YANTING ZHANG.  Genres are categories of game characterized by particular kinds of challenge, regardless of setting or game-world content.

Slides:



Advertisements
Similar presentations
Video Games By Daniel and Kamil. What is a video game? A video game is a an electronic game that involves interaction with a user interface to generate.
Advertisements

7.1. O SCARS & A RTIFICIAL I NTELLIGENCE Interim awards and introduction to game AI.
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.
Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.
MS. MACLEOD GAME GENRES. WHAT IS A GENRE? game genre are categories based on combination of subject matter, setting, screen presentation/format, player.
Gamers: Image and Reality 英二 1 24 th Oct Summary O As video games have become more popular and sophisticated, they have influenced popular culture.
Anatomy of a Game CTIN 463 John Hight
Video Game Artificial Intelligence April 9, 2007 Alex Rito.
Game Engine Introduction
3D Game Programming All in One By Kenneth C. Finney.
SE in Games, by GW and BL 1 Software Engineering in Games Game vs. Application development.
Game Development Essentials An Introduction. Chapter 3 Game Elements what are the possibilities?
Computer Games for Girls Using Gamemaker (
Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,
GameCamp! by ModLab Josef Nguyen and Amanda Phillips, facilitators Genre Bending.
Circle of Interactive Media  Actions, reflected in the interface  How the actions impact relevant systems  How systems produce feedback, outcomes,
The Game Development Process: Genres. Outline  What is a Game?  Genres.
COSC 4126 Games in learning Games and learning Chris Crawford and dawn of computer games implications for learning games.
The computer games industry has grown phenomenally over the past 30 years and we have now reached the stage where many households have a games console.
COIT23003 Games Development 7. Elaboration: Design by Genre.
02|Introduction to Game Design Eriq Muhammad Adams J |
CSC 343/642 Interactive 3D Game Development George J. Grevera, Ph.D. George J. Grevera, Ph.D.
 to get to know the importance of computer games for children;  to learn the types of computer games;  to know the rules or proper playing.
Aim: Skills: The five essential skills that students should develop from PDHPE are: Communicating Decision Making Interacting Moving Problem Solving.
Game Design EST310/ISE340 Fall 2011 Tony Scarlatos.
Studio Practice Level Design 3D-Content Generation Coding Conceptual Art (and Architecture) Project Management (3 rd Year) Teamwork (3 rd year) Theoretical.
Serious Games and Simulations. The business of using videogames or videogame technologies for purposes other than entertainment.
Systems development life-cycle Dr. Redekopp & Dr Kalanda.
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 1 Social.
Action games are video games that request from the player to use reflexes, precision, having sense of time in order to overcome different obstructions.
Game Development Essentials: An Introduction Third Edition.
Genre What types of games are there?. Game Genres ► Action / Adventure Legend of Zelda Series, Metroid ► Platformers Super Mario 64, Megaman ► Shooters.
Violence Language Blood and Gore Sexual Themes Nudity Drug Abuse Use of Alcohol.
What is Computer Science? “Computer Science is no more about computers than astronomy is about telescopes.” - Edsger Dijkstra “Computer Science is no more.
Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes.
Development Team Chase Killion Jordan Roller. Players will engage in real-time battles as commander or a grunt in Tank Wars. The game begins in "The Realm,"
Development Team Chase Killion Jordan Roller. Players will engage in real-time battles as commander or a grunt in Tank Wars. The game begins in "The Rim,"
Games. Types of games  RPG  FPS  PLATFORMER  SIDESCROLLER  POINT AND CLICK.
Game Story Development Lesson 3. Aims and Objectives Demonstrate an understanding of game genres and it’s codes and convention Analyse existing games.
The Elements of Game Design—Part 04 Gaming & Simulation Mr. Tillery Orlando Technical Center.
F UNDAMENTALS OF G AME D ESIGN G AME L EVEL D ESIGN Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba)
Genre Computer Games: Digital Games Design F1R2 11 © 2012 West Lothian CollegeAugust 2012/Review date August 2015 Genre.
Artificial Intelligence in Games
Game Design Concept Pertemuan 6 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 18: Construction and Management Simulations.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games.
Video Game Genres By: Caitlyn Hutson and Griffin Hanson.
Genres of Games Pengantar Teknologi Game. Genres of Games 1.Action Games 2.Strategy Games 3.Role-Playing Games 4.Sports Games 5.Vehicle Simulations 6.Construction.
Game AI Matthew Hsieh Meng Tran. Computer Games Many different genres  Action  Role Playing  Adventure  Strategy  Simulation  Sports  Racing Each.
GENERATE IDEAS FOR A GAME CONCEPT GENRE By Mark Jones.
Alexander Talbott.  Collection Origins  Why did we need Collection in Prehistoric times?  Collection allowed us to gather materials crucial to survival,
Unit 72: Computer Game design
Identifying the Target Audience Part 2. Target Audience The target audience is the group of people for whom the game is meant. To develop an effective.
What do we know from research on:. Key points Digital games for learning have some distinctive features (see slide 3) Digital games for learning can have.
1. Games Background Let’s Learn Saengthong School, June – August 2016 Teacher: Aj. Andrew Davison, CoE, PSU Hat Yai Campus
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 17: Vehicle Simulations.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 13: Action Games.
2D Game Programming with XNA 4.0. Principles of Game Programming Game Programming Basics Mouse & Keyboard Controls Sounds Sprites and Animation Collision.
Game Genres Unit 3 lesson 2. Game Genres The gaming and entertainment are divided into categories by media and ______. A media category includes such.
Things to consider when developing a game idea By Mark Jones.
Chapter 2 Computerized Entertainment and Classification 1.
COMPUTER Games First personal computer game One of the first computer games was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with.
Game Design GLOSSARY. What is a game? “A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool.” - Wikipedia.
Elements Of GamePlay.
Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.
hamzah asyrani sulaiman
GAME:IT Designing Good Games.
Presentation transcript:

YANTING ZHANG

 Genres are categories of game characterized by particular kinds of challenge, regardless of setting or game-world content.

 Asteroids(action games) Asteroids  Deus Ex(RPG/shooter) Deus Ex(RPG/shooter)  Weird Worlds: Return to Infinite Space Weird Worlds: Return to Infinite Space

 Construction  Puzzle solving  Unusual physical mechanics.

 Shooter Games Shooter Games  Action and Arcade Games Action and Arcade Games  Strategy Games Strategy Games  Role-Playing Games Role-Playing Games  Sports Games Sports Games  Vehicle Simulations Vehicle Simulations  Construction and Simulation Games Construction and Simulation Games  Adventure Games Adventure Games  Puzzle Games Puzzle Games

 Takes action at a distance  Using ranged weapon.  Aiming is a key skill  Limited ammunition.

Awesomenauts, a multiplayer 2D shooter Viewed from top-down or side-view fixed first-person Rare to keep track of ammunition (except for particularly powerful weapons)

Crysis 3, a 3D shooter with a particularly rich environment First –person perspective (FPS) Third-person perspective Gravity sound shadows collisions

 Action games  Physical challenges  Incorporate puzzle, races  Variety of conflict challenges  Simple economic challenges  Seldom strategic or conceptual challenges  Subdivided into variety of subgenres  Arcade games business model of earning money Unwinnable

Spelunky, 2D platform game Supernatural jumping ability Unrealistic physics

Skullgirls, a cartoonish fighting game Reaction time Timing Hand-to-hand combat

 Strategic, tactical and logistical challenges.  Economic and exploration challenges  Fall into two main subgenres:  Classical turn-based games  Real-time strategy games.

 Allow player to interact with a game world  Growing from person into superhero  Computer role-playing game (CRPG)  Quest or story of the game and character growth  Quest requires some combat  Rules define character growth occurs

Pro Evolution Soccer 2011

Cockpit view of Forza Motorsport 4 Verisimilitude – an apparently close relationship to reality Feeling of movement

Vehicle simulations Flight simulators Driving simulators Boats/trains,e tc. CivilianMilitary Organized racingImaginary racing

 Also called construction and management simulations (CMSs) Farm Ville, a hugely successful browser-based CMS

Heavy Rain

A series of related challenges Recognizing patterns Logical deductions

 Genres are not meant to constrain your imagination, but they provide a framework for design, a sort of scaffold upon which to build your game without inventing everything from scratch—which lowers some of the risk in designing a new game.