ART 488 / CMSC 493 Game Project Class. Introduction Marc Olano BS EE, University of Illinois – Visualization, Theatre Lighting Design PhD CS, University.

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Presentation transcript:

ART 488 / CMSC 493 Game Project Class

Introduction Marc Olano BS EE, University of Illinois – Visualization, Theatre Lighting Design PhD CS, University of North Carolina – First graphics hardware shading – Some ideas used on GPUs 4 years Silicon Graphics – Cramming shading into non-programmable hardware 11 years here – Sabbatical at Firaxis Games – Work w/ Activision, Treyarch, Ubisoft

Hopes and the Law I want you to make games and sell them – I want you to take marketing and market feedback seriously – If you get stinking rich, that’s awesome – You probably will not get stinking rich Legal – I don’t expect you to incorporate ($$$) – Please pay your taxes – Please treat each other right

“In the beginning” This class in 2009 – AAA tools, AAA complexity Gamebryo + WWise + Scaleform – All used in some real AAA games – All poorly documented, steep learning curve – Legal encumbrance “No charge! Unless you sell it!”

“Riding the pendulum” This class in 2010 – Tiny teams, Tiny 2D games Some awesome, some less awesome Maybe too tiny… – Little programming complexity – I’ve seen High School students do better OK, so they were Imagine Cup finalist HS students

“A happy medium”? Survival of the fittest Best ideas get 2-3 person 2-week prototype Best prototypes get 6-8 person team – 8 weeks development – 2 weeks to refine it – 2 weeks to make it bulletproof Industry demo

This year: Game Adoption Prototypes demos for real developers – They will help me pick the ones to green light – They’ll each pick one to “adopt” Not every game will get an industry mentor! – Meet them every two weeks – Follow their advice (unless you are really, really sure it is wrong & can defend your choice)

Marketing Yes, I know you’re a programmer/artiste Much of marketing is just documentation – Screen shots, video capture, instructions Even more marketing is just respectful “did you see my game?” s Don’t forget Facebook, friends, friendly reviews

Marketing Schedule Identify external deadlines & exploit them GDC Student Day 3/29 ($$$) – Distribute, plan, market Imagine Cup 3/15 – Limits to platform, team size, and game theme You identify other festivals, contests, etc. – See this blogthis blog

How to Pitch Look at rubric, due midnight THURSDAY Create five slide pitch in Google Docs – Share it with me – I will merge into one mondo presentation 3 minute presentations – Over 3 minutes = -15% – +1 minute question(s)

Your Pitch Slide 1: Elevator pitch – 2 sentences, 10 seconds Slide 2: Demographics – Who is your target player, why will they like it? – Similar games that succeeded – Potential festivals or contests Slide 3: Mechanic – What do your players do? Why is that fun? Slide 4: Technical – Time and resources Slide 5: Screen Mockup – What will the game look like? What is the artistic style?

Target Platform & Styles Considerations – Will you be able to sell your game if you want? – Will you be able to finish a game in time? – Will it be valuable for your portfolio? 2D or 3D PC, iOS, Android, XBox, Web Unity, XNA, Javascript, …

Ways to sell iOS, XBox Live, Facebook, your web site+paypal I can’t demand you put stuff on the App store – Apple, at least, does reject stuff Give me copies of your submission material & any official responses I do demand that you publish or publicize I do demand that you obey the law – Be very careful about licensing – Make sure you have a commercial license!

Unity3D We (will) have Unity 4 pro in the lab – You can also get a 3-month trial from Unity Games will use Unity this semester – Unless you have a compelling reason to use something else

Ethics You can use external toolkits and code – If you have the rights – And you credit them But you need to make your own game – The design must be yours – The art must be yours – The core game code must be yours