5 Game Development slides
Transcription
5 Game Development slides
: requirements elicitation Video Game Development 1 by ian kabeary, franky cheung, stephen dixon, jamie bertram, marco farrier 2 the process of requirements elicitation for game development is unlike that of any other type of software. topics (some) requirements developers have to deal with how they deal with them how requirements have changed over the years must be fun have surround sound can’t be boring have good graphics be fun 4 years from now have plot twists add character development have long, detailed levels http://www.wallpaperspictures.net/image/lost-in-a-dense-fog-wallpaper-for-1920x1440-545-4.jpg 3 4 must be fun have these are vague, yet very important to the end users of the system, and cannot be discarded by developers. [1] so what can be done? 5 surround sound can’t be boring have good graphics be fun 4 years from now have plot twists add character development have long, detailed levels developers can attempt to create new gameplay experiences http://cdn.digitaltrends.com/wp-content/uploads/2010/12/portal_mirror-2.jpg http://4.bp.blogspot.com/-SzkHfVP1Lig/TyMgyWmbBHI/AAAAAAAAD3M/ItQVnEJjw_E/s1600/PokemonRed_Nintendo_GameBoy_005a.jpg 6 some statistics • Pokémon Red, Blue, Green sold 20.08 million, worldwide • Pokémon FireRed, LeafGreen sold 11.18 million, worldwide • Other derivatives, (like Gold, Silver, Ruby, Sapphire, Crystal, Emerald, Diamond, Pearl) sold a total of approximately 48.6 million, worldwide. or, refine existing (successful) concepts into a new game. http://cdn3.digitaltrends.com/wp-content/uploads/2011/04/portal-2-review.jpg http://vgsales.wikia.com/wiki/Pokemon http://4.bp.blogspot.com/-VrKGuN_pMOY/TjPql78UI9I/AAAAAAAAATg/rcI3edZvYr8/s1600/iStock_money+tree.jpg http://www.easybizchina.com/picture/product/200911/04-54a30540-67b0-49f3-8af3-38f0f95b2e78.jpg 7 8 over the years, consumer expectations have changed. what made mario popular? 9 http://gamesdbase.com/Media/SYSTEM/Nintendo_NES/Snap/big/Super_Mario_Bros._-_1985_-_Nintendo.jpg 10 classic games seemed to be difficult to master while newer games focus more on realism. http://www.gamesdbase.com/game/nintendo-nes/donkey-kong.aspx http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2010/10/Top%207%20secret%20rooms/MarioBros--article_image.jpg 11 http://4.bp.blogspot.com/_QXybMfeXlHw/TRyEWQdkW2I/AAAAAAAABNk/W5w6LQNmSpY/s1600/New%2BSuper%2BMario%2BBros.%2B2.png 12 http://cdn2.gamefront.com/wp-content/uploads/gallery/crysis/931665_20070706_screen001.jpg similarities to software design : game design • requirements analysis • documents/planning • risk analysis referenced in this section Ernest Adams, Fundamentals of Game Design, 2nd ed., Karyn Johnson et al., Eds. Berkeley, CA, United States of America: New Riders, 2009. [Online]. http://proquest.safaribooksonline.com/book/ programming/game-programming/9780321685377/copyright/copyrightp1g Bob Bates, Game Design, 2nd ed., Mark Garvey, Mitzi Koontz, and Sean Medlock, Eds. Boston, MA, United States of America: Thomson Course Technology PTR, 2004. [Online]. http://www.scribd.com/ doc/53700545/Game-Design-Second-Edition Francois Dominic Laramee. (1999, Nov) gamedev.net. [Online]. http://www.gamedev.net/page/ resources/_/creative/game-design/the-game-design-process-r273 13 http://www.usmansheikh.com/Images/canvas.jpg 14 stages of design pitch doc(ument) • proposal • document • pitch document • short, (1-5 pages) • concept stage • concept doc • high level of game design • preproduction • acceptance needed to start project • game document • prototype • elaboration stage / development • alpha • beta • tuning stage / maintenance http://www.marketinghomeproducts.com/wp-content/uploads/2010/06/elevator-pitch2.jpg http://warisan-megajuta.com/images/Blueprint.jpg 15 16 concept stage pre-production • concept document • detailed pitch document • similar to requirements document • acts as a proof of concept • contains: • contains: • genre • gameplay • game document • features • art / graphics bible • setting • story • game prototype • etc. • etc.. http://10dollarwp.files.wordpress.com/2012/03/3dmodelling.jpg 17 18 development / elaboration tuning stage • development • upgrades • testing • patches • bug fixes • new features http://patyrykin.ru/wp-uploads/2011/08/update.png http://www.competence.co.in/images/software-testing.jpg 19 20 is this a good bug report? : testing 21 22 testing phases • pre-production • alpha pre-production • beta • might not be called “testers” • gold • what happens here, sets the tone for the rest of the project • post-release 23 • what if I don’t do this? 24 planning tasks test kickoff • scope • why? • GDD (game design document) • better process definition • TDD (technical design document) • better problem solving • lead tester • schedule reduction • appoints vice • two phases • phase acceptance • game design reviews • tester prep • bug database • kickoff meeting http://pmtips.net/wp-content/uploads/2011/03/kickoff.jpg 25 26 benefits of kickoff • prepares the tester • familiarizes the tester • resolves conflicts in test instructions alpha testing • provides a forum for test improvement • design is fine tuned • you get more assets • it’s exciting • lots of bugs • establish base lines http://4.bp.blogspot.com/-6oApBCwNjcU/TyACwKYIZWI/AAAAAAAAEZo/z6BMpSDiIuo/ s1600/happy+computer.jpg 27 28 alpha phase entry criteria • all major game features exist • first party controllers • a tester can navigate the game • art • code passes 50% of TRC • multiplayer beta testing • interface is complete • audio • after alpha testing • time to perfect it • QA has documentation • game is compatible with most configs • level scripting http://www.gamepur.com/files/images/2011/bf3-open-beta-stats.jpg 29 30 beta entry criteria • all features implemented • passes TRC • navigation design lock • GUI • compatibility • do we implement a feature? • logic and AI • cut a level? • controllers • art • audio • online • localization http://www.psdgraphics.com/file/padlock-security-icon.jpg 31 32 gold testing • code lock • game appears to be a commercial release letting a bug go • last versions are gold master candidates http://www.yellowdartstudios.com/Winter%20Mourning.jpg 33 34 gold testing entry criteria • severity 1 Bugs are fixed • > 90% of severity 2 • > 85% of severity 3 : the creative interaction design process • workarounds have been communicated to technical support • performance is good 35 36 interfaces have to accomplish two goals: feedback has two purposes in game design 1. feedback (receiving information from the game) 1. indicate current progress 2. control (providing information to the game) 2. suggest ways of progressing further 37 38 control • players must have some method of overcoming challenges in the game in terms of progress, players like to know • control mechanisms often work in tandem with feedback • this allows players to confirm that actions they initiated were in fact executed • strategies: which should they use? • duration: how long will it take? • success: am I winning? example: health bar http://www.yellowdartstudios.com/Winter%20Mourning.jpg 39 40 interfaces have several secondary goals as well considerations in game interfaces • immersion: does the player “forget” it’s a game? • functionality: does the interface achieve its goals? • atmosphere: does it “fit in” with the mood? • usability: does the interface force users to take unnecessary steps? • aesthetics: does the interface detract from in game art? is it attractive? 41 42 use of frameworks : commonly used frameworks how do you make a game? rarely built from the ground upward. game engines are often reused new ones built off of existing technology http://www.matrix-explained.com/photopost/data/509/2906architects_room_1280x960.jpg 43 44 hierarchy of a game engine the main areas collisions and physics online multiplayer audio rendering animation AI collisions and physics nVidia PhysX, havok, bullet (open source) http://images.psxextreme.com/wallpapers/ps3/collision_1155.jpg http://playstationlifestyle.net/wp-content/uploads/2009/03/uncharted-2-image-001.jpg 45 46 online multiplayer 47 abyssal engine, bigworld technology, multiverse network, RedDwarf server (open source) audio ) ) ) BASS, fmod, miles audio http://evepics.files.wordpress.com/2010/10/kkarmageddonatposbattle.png http://mmohuts.com/wp-content/gallery/maplestory-bigbang/maplestory_higher-resolution.pnghyperlink http://www.k2audio.com/images/sitemap_background.jpg http://www.deshow.net/d/file/cartoon/2009-04/audio-jungle-cg-illustrator-497-12.jpg 48 rendering... animation ogre3D, granny 3D, crystal space, based on DirectX, CUDA, OpenCL havok, ogre3D, UbiArt (Ubisoft proprietary), unreal, CryEngine http://phoebeola.webs.com/halo-cutout-render.png http://lcc.gatech.edu/~cpearce3/lcc4725/blog/wp-content/uploads/2010/03/lightning-final-fantasy-13-ffxiii-high-def-render.jpg 49 http://xn--80aqafcrtq.cc/img/1/6/4/164907.jpg 50 examples of game engines (that are better than Game Maker) artificial intelligence AI Implant, DI-guy, Direct AI, kynapse, AI Live http://www.dan-dare.org/FreeFun/Games/CartoonsMoviesTV/WALL-E7/images/fullscale/eve_2.png http://www.zastavki.com/pictures/1600x1200/2010/Photoshop_Artificial_Intelligence_021071_.jpg 51 52 http://www.mono-project.com/files/6/68/Editorshot.jpg Unity 3d 53 http://www.thegnomonworkshop.com/store/img/products/dvds/WBR02/stills/01.jpg http://www.indiegamemag.com/media/unity3d1.jpg Unreal Engine (Unreal Development Kit) 54 http://www.freebestwallpapers.info/bulkupload//20082010//Games/Unreal-Tournament-3-face2face.jpg http://blog.operationreality.org/wp-content/uploads/2011/08/CryENGINE-3-Free-SDK05.jpg CryEngine 55 Blender Game Engine 56 thankyou. (questions?) 57 http://solarlune.files.wordpress.com/2010/12/printhi.png http://cache.kotaku.com/assets/images/9/2011/04/crysis2modkit.jpg http://www.wiinintendo.net/wp-content/uploads/2010/05/wallpaper_super_mario_galaxy_2_01_1680x1050.jpg http://www.yofrankie.org/wp-content/uploads/2009/03/screen_nut.png