Student name Name of Company. Game Production Timeline Inspiration (1 month) Results in game treatment/concept paper Conceptualisation (3-5 months) Results.

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Presentation transcript:

Student name Name of Company

Game Production Timeline Inspiration (1 month) Results in game treatment/concept paper Conceptualisation (3-5 months) Results in design summary/design document Story boards and prototype Technical Architecture (2 months) Determine the technical details Results in master technical specification/production document Tool Building (4 months) Assembly (12 months) Levels (4 months) Scoring(1 month) Review, Testing, …(3 months) Total (about 2 years)

Three Stages of Design Documentation Design Treatment / Concept Paper Is this idea worth development? Design Summary / Design Document Blueprint for the game Game script/storyboard or prototype Possible markets Basis for in depth evaluation Design Specification / Production Document Used to write the code and manage product

Design Treatment (Project Purpose) What What is the game all about? What is the objective, aim and details of game? Who Who is the game aimed at? Who is the team? How Is the game going to be created? How is the game going to be distributed? When How long will the project take? When will it start and finish? Other Genre Sales tool and marketing

Design Treatment (Project Proposal) Many sections that summarize game: The “high concept”of game Basic design choices: game genre, … Features that make game exceptional Game Story: plot, characters: no more than 1 page Game play: what does the player do? Technical development: platform, development environment, … Expected audience Estimated cost [development time] Keep it short and simple: 1-2 pages Does not have all plot twists --just main ideas May include a mini-prototype of key ideas

Design Treatment: Game Story It’s 2025, 5 years after a major nuclear war has destroyed many things. Australia has been divided into three segments, a penal colony, the bad lands – a swath of land made up of villages of policed mutants, and other crazed beings, and the free zone where a group of outcasts are re- establishing democracy. It is up to you, the player, to escape and make it to the free zone. You have only martial arts expertise to help you. You must run a foot race to the free zone to lead a revolution.

Design Treatment: Game Play and Look The game features 3D graphics which scroll toward the player (the movement somewhat like a raycasterlike Doom except the movement is 180 degrees not 360. Imagine “Auto Racing Doom”). The player is represented by a third person polygon figure (like VirtuaFighter) controlled with a joystick. The faster you run and avoid obstacles, the better chance you have to survive. Too slow a pace allows your chasers to catch up to you.

Design Treatment: Game Play and Look 2 The player runs through a continuous stream of towns, forest, brush and other settings attempting to maintain speed jumping onto, over and around, while mutants and security guards and more enemies attack them. At your disposal are weaponry you pickup, water and food for health and a series of “VirtuaFighter” like martial arts moves including flips and summersaults. The trick is to use the flips and rolls to jump over things, on to building rooftops (in towns) and to use kicks, punches and weaponry to take out oncoming enemies.…

Design Treatment: Technical This game will feature our new 3D engine, coupled with animated 3D backgrounds. There are roughly 50 scenes we are constructing, each with several view; these scenes will be rendered with 3D Studio Maxx. We will use a PC development platform and later port to the XBox. The development language will be C++, using several APIs developed in and out of house. Overall, we expect a development time of roughly months.

Design Document Purpose Exhaustively details everything that will happen in the game Cheaper to evaluate and change than a computer implementation Basis for estimating cost and tracking progress Allows others to start designing implementation Is the game “bible”-over 100 pages Created by the Game Designer Usually not same as the game developer If it isn’t in this, it might not be in the game Depends on development philosophy

Design Document More formal and complete than treatment What does the player do? What is the interface. What is the plot. Details! Leave nothing to the imagination. What are all the levels? What are all the characters? How can they interact? What can you do to them? Art bible –what will be the look of the game Development plan/schedule What is going to be done When is it going to be done Who is going to do it

Design Document: Product Specification Production team: Members and experience Target audience Time: game play, shelf life Target platform Production tools: Microsoft project, excel, Photoshop,... Schedule with milestones and deliverables Etc. Localization: Languages, art work,... Packaging and Documentation

Design Document: Game Specification What is it like to play the game? Interface: Mock-up Summary of the story line. Major Goals: Final accomplishments. Smaller Goals: Intermediate accomplishments. Storyboards Prototype artwork of what screens will look like Character Bibles Bio and profile of each character. Flowcharting What are the choice points and how they connect

Design Document: Game Interface A user interface needs to be simple enough for the age of your target audience to understand. It needs to have a similar design to the game structure, technical for a technical game, colourful if the game is colourful, in keeping with the background and user controls. It needs to have an escape from the game option, specifically if the game has the facility to be saved. Have limited sub menus so as not to confuse the user.

Example Art

Design Document: Outline of a Level Name of the Section/Level/Scene Physical and audio appearance Background -sketch if possible Foreground objects and characters What actions can they perform? Which objects are animated? Sound effects Character scripts Transitions