Game Design For Development Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.

Slides:



Advertisements
Similar presentations
Testing Relational Database
Advertisements

SharePoint List Custom Actions Feature Product Overview Nimrod Geva Product Group Manager, KWizCom
Project Management What is it? The management and control of a group of interrelated tasks required to be completed in an efficient and timely manner.
SYSE 802 John D. McGregor Module 2 Session 2 Method Tailoring.
MODULE 4 File and Folder Management. Creating file and folder A computer file is a resource for storing information, which is available to a computer.
The Game Development Process Game Architecture. Outline Tokens Initial Architecture Development Nearing Release Postmortem.
CS 4730 Game Design Patterns CS 4730 – Computer Game Design Credit: Some slide material courtesy Walker White (Cornell)
Algorithms and Problem Solving-1 Algorithms and Problem Solving.
Algorithms and Problem Solving. Learn about problem solving skills Explore the algorithmic approach for problem solving Learn about algorithm development.
SCA Introduction to Multimedia
171 Use Case Descriptions Chapter 4 – Facade Iteration Initial Requirements (Inception Phase)
Chapter 3.1 Teams and Processes. 2 Programming Teams In the 1980s programmers developed the whole game (and did the art and sounds too!) Now programmers.
Complete and Present Prototype Project 6 Status report: Tuesday, October 5 th Due: Saturday, October 9 th Presentation: Tuesday, October 12 th.
Programming. Software is made by programmers Computers need all kinds of software, from operating systems to applications People learn how to tell the.
Multimedia Enabling Software. The Human Perceptual System Since the multimedia systems are intended to be used by human, it is a pragmatic approach to.
IT Job Roles Task 20. Software Engineer Job Description Software engineers are responsible for creating and maintaining software of various different.
Agile Design and SCRUM Brent M. Dingle, Ph.D. “For the last few centuries, … science has been attempting to break matter down into ever smaller bits, in.
Data Structures Introduction Phil Tayco Slide version 1.0 Jan 26, 2015.
CASE Tools And Their Effect On Software Quality Peter Geddis – pxg07u.
Game Programming Chapter 1 Review Part One Juniors March 11, 2011.
Platforms for Learning in Computer Science July 28, 2005.
Network Modeling - Not Just For Computer Networks  Computer Networks  The need for network modeling is being driven by a technical trend – distributed.
Early Design Process Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.
CS426 Game Programming II Dan Fleck. Why games?  While the ideas in this course are demonstrated programming games, they are useful in all parts of computer.
Title of Articulate Module (must match what’s on the VITALS calendar) Johnny Hippocrates, MD Assistant Professor of Western Medicine
Team Skill 6: Building the Right System From Use Cases to Implementation (25)
By Touseef Tahir Software Testing Basics. Today's Agenda Software Quality assurance Software Testing Software Test cases Software Test Plans Software.
1.NET Web Forms Business Forms © 2002 by Jerry Post.
Programming for Beginners Martin Nelson Elizabeth FitzGerald Lecture 5: Software Design & Testing; Revision Session.
Assignment Paired Prototyping Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics,
Major objective of this course is: Design and analysis of modern algorithms Different variants Accuracy Efficiency Comparing efficiencies Motivation thinking.
Quality Software Project Management Software Size and Reuse Estimating.
Intermediate 2 Software Development Process. Software You should already know that any computer system is made up of hardware and software. The term hardware.
Sample Video Game & Sound. The Plan 1.Game Theme 2.Game Structure 3.Sprites 4.Trackers 5.Collisions 6.Score 7.Levels 8.Splash Screens 9.Design 10.Implementation.
Storyboarding The Why and the How…. A set of drawings that represent screen layout sequences First used by filmmakers to plan the sequences of movie scenes.
Business plan Name: Date: Author: Version:. business plan This section is usually the first in your business plan but can be finalized when the other.
BA Team: Product Ownership, Analysis, and Solution Design BA Bi-Weekly Mini-meeting May 19, Acceptance Criteria Defining Success one Story.
PRJ566 Project Planning & Management Work Breakdown Structure.
Creating a Game Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -
CCSB223/SAD/CHAPTER131 Chapter 13 Designing the System Internals.
Copyright , Dennis J. Frailey CSE7315 – Software Project Management CSE7315 M16 - Version 8.01 SMU CSE 7315 Planning and Managing a Software Project.
Games Development Game Architecture: Entities CO2301 Games Development 1 Week 22.
CpSc 875 John D. McGregor C11 - Documentation. 2 sources Clements et al. – book that describes an approach called Views and Beyond IEEE 1471 adopted standard.
Scrum, Agile Design, Task Calendars Brent M. Dingle, Ph.D. “For the last few centuries, … science has been attempting to break matter down into ever smaller.
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
Top Down Design Brent M. Dingle Texas A&M University Chapter 4 – Section 1 (and some from Mastering Turbo Pascal 5.5, 3 rd Edition by Tom Swan)
Maths & Technologies for Games Production Processes & Asset Management CO3303 Week 10.
Software Engineering Requirements + Specifications.
1 Chapter 8 Presenting Your Design. 2 Today’s Idea Unless your work is so valuable that people are willing to die trying to decipher it, presentation.
CSC 480 Software Engineering Test Planning. Test Cases and Test Plans A test case is an explicit set of instructions designed to detect a particular class.
The first thing you need to do is log in. This is what the “Log In Screen” looks like. Remember to get teacher permission and login information prior.
© 2014 International Technology and Engineering Educators Association STEM  Center for Teaching and Learning™ Game Art and Design Unit 2 Lesson 1 Skills.
Problem Decomposition and Abstraction. Problem Solving Which one is easier:  Solving one big problem, or  Solving a number of small problems?
Oman College of Management and Technology Course – MM Topic 7 Production and Distribution of Multimedia Titles CS/MIS Department.
Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout.
Multimedia Web site development Plan your site Steps for creating web pages.
Algorithms and Problem Solving. Learn about problem solving skills Explore the algorithmic approach for problem solving Learn about algorithm development.
Today… Modularity, or Writing Functions. Winter 2016CISC101 - Prof. McLeod1.
This was written with the assumption that workbooks would be added. Even if these are not introduced until later, the same basic ideas apply Hopefully.
OBJECT ORIENTED VS STRUCTURED WHICH ONE IS YOUR CHOICE.
Outcome Agile Testing. 2© 2010 OutSystems – all rights reserved How do you ensure the quality of your delivery?
Chapter 8 Sound FX Composition. Chapter 8 Sound FX Composition.
Game Design For Development
Scrum and TargetProcess
CISC/CMPE320 - Prof. McLeod
Decomposition.
Analysis and Understanding
Game Art and Design Unit 2 Lesson 1 Skills in the Game Industry
EFF Factor Training Program
Games Development Game Architecture: Entities
Presentation transcript:

Game Design For Development Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout Game Architecture Decomposition to Master Task List

Consider Designing a game FOR Development – requires consideration and understanding of – all the aspects of creating and implementing it Lots of people have game Ideas Some can put that idea into a Design description Very few see their designs be Developed into real games Increase your odds – Design so it is easy to Develop

Who Are You? You are – NOT just an Artist – NOT just a Programmer You are learning to – Design – AND Develop – Games Millions of these Very few Understand and Can Do this Development Process for Games transfers to development of other things -- remember that

Emphasis for Today Designing and Developing a game – requires understanding many aspects – of the development process You should be learning – how to think at all levels of the process When designing a game you should consider – all the aspects of creating and implementing it in addition to all the other things that make a good design

Game Architecture Building a game from Assets

Game Architecture Building a game from Assets Game is made from Assets Premise is

Game Architecture Building a game from Assets Game is made from Assets Assets Build Into Components Premise is

Game Architecture Building a game from Assets Game is made from Assets Assets Build Into Components Components Build Objects Premise is

Game Architecture Building a game from Assets Game is made from Assets Assets Build Into Components Components Build Objects Objects Build Scenes (levels, menus, …) Premise is

Game Architecture Building a game from Assets Game is made from Assets Assets Build Into Components Components Build Objects Objects Build Scenes (levels, menus, …) Scenes Define Games Premise is

BUT we Start at the Top You will be given a high level game description You must Design the Game so it is possible to be Developed successfully – using an approach that is easy to understand and implement

From the Top Decompose the game into manageable pieces – Assets, or game elements, that can be assigned to people to create How? – Categorize the assets – Similar to how people are categorized

People Categories Generic Game Company (GGC) divides employees by disciplines – Design – Art and Animation – Audio – Programming/Engineering – Production – Quality Assurance

Asset Categories

Decompose Have categories of people and assets Now Decompose the game – From the Top

Top Down Since we have only a high level (top) view – We start with a TOP-DOWN approach – Later – When we have lots of basic pieces/assets » We may add extra stuff using a Bottom-Up Approach Re-using assets already created (crazy isn’t it?) May also think: Design and Planning go Top-Down Development and Implementation go Bottom-Up

Asset List Creation – Top Down From Big to Small We have a description of a game Should include scenes/levels/menus/…

Asset List Creation – Top Down From Big to Small We have a description of a game Should include scenes/levels/menus/… Decide on a scene to create

Asset List Creation – Top Down From Big to Small We have a description of a game Should include scenes/levels/menus/… Decide on a scene to create Determine what type of objects are needed to create that scene

Asset List Creation – Top Down From Big to Small We have a description of a game Should include scenes/levels/menus/… Decide on a scene to create Determine what type of objects are needed to create that scene Determine what components we need to make each object in the selected scene

Asset List Creation – Top Down From Big to Small We have a description of a game Should include scenes/levels/menus/… Decide on a scene to create Determine what type of objects are needed to create that scene Determine what components we need to make each object in the selected scene Determine what assets are needed to make each of those components

Asset List Creation – Top Down From Big to Small We have a description of a game Should include scenes/levels/menus/… Decide on a scene to create Determine what type of objects are needed to create that scene Determine what components we need to make each object in the selected scene Determine what assets are needed to make each of those components And viola we have a list of assets for ONE scene Repeat for the other scenes

Game Decomposition: SCENES Game into Scenes – Often derivable straight from Game Description – Usually Easy As things go may add more, sometimes delete extras

Game Decomposition: OBJECTS Scenes into Objects – Usually Easy Add, delete, and move between scenes Different Scenes should decompose into similar same objects – This is good design that makes reuse doable during development – Saves time and money – Can make scenes more unique later (after success)

Game Decomposition: COMPONENTS Objects into Components – Can be tricky – By accident often become equal Try to avoid accidents – Intentional is okay Think: – Component = Generic Ship – Object A = Bomber Ship, Object B = Fighter Ship – Object A = Generic Ship + Bombs, Object B = Generic Ship + Guns – Try to design so that objects are all made from similar components i.e. Objects should decompose into similar components Just as scenes decompose into similar objects

Game Decomposition: ASSETS Components into Assets – Also can be tricky – A component should be made of a small number of assets of the same or different types

Object Decomposition Example Example: PAC-MAN Object – Script Component Asset: Script for user interface motion control Asset: Script for collision with walls – with food and points update – with ghosts and death (if not powered up) – … … – Image Component Asset: Static Image for marketing Asset: Static Image for menus – Animation Component Asset: Image Sequence for Moving Asset: Image Sequence forDying, – Sound Component Asset: Sound for moving Asset: Sound for eating Asset: Sound for dying

Decomposition Summary Simple Enough?

Complication by Humans and English Games are made from Assets – The previous decomposition is very detailed and gets into low level stuff Managers do NOT like tricky stuff – It confuses them

Complication by Humans and English Managers do NOT like tricky stuff – It confuses them Games are made from Assets – The previous decomposition is very detailed and gets into low level stuff Managers do NOT like tricky stuff – It confuses them – They get Objects – They get ‘types’ of workers – They kind of get ‘types’ of assets Their Asset lists tend to be more Object Lists – (object) Asset Lists

Managers do NOT like tricky stuff – It confuses them – They get Objects – They get ‘types’ of workers – They kind of get ‘types’ of assets Their Asset lists tend to be more Object Lists – (object) Asset Lists Complication by Humans and English – And you get (object) Asset Sheets ASIDE: We will talk more on Asset Description Sheets at a later date -how to create them, -where you want to keep them -how detailed thy need to be -…

Asset Description Sheet Most Assets will only have only ONE Description Field – This is showing all of the possibilities based on our asset categorization

(object) Asset Lists Managers create (object) Asset Lists Example:

(object) Asset Lists Managers create (object) Asset Lists Example: Object AssetsAre Composed ofAssets of Various Types

(object) Asset Lists Managers create (object) Asset Lists Example: Object AssetsAre Composed ofAssets of Various Types What is important about this list? This ties your Design through Decomposition to People Skills Making it Easier to Understand, Manage and Develop

(object) Asset Lists Managers create (object) Asset Lists Example: Object AssetsAre Composed ofAssets of Various Types Manager can assign TASKS for Objects for needed scenes to People based on Asset Type and Employee Type

Creating the Master Task List Managers Use the object Asset List to Create Task Lists: To make a Task List, Add columns to it, such as – Estimated Time/Cost – Priority – Status – Actual Time Spent

Adding Columns To make a Task List, Add columns to it, such as – Estimated Time/Cost – Priority – Status – Actual Time Spent

Each Sprint, Fill In the Columns As a team – Assign a priority to each asset – Estimate the time/cost for each asset (total for all categories of work)

Each Sprint, Fill In the Columns As a team – For Each Sprint Based on Object Asset priority – Team members commit to working on the assets

Additional Tasks Not all tasks are game asset creation – EX: Give Status Report and Demo to Client Some tasks may generate temporary things – EX: Create placeholder image to allow script testing Some tasks occur AFTER asset creation – EX: Create new build – EX: Test current build (with all changes) – aside: all independent changes should be tested prior to committing to build

Object Asset Lists – Just ONE way Using Object Asset Lists to generate Task lists – is Just One Way – It is not perfect It illustrates how to – Link the Architecture and Design of the Game to the Development of the Game never forget about the people aspects make the development of the design easy to plan and implement

Summary Designing and Developing a game – requires understanding many aspects – of the development process You should be learning – how to think at all levels of the process When designing a game you should consider – all the aspects of creating and implementing it in addition to all the other things that make a good design

Summary Designing a game FOR Development – requires consideration and understanding of – all the aspects of creating and implementing it Lots of people have game Ideas Some can put that idea into a Design description Very few see their designs be Developed into real games Increase your odds – Design so it is easy to Develop

The End Questions? Additional material may exist past this slide – For practice and/or references