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Alessandro Canossa – Mark Nelson– Game Development – A crash course Spring 2011

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Presentation on theme: "Alessandro Canossa – Mark Nelson– Game Development – A crash course Spring 2011"— Presentation transcript:

1 Alessandro Canossa – alec@itu.dkalec@itu.dk Mark Nelson– mjas@itu.dkmjas@itu.dk Game Development – A crash course Spring 2011 www.itu.dkwww.itu.dk

2 Yours (background, gaming, future work) Ours DADIU (who goes off) Expectations:

3 Design a good game Then make it...Right? Design and development:

4 “Harder than you think”

5 “HARDER THAN YOU THINK”

6

7 SOME KEY ISSUES FOR MODERN GAME DEV Game engines Tools and workflows Interactive simulations Interdependencies Design development risk

8 Understanding how a game is developed: –Roles in the team, –Processes and tasks, –Interactions between roles, –Tools, procedures and practices, –Requirements and deliverables, –Milestones and timelines. DIACRONICALLY ACROSS STUDIO Course Goals

9 Game 50% Diary 50% Game: produced by the team. Originality, Innovation, Production Values and Finished Quality will be taken in consideration when evaluating. Please include instructions on how to install and how to play it. Also required is a trailer for your game with gameplay footage (acceptable both on DVD or as youtube link). Diary: developer’s diary, kept and edited by each individual team member. It should document an individual’s function in the team and show a temporal dimension, so update the diary at least once a week and summarize everything at the end of each development stage (conceptualization, pre- production, production, alpha). The delivered diary will be structured in 4 chapters and will read as a compendium. It should contain daily tasks, challenges, rewards, workflow, people you report to and that report to you, how your role changes during development (concept, pre-production, production, alpha), what you need to start your work, what you deliver when you are finished, tools, pipeline and processes. You should not feel blocked by the duty to write the diary before you actually “do” something, writing the diary is just a way to keep track, to document your work during production. A very important component is the account of all the choices you make and trying to motivate them, this should feel like a personal reflection on the development process. Between 1000 and 5000 words. Course assignments:

10 Produced by the team. Originality, Innovation, Production Values and Finished Quality will be taken in consideration when evaluating. Please include instructions on how to install and how to play it. Also required is a trailer for your game with gameplay footage (acceptable both on DVD or as youtube link). THE GAME

11 Developer’s diary, kept and edited individually by each team member. Individual’s function in the team, Temporal dimension, Weekly updates Summarize everything at the end of each development stage (conceptualization, pre- production, production, alpha) so it will be structured in 4 chapters and will read as a compendium. Daily tasks, challenges, rewards, workflow, people you report to and that report to you, how your role changes during development, what you need to start your work, what you deliver when you are finished, tools, pipeline and processes. You should not feel blocked by the duty to write the diary before you actually “do” something, writing the diary is just a way to keep track, to document your work during production. A very important component is the account of all the choices you make and trying to motivate them, this should feel like a personal reflection on the development process. Between 1000 and 5000 words. THE DIARY

12 Will be found under “resources” (Prototyping, team roles, etc...) Academic articles Technical literature Literature

13 Course Structure: FEBRUARYMARCHAPRILMAY LessonsLectures Pre-production Lectures Production Testing Release

14 Course Structure: What is ”game development”? 4 blind men 16 perspectives 1 reality

15 Art Johnny Haarup – Concept artist (NDS) Tore Blystad – Art Director (IOI) Nevin Eronde – Sound designer (Nevin Sound) Sebastian Lindorf – Env. Artis (IOI) William Partoft – 3D artist (SGI)

16 Design Kim Krogh – Game Designer (IOI) Ole Steiness – Level designer (IOI) Peter Buchardt – World designer (Playdead) Jesper Donnis – Designer (Reto Moto) Markus Friedl – Lead level Designer (IOI)

17 Code Emil AngryAnt Andersen– engine (UNITY) Nicholas Francis – GUI and editor coder (UNITY) Georgios Yannakakys – AI (ITU)

18 Management Dajana Dimovska– Producer (Game collective) Jacob Buck – Project manager (Apex)

19 User Experience / QA Viola Samuelsen – User research (IOI) Martin Grundtoft – User research (IOI)

20 Questions?


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