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Published byCory Collins Modified over 9 years ago
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Studio Practice Level Design 3D-Content Generation Coding Conceptual Art (and Architecture) Project Management (3 rd Year) Teamwork (3 rd year) Theoretical Basis
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This Module Game Genres Game Design Theory Coding Advanced Techniques (Textures, Lighting,….) Matinee, Karma Physics. Construction of a ‘Level’
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Game Genres Adventure Action Role-Playing Games (RPGs) Strategy Simulations Sport Fighting God Games Educational Puzzle
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Adventure Games Story – based Rely on ‘Puzzle – Solving’ Old = text-based Zork, New = ‘Point and Click’ Not ‘real time’; Player moves at own pace Large ‘Complex’ world Good STORY
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Action Games ‘Real Time’ FPS Quake, Halo, Unreal [Action-Adventure hybrid e.g. Tomb Raider] Not ‘cerebral’ – relies on ‘ adrenaline rush’ Opponents = other players or NPCs
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Role-Player Games Player directs NPCs on a series of quests Increase abilities and strengths of NPCs Ultima, Final Fantasy Huge world Slowly unfolding story NPCs gain strength, armour, money to buy new equipment
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Strategy Games Player manages limited amounts of resources to achieve a pre-determined goal Command and Conquer Player balances what to build, how much ‘Tiberium’ to harvest … etc Real-Time Strategy (RTS) pitches player against NPC AI.
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Simulation Games Jet Fighter Helicopter ??
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Sport Games Reproduce ‘rules’ of sport Timescale – game, match or league ?
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Fighting Games 2 – person Session lasts only a few minutes Rapid learning though attacks and counters Slow learning through complicated combinations
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God Games Exploratory – No defined goals Player must experiment Player must ‘fool around’ Sims
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Educational Games Learning while playing Younger audience ??
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Puzzle Games Intellectual Challenging Puzzles are an end in themselves No integration into a storyline
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Game Genre Design Adventure Educational Puzzle
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Adventure Games Combination of exploration and puzzle-solving Story – the player is the ‘hero’ Story – interesting people, interesting places, doing interesting things Puzzle obstacles between hero and goal = ‘puzzles’ temporary frustration helps player to progress Non-linearity = ‘choice’ Exploration. Natural curiosity. Do not reveal all, let player explore!
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Educational Games Combination of exploration and puzzle-solving Story – the player is the ‘hero’ Story – interesting people, interesting places, doing interesting things Puzzle obstacles between hero and goal = ‘puzzles’ temporary frustration helps player to progress Non-linearity = ‘choice’ Exploration. Natural curiosity. Do not reveal all, let player explore!
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Puzzle Games Not a single ‘brain-stormer’ but a series of puzzles Don’t make player feel stupid Provide grade hints Give player opportunity to learn Interaction allows ‘trial and error’ Provide a sense of ‘accomplishment’
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A Theory of Puzzle Games Topology ‘Node’ = cluster of rooms ‘Link’ = a connection, a corridor Topology (abstract) Geometry (concrete)
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A Theory of Puzzle Games From Topology to Metaphor ‘Node’ = cluster of rooms …. The player A ‘local’ enemy Local pickups, triggers, movers, aesthetics Global parameters health, score Story telling.. On entry to node On exit from node
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Workshop & Homework (1) Split into Groups Research Game Genres - Examples Plenary Discussion (last hour of Workshop) Which Genres we Negotiate to Implement ? How can we implement these ? Scripted Sequences Coding Come up-to-speed on Coding (also homework)
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Total Conversions - Coding CBP5 (package) CBP5Pawn (class extends Pawn) CBP5Boy (class extends CBP5Pawn) CBP5Girl (class extends CBP5Pawn) CBP5Controller (class extends PlayerController) CBP5GameInfo (class extends GameInfo) CBP5HUD (class extends HUD) CBP5Scoreboard (class extends Scoreboard)
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Wotgreal
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GameInfo.uc
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User.ini
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UT2004.ini
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Summary of Syntax CBP5.CBP5GameInfo PackageClass.uc file folder
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Workshop & Homework (2) Read Code Examples with Tutor and Discuss Do the coding activities
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Next Week Each of us has chosen a Game Genre for the production of a ‘level’ All of us have completed the ‘Coding’ tutorials There will be a short test at the beginning of the session to evaluate your coding.
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