EirplayMedia (c) 2009 EirplayMedia Game Production Cycle.

Slides:



Advertisements
Similar presentations
Discovering Computers Fundamentals, 2012 Edition
Advertisements

Mobil game : A mobile game is a video game played on a mobile phone, smartphone, PDA, handheld computer or portable media player Type of language writing.
Chapter 8: Evaluating Alternatives for Requirements, Environment, and Implementation.
PRODUCT FOCUS 5/27/14 – 6/6/14 INTRODUCTION Our Product Focus for the next two weeks is CompTIA. CompTIA is most well known for serving as the backbone.
Your Interactive Guide to the Digital World Discovering Computers Fundamentals, 2012 Edition.
Your Interactive Guide to the Digital World Discovering Computers Fundamentals, 2012 Edition.
4.5 Multimedia Production
Dan Prigg Realgames GM, Partners & Programming “The Publisher” Trademarks, trade names, logos and images are owned by their perspective owners and are.
1 Overview of the Casual Games Space with a focus on the needs of developers. Ivan Tkachenko Vice President of Production Nikitova Games / Kenjitsu.
Copyright 2006 Tiffany Barnes Game Design & Development Overview of process.
Sixth Hour Lecture 10:30 – 11:20 am, September 9 Framework for a Software Management Process – Artifacts of the Process (Part II, Chapter 6 of Royce’ book)
Eirplay (c) 2009 Web 2.0 and Games The contents of this plan are confidential and are not to be reproduced with express written consent.
Discovering Computers: Chapter 1
Santagio and Efrain. Shared Calendars Sharing Microsoft Outlook just got even easier... Tested and Certified to Support the new Microsoft Outlook 2010.
TC2-Computer Literacy Mr. Sencer February 4, 2010.
Process of Making Multimedia
What You Really Need to Know about Game Development & Publishing Neal Robison ATI Research.
Computer/Video Game Development Karen Petersen Lead Gameplay Programmer Telltale Games.
Chapter 7.3 The Publisher-Developer Relationship.
SM3121 Software Technology Mark Green School of Creative Media.
Design an App Gail Dickinson Germantown Middle School 8 th Grade STEM Gail Dickinson Germantown Middle School 8 th Grade STEM.
Discovering Computers Chapter 1 Discovering Computers & Microsoft Office 2010.
Application Software.  Topics Covered:  Software Categories  Desktop vs. Mobile Software  Installed vs. Web-Based Software.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
1 Computer Game Development CIS 487/587 Bruce R. Maxim UM-Dearborn.
Notes on the Game Development Process
1 Chapter 6 Understanding Computers, 11 th Edition Software Ownership Rights Software license: agreement, either included in a software package or displayed.
Game Development and Game Design academy.zariba.com 1.
Introduction to Interactive Media 02. The Interactive Media Development Process.
Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Games Development.
Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Getting past the initial selection.
Deployment General requirements Theory of Use Design Concept Contextual Studies Task model Design space System specification ImplementationDeployment Evaluation.
CO1301: Games Concepts Dr Nick Mitchell (Room CM 226) Material originally prepared by Laurent Noel.
EirplayMedia (c) 2008 The Irish Games Industry Lets SWOT it !
Production Dev. Post Production Release Quality Assurance Marketing.
Software Essentials ICT 1 & 2. What is software?  software is the set of instructions stored inside a computer  These instructions tell the computer.
Introduction to Interactive Media The Interactive Media Development Process.
ST01 - Introduction 1 Introduction Lecturer: Smilen Dimitrov Sensors Technology – MED4.
Class 6 Redefining the Book, Changing Role of Editorial/Publishers.
Software and Hardware Interaction
Sun Ya Publications (HK) Ltd. Global Strategies & Vision of the Publishing Industry in Asia Anita Wan Executive Deputy General Manager Sun Ya Publications.
Quality Requirements in Mobile Games Ville Vatén Head of Post Production / Telcogames
Introduction to Making Multimedia
LINUX F ree operating system Created by Linus Torvalds when he was a student at the University of Helsinki in 1991 First released the system to his friends,
EirplayGames Mobile Gaming. Presentation A bit about us Casual gaming: games for non-gamers Wireless gaming: downloadable games Working on wireless.
COIT23003 Games Development
Maths & Technologies for Games Production Processes & Asset Management CO3303 Week 10.
Software Essentials ICT 1 & 2. What is software?  software is the set of instructions stored inside a computer  These instructions tell the computer.
Edugaming Teacher Workshop Lehigh Carbon Community College Summer 2011 TEAM ROLES Producer Programmer Tester.
Game Design Document Pertemuan 4 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Creative Industries. RESPONSIBILITIES  Model, texture and create collision in 3D for game environments.  Works closely with Programmers to ensure polygon.
Oman College of Management and Technology Course – MM Topic 7 Production and Distribution of Multimedia Titles CS/MIS Department.
Living in a Digital World Discovering Computers Fundamentals, 2011 Edition.
1 Get All Answers Get All Answers. Contents History of Android Android Fragmentation The Role of Google Features and Architecture Android Software Development.
1 Multimedia Development Team. 2 To discuss phases of MM production team members Multimedia I.
By : Abhishek Verma Main Topics : 1. Introduction 2. Platform 3. Software Development 4. Overall Evaluation.
The information systems lifecycle Far more boring than you ever dreamed possible!
Identify the roles and opportunities available within an elected vocational area of the Creative Industries sector.
Large-Scale Design Process
Objectives Overview Explain why computer literacy is vital to success in today’s world Define the term, computer, and describe the relationship between.
Computing.
LINUX WINDOWS Vs..
Objectives Overview Explain why computer literacy is vital to success in today's world Describe the five components of a computer Discuss the advantages.
Chapter 10 Development of Multimedia Project
Anatomy of a Design Doc parts 1 and 2
Objectives Overview Explain why computer literacy is vital to success in today’s world Define the term, computer, and describe the relationship between.
*.
Chapter 7.3 The Publisher-Developer Relationship
CO1301: Games ncepts 2016 Lecture 2
Anatomy of a Design Doc parts 1 and 2 Why Design Docs Matter
Presentation transcript:

EirplayMedia (c) 2009 EirplayMedia Game Production Cycle

EirplayMedia (c) 2009 Standard Games

EirplayMedia (c) 2009 Making Games – A Dynamic Process Concept Design Production Marketing Rest !

EirplayMedia (c) 2009 Games Development Process Conceptual Phase Document: Game Concept Document: Game Proposal Design Phase Document: Functional Specification Document: Technical Specification Documents: Tool Specifications (if applicable) Production Phase Project Development Schedule Programming schedule Programming schedule Art schedule Art schedule Level design schedule Level design schedule QA schedule QA schedule Technology and Art Demo (looks good approval) First Playable Level (plays good approval) Documents: Paper Level Designs (not always a deliverable) Alpha - Functionally Complete Testing Phase (Quality Assurance) Beta - First Potential Code Release Gold Master - Code Release

EirplayMedia (c) 2009 Game Design Document The essence of the game ! Do everyone share the same vision Short, simple document

EirplayMedia (c) 2009 Functional Specification It’s important that it is all written from the user perspective. In other words, what is seen, experienced or interacted with should be the focus of the document. Readers are really just looking to this document to visualize what’s in the game, not how it works. 1.Game Mechanics 2.User Interface 3.Art and Video 4.Sound and Music 5.Story (if applicable) 6.Level Requirements 7.Game demo – pass/fail

EirplayMedia (c) 2009 Software Plan Project Overview Target gaming platform Development environment Game specific Game code architecture Resources AI Multiplayer (if applicable) User interface Art & video Sound and music

EirplayMedia (c) 2009 Testing and QA Vital to good commercial games Linked to Software Plan Alpha Beta Release Linked to Game Design

EirplayMedia (c) 2009 Making Mobile/Web Games 3.1 Team Size Conventional PC and console games typically require teams of 15 to 50 people. Because most mobile games are less extensive than their console counterparts, they are typically developed by teams of 3 to 10 people, and often by lone programmers/designers. 3.2 Budget Conventional games have budgets in the $5 million to $25 million range. Most mobile games are implemented on budgets of less than $100,000. Essentially, the limited display capabilities of mobile phones, coupled with limitations on application size, make it difficult to spend the huge amounts devoted to conventional games. This is, in a way, a strong advantage. 3.3 Development Cycle Conventional games typically take two to three years to develop. Most mobile games are developed in a few months. In other words, with a small team, and a small budget, you can develop and deploy a professional-quality mobile game. For many developers, frustrated by the conditions of the conventional game market, it is one of mobile game development’s strongest appeals. 3.4 Networked Devices Mobile games can be unlike any games we’ve seen before: limited in terms of media, but networked and multiplayer. Modems for PCs have been widely deployed only for the last eight years or so; consoles are only now going online. Mobile phones are networked devices by their very nature. Even though their processing capabilities are reminiscent of older computing technologies, their network capabilities are far superior.

EirplayMedia (c) 2009 Making Mobile/Web Games 3.5 Open Standards Console development requires authorization and support from console game manufacturers, who use their control to require high “platform royalties” from game publishers, and to control what sorts of games get developed for their hardware. In the world of wireless (as in PC game development), you are free to develop whatever sorts of games you like, without paying Nokia, Sun, or anyone else. 3.6 Deployment Conventional games are (mostly) purchased in software outlets. Mobile games are (mostly) downloaded and installed by the user. In most cases, they are downloaded over the air network; some phones allow you to download an application to a computer, then hotsynch (send) it to the phone. Consequently, the distribution channels for mobile games are quite different.

EirplayMedia (c) 2009 Games - Marketing Build the brand – pre release Marketing as costly as production Preparation of marketing materials Videos Printing The box, packaging Game sales channels: retail, online Success difficult Over 10,000 games released, will yours be noticed? Over 10,000 games released, will yours be noticed?

EirplayMedia (c) 2009 Working on Web/Wireless Games Much of the same skills needed for PC / console games Much of the same skills needed for PC / console games Software: Java, though other languages always preferable Art: same tools such as Photoshop, 3D Max. More focus on 2D, plus drawing skills vital!!! Level Design: Experience of PC, console, online & mobile games, plus other media Qualifications count…..

EirplayMedia (c) 2009 Eirplay Media