Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week 5 - 03/11/2005 Games Development.

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Presentation transcript:

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Games Development

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 The Games Design Document The Technical Design Document Development Team Publisher Plan (and Money)! What do we need?

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Technical Design Document Interaction/ Layout Diagrams (see week 3 Lecture Notes)see week 3 Lecture Notes UML (Unified Modelling Language) Diagrams –Use Case Diagrams –Class Diagrams –State Diagrams –Collaboration Diagrams –Sequence Diagrams etc.

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Considerations Planning/ Schedule and Budget Saving Time and Money - Existing Component Libraries –Graphics –Sounds –Game Engines (e.g. Goldeneye 007 > Perfect Dark, Quake 2 > Half Life) –Middleware (e.g. Renderware) –API’s (Application Programming Interface) Portability Game Licences –Films –Sports –Characters etc. Prototyping/ Research and Development

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Development Team - Roles Director/ Project Leader Producer Game Designer/s Programmers –Lead, Level, Gameplay, Physics, Interface, AI, Data etc. Artists/ Graphical Designers –Lead, Level, Interface, Characters, Animation, FMV (Full Motion Video), Objects etc. Sound Engineers –Lead, Sound Effects, Music, Voice Recordings etc. Quality Assurance –Lead, Game Testing (Black Box) Manual Developer –Writer, Editor, Designer, Translators

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Programming a Game PC’s –C –C++ –Java –Assembler –DirectX –COM (Component Object Model) –Flash/ Director and Java (Web/ Mobile Games) –Emulators Consoles –Exclusive SDK’s (Software Development Kit)

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Quality Assurance Testing –Does it need to be any good? –Quality vs. Profit. Patches –Why oh why?! –Good use. –Bad use. Console Ports –Quality vs. Profit The Gold Master –Mission Accomplished!

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Release Considerations Schedule/ Timing –Film Premieres –Sport Season –Christmas and Other Holidays –Shelf Span Location –Society –Censorship –Languages (Speech and Text) Publicity/ Marketing –Demos –Trailers –Exhibitions/ Expos –Websites, Posters etc. –Audience

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Questions?

Interactive Gameplay Design Games Development Mario Michaelides Lecture 7 (10am), Week /11/2005 Next Lecture The Social and Contextual Issues of Computer Games Mitja Kostomaj Next week at 10am.