (GUI)
Super Baseball Simulator Game Review by, Mark Leich.
Theme of the Week Leadership Monday. Word of the Day Unless you stand for something you will fall for anything. Direct.
1 Interactive Fiction CIS 487/587 Bruce R. Maxim UM-Dearborn.
Team Name: team13 Programmer: 陳則凱 b Tester: 劉典恆 b
Top 10 DS Games of All Time
Horse race © Horse race: rules 1.Each player chooses a horse and puts it into a stall. Write your name next to the.
Please read points 1 -9 on this page first. On the reverse of this page you will find the complete rules. Racing Game-Action Carabande Rules Overview 1.
Writing for Games Lynne Hall, Susan Jones. What we will 1. Game Genres 2. Game Design Cycle 3. Early Days Techniques 4. Your Game.
Anatomy of a Game CTIN 463 John Hight
EXPRESSIVE INTELLIGENCE STUDIO The Future of Gaming Unfolding the Future of Interactive Storytelling UC Santa Cruz School of Engineering
Design and Programming of Computer Games TDDD23. Introduction to TDDD23 Course overview Games from last year Course pedagogy Game design / SE Course Goals.
Game Title Make sure your title is brief, descriptive, and “snappy.” Try to come up with something that will attract players to your game.
Alpha α Beta β Eta η Zeta ζ Gamma γ Delta δ Epsilon ε Theta θ Iota ι Kappa κ The Battle for Abbey Ridge.
CS 370 Computer Game Design Introduction Ken Forbus Spring 2003
Chapter 7.3 The Publisher-Developer Relationship.
Advance wars Reveiw By Joshua Oziemski. Basic Information Title: Advance wars Developed by Intelligent Systems Published by Nintendo Genre: Turn based.
Persuasive Purposes  To create a fast paced 2D/3D fighting action game that will provide a decent level of challenge to the players  To guide the players.
Circle of Interactive Media  Actions, reflected in the interface  How the actions impact relevant systems  How systems produce feedback, outcomes,
Effect of Display Size on a Player’s Situational Awareness in Real-Time Strategy Games Peter Miralles Chris Fernandes CSC 499.
My Game The Tokyo Runner Corey Martin. The Story It will revolve around the main character Ryo as he tries to beat all other racers in Tokyo on the Wangan.
Designing games to facilitate learning How to design cheap and effective traditional games.
9/14/20151 Game Theory and Game Balance CIS 487/587 Bruce R. Maxim UM-Dearborn.
DIGITAL GAME PROG I Large-Scale Design Process Part 2.
Serious Games and Simulations. The business of using videogames or videogame technologies for purposes other than entertainment.
How To Play Mancala BY PETER Mancala is a game where you use marables to play. It takes to players.
Masters of the Universe Derek Altenburg Hamilton Foro Brian Kohlwaies Travis Langley Boris Poperny Matthew Prior.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
1.History of a remarkable Man Call “Alan Turing”. 2.Study Life. 3.Work life during the world war 2 period. 4.His achievement after the world war. 5.His.
Produced in conjunction with Tom Briggs, Education and Outreach Officer at Bletchley Park.
Game-playing AIs Part 1 CIS 391 Fall CSE Intro to AI 2 Games: Outline of Unit Part I (this set of slides)  Motivation  Game Trees  Evaluation.
Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.
Training Activities All with a ball drills Follow the Leader Tag / Kick out games Steal a ball 1 v 1 Dribble to another area Dribble through the goals.
Tactics. What is a tactic? A tactic is a specific way of carrying out a particular strategy and of applying in action principles of play common in games.
Gameplay Creating the Experience. Definition Choices, challenges, or consequences that players face while navigating a virtual environment. Gameplay is.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Game Balancing Theory Making a non-computer or computer game fair for players vs. player, or player vs. computer AdamCon 17 July 15, 2005 Dale Wick.
Video Games & Object Oriented Programming. Games.
Artificial Intelligence Research in Video Games By Jacob Schrum
Genre Computer Games: Digital Games Design F1R2 11 © 2012 West Lothian CollegeAugust 2012/Review date August 2015 Genre.
CSE4AT3 Design Balancing Continued……………………………… …………………………………………..
Where we are now At this point you’ve got your game concept/idea and you need to turn this into a working document (specification) You will know the environment.
Videogame Challenge How to build a video game. Why Are Video Games Important? The Federation of American Scientists (FAS) has proclaimed that kids need.
COMP 585: Serious Games.  Gameplay  Storytelling  Aesthetics  Novelty  Learning  Immersion  Socializing.
Marble Racer. The screen where you can see what happens when you play your game is called the STAGE. The SCRIPT BANK is where the types of instructions.
Game tree search Chapter 6 (6.1 to 6.3 and 6.6) cover games. 6.6 covers state of the art game players in particular. 6.5 covers games that involve uncertainty.
Zeroing in: IDEAS. The Key Elements of the IDEAS domain Controlling Idea (Focus) Relevant Supporting Ideas Major Details Specific Examples And Elaboration.
Contested Dominion Game Treatment written by Nicholas Mezza.
INTERACTIVE STORYTELLING THROUGH A COMPUTER GAME -WORKING TITLE.
GENERATE IDEAS FOR A GAME CONCEPT GENRE By Mark Jones.
Chapayev CS426 04/04/08. Concept Vasilyev Brothers' Chapayev, 1934 Alternative way of playing Checkers is known as Chapayev game in the countries of former.
Game Development Essentials An Introduction
Competitive Fall Season Week of September 3 U9/U10 – Small Group Attack.
By: TBDL x Knight. TBDL Making Changes TBDL leaders have decided to make TBDL more Expanded. When it comes to Call of Duty, TBDL has two teams. Those.
Unit 72: Computer Game design
GameplayStyle. Visual Style Visual What you see on the screen? Style What does it look like? What you do? Interaction Why you do it? Game Mechanics (win.
Uses and Limitations Fall 2013 COMP3710 Artificial Intelligence Computing Science Thompson Rivers University.
2D Game Programming with XNA 4.0. Principles of Game Programming Game Programming Basics Mouse & Keyboard Controls Sounds Sprites and Animation Collision.
Accelerated Adaptation Evolution The learning contest between the IDF and its adversaries ( ) Hezbollah [aided by Iran], Hamas, Islamic Jihad (Gaza),
IDS542 / MGTO 582 Business Models.
GAME:IT Designing Good Games.
Android Game Devlopment
Multiplayer Games By: Miss Dinnella.
First-Person PacMan By Brett Jones.
Business Management Courses Gives Competitive Edge.
COMP 4640 Intelligent & Interactive Systems
Presentation transcript:

Goals: We want to produce a 1.Fun 2.Immersive 3.Unique 4.Sellable game

What makes a game fun? Game play –Making decisions that affect future outcomes Scoring –All player interaction affects score Competition –The right level of fair play –Human competition against other players Customizability

What makes a game immersive Story line –Plot –Emotional depth –Character depth –Consistency Game play –Learning curve is just right Graphics Sound

What makes a game unique ? New Genre New AI New Graphics New Customizations

What makes a game sellable? It has to be all of the above and it has to be marketed, and distributed well. No bugs Portable, ….

Our Game: Fun, Immersive, Unique Dual-mode –Competitive (2 player) –Cooperative + Competitive (4+ players), pairs of cooperating competitors Cerebral mode: Puzzle, Strategic, longer time horizon FP/TP mode: Fast paced, racy, frantic action and effects

Our Game: Dual Mode (PF) Market Issues: –Is there a market for such a game –Player demographics (two sets?) How do we make it work? –Concept: Time Interrupt Time slows down in FP/TP mode  1s == 1s Cerebral mode: Days in seconds  24h = 1s Making this explicit, unites the RTS and FP views. One Person can play both views and switch plausibly. Works for RTS to FP – no such justifiable mechanism for other concepts

Our Game: Possession – serious (RL) Market: Who will be put off by possession (Religious?) How do we make it work? –Story line: In the far future, galactic war has left few gods alive. Terra is the next battleground between good and evil. Will humanity survive? You and your fellow gods possess key human figures to change the course of history. You are Mario Andretti, You are Winston Churchill You are Alan Turing

Our Game: Possession - Fun Market: Who will be put off by possession How do we make it work? –Story line: In the far future, galactic war has left few gods alive. Terra is the next battleground between karmic good and evil. Will humanity survive? You and your god compadres possess almost-key human figures to change the course of history. You are Mario Andretti’s mechanic, Dario – customize and race his car to beat an evil god in delivering the enigma machine to Winston Churchill You are Winston Churchill’s butler, Reeves - …buttle your ass off to get funding to Alan Turing to build his computer You are Alan Turing’s beautiful assistant, Tuqwilla – Help Turing crack the code and win world war II

Our game - Concepts Ghost view (RL) during possession Humans are pawns for both sides (LA) Many possible starting points lead to many possible futures/pasts for Terra

Terrana A Delicate Balance… Just your luck. Prospecting at the edge of known space you have to be the one to make first contact. Robot armies march to your command. As the military leader of your armed forces, you must equip, train, deploy, and lead your forces to victory