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Aug 24, Fall 2005ITCS4010/50101 Design Teams Team Structure Interdisciplinary Teams
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Aug 24, Fall 2005ITCS4010/50102 Game Design 1. The game design vision drives everything 2. Every team member contributes something vital Respect their expertise
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Aug 24, Fall 2005ITCS4010/50103 Team Structure Director/Producer –The person who’s driving –Has the creative vision for entire project –Possibly an expert in some area
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Aug 24, Fall 2005ITCS4010/50104 The Game Vision A game derives from a vision The Visual, Audio, Graphics, AI, Networks derives from this vision It’s a collaboration! It’s probably not a dictatorship –No one person can do all the work
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Aug 24, Fall 2005ITCS4010/50105 Team Components/Members Game Play/Storyboard Level Design Graphics Graphic Design Animators MoCap Actors Networks Multi-player Design AI Audio Audio Design Dialog Voice Talent Playtesting Marketing Technical Writers
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Aug 24, Fall 2005ITCS4010/50106 Software Engineering The Waterfall Model: –Design -> Spec -> Coding -> Testing Better: –Programmers discover what the customer wants –Programmers implement prototype –Users test prototype –Tests feed back to design
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Aug 24, Fall 2005ITCS4010/50107 Game Software Engineering Many team members are non- programmers Eg. Graphic artists are sometimes semi- literate –Their mastery is pictures! Audio people have some CS experience Marketing people have limited CS experience
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Aug 24, Fall 2005ITCS4010/50108 Specifications Game specifications will cover many bases It’s not all about software per se
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Aug 24, Fall 2005ITCS4010/50109 The Bottom Line The team members are there for a reason: Each team member is an expert
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Aug 24, Fall 2005ITCS4010/501010 Eg. Audio Design Like any design job, there must be a logic to the audio design The logic drives –Instrumentation –Musical style –Selection of phrases
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Aug 24, Fall 2005ITCS4010/501011 Logic Source The audio design logic arises from game logic The driving vision comes from the game –It’s not about creating a hit record, for example Team members…
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Aug 24, Fall 2005ITCS4010/501012 Game Play Expertise: Games, Storytelling Provide a compelling experience Set up goals for player(s) –Script –Storyboard Programmers –Control game logic –Formal Language Scripts, etc for game play –Formal Language Script interpreter
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Aug 24, Fall 2005ITCS4010/501013 Level Design Expertise: Games, Storytelling, Creative writing Provide compelling experience this level –Adjust difficulty appropriate to level –Subsidiary to game design Design –Spatial layout –Composition of forces –Pacing
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Aug 24, Fall 2005ITCS4010/501014 Level Design Expertise: Games, Storytelling Programmers –Creating behavior of enemy agents in geographic space –Special-purpose features this level –Design tools
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Aug 24, Fall 2005ITCS4010/501015 Graphics Expertise: CS -- Computer Graphics Programmers –Create the graphics game engine –Customize engine components for particular game –Visual effects –Performance tuning –Until recently, used most CPU
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Aug 24, Fall 2005ITCS4010/501016 Graphic Design Expertise: Visual Arts/Graphic Design Providing the visual content –Design the look –Implement the look Graphic design will generate a visual system –Main task is to make the system visually consistent, coherent
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Aug 24, Fall 2005ITCS4010/501017 Animators Expertise: Visual Arts/Animation Create the animated characters –Keyframes –MoCap – Capture, Blending, Adjustment –Programming simulation controllers to create good animations Programmers –Animation control & playback system –Scripting setup –Simulation system
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Aug 24, Fall 2005ITCS4010/501018 MoCap Actors Expertise: Dance, Acting Act out motion scripts –Create consistent character for each captured motion –Seamlessly join together motion segments Programmers –Motion capture –Data management
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Aug 24, Fall 2005ITCS4010/501019 Networks Expertise: CS Networks, Multiplayer Programmers –Implement network components –Client-server system –Server creation –Create multi-player control for game Prediction, Etc
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Aug 24, Fall 2005ITCS4010/501020 Multi-player Design Expertise: Multiplayer, CS Networks Design multi-player scheme –Resolve conflicts –Deal with lag Programmers –Game-specific strategies
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Aug 24, Fall 2005ITCS4010/501021 AI Expertise: AI Algorithms, AI Game Practice Programmers –Create the AI engine Could be just a general object suite –Customize to game components –Responsible for good AI enemy play Details!
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Aug 24, Fall 2005ITCS4010/501022 Audio Expertise: CS -- Digital Sound Filters/Effects Programmers –Create System-level audio software –Environmental effects filters –Resource management
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Aug 24, Fall 2005ITCS4010/501023 Audio Design Expertise: Music Designers –Create audio space –Interact with other system elements Player health, location Time of day, environment
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Aug 24, Fall 2005ITCS4010/501024 Dialog Expertise: Creative Writing, Play Writing Create believable speaking characters –Create lines of dialog that will sound good –Get the point across (or obscure it!)
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Aug 24, Fall 2005ITCS4010/501025 Voice Talent Expertise: Acting, Radio Create a compelling animated voice character –Voice fits the body –Delivers the lines appropriately
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Aug 24, Fall 2005ITCS4010/501026 Playtesting Expertise: Games, Dealing with people Test the game with real users –Get feedback –Adjust game difficulty –Adjust explanations, back story, etc –Get organized!
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Aug 24, Fall 2005ITCS4010/501027 Marketing Expertise: Game market, distribution Get the game on the market –Figure out who your customers are –Generate demand Get it reviewed favorably Place ads Hype
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Aug 24, Fall 2005ITCS4010/501028 Technical Writers Expertise: Technical communications Create documentation –Game manuals –API manuals In house External
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