Creating a Game Brent M. Dingle, Ph.D. 2015 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -

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Presentation transcript:

Creating a Game Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout Iterative Planning and Production Rapid Prototyping and Mockups See also references at end of slides (if any)

You Are More You are more than – an artist – a programmer You are studying to be – a Game Designer and Developer (GDDer) What does that mean?

A GDDer Understands All aspects of design and development – art – sound – programming – story presentation – workflow – management – advertising – communication – …

A GDDer Is Pretty clear on these two an artist a programmer

A GDDer Is Architects create blueprints Games require – Design Docs – Prototypes From blueprints – consistent (mass) production an artist a programmer an architect

A GDDer Is Players are invited into the designer’s “worlds” – for enjoyment and entertainment an artist a programmer an architect a party host

A GDDer Is Creating worlds And the physical rules that govern those worlds an artist a programmer an architect a party host godlike

A GDDer Is Create – and interpret – and explain – and defend/enforce rules that players must follow and co-designers and developers must understand an artist a programmer an architect a party host godlike a lawyer

A GDDer Is Many games require – presenting and teaching new skills, ideas, concepts, frameworks of thinking – to players and to co-designers/developers an artist a programmer an architect a party host godlike a lawyer an educator

A GDDer Is Creating a game – Uses methods very much like the scientific method – Requires study and understanding of fields beyond ‘gaming, art, cs…’ an artist a programmer an architect a party host godlike a lawyer an educator a research scientist

Methods and Process Creating a game involves – planning and producing – both should be iterative and cyclic Why? Consider some history…

“Old” Process: Waterfall 1.Design all on paper 2.Implement/program it 3.Test it 4.Add some “bling” 5.Ship it Assumes all things go perfect – Moves only in one direction – No way to go back and fix things

“Newer” Processes are Iterative Start same as waterfall – Design – Implement – Test Add an extra phase – Evaluate Allows making changes if they are determined to be necessary

Link to Scientific Method 1.Make an observation 2.Propose hypothesis 3.Create Experiment to Test Hypothesis 4.Perform the Experiment 5.Evaluate Results – Repeat as necessary

More = Better The more iterations done – The better the game is likely to be

Snag on Video Games Implementation takes a LONG time – Programming is slow Debugging is slower – Artwork can be slow Finalizing is slower – Often difficult and time consuming to change once in place

Solution on Video Games Rapidly Prototype things – Usually on “paper only” first – Can be “easy digital” i.e. little to no programming For clarity – for this class – we often/will call this a mockup

Iterative Rapid Prototyping More Iterations = Better Game – Iterate as many times as possible – Don’t start implementing until the design/planning is well done Still possible to go back to design phase after implementation But minimizes the likelihood

Risks Games have many risks – Design Risk Risk game will not be fun and people won’t like it – Implementation Risk Possibility the development team will not be able to build the game – Market Risk Game is great, but people don’t buy it – …more

Risks Versus Rapid Prototyping Games have many risks – Design Risk Risk game will not be fun and people won’t like it – Rapid Prototyping helps reduce Design Risk

Risks Versus Game Decomposition Games have many risks – Design Risk Risk game will not be fun and people won’t like it – Implementation Risk Possibility the development team will not be able to build the game – Market Risk Game is great, but people don’t buy it – … Later we will see how proper Game Decomposition can reduce the Implementation Risk

Also In the Future: Agile Design Later – We will take a closer look at agile design And how Rapid Prototyping relates

For Now: Take Away The greater the Design Risk the more unknowns you have the more untested and unproven rules your have The more iterations you will need

Risk to Video Games Video games can have impressive technology – physics – graphics – sounds – … Obscuring the “staleness” of the gameplay

Suggestion/Requirement Take the time to create mockups – Do the iterations – Make the planning as solid as it can be The catch – Must do so quickly enough to have time to implement

End Summary Great designers do not design great games – Often the design is bad at the beginning – iteration and testing makes them become great Notables – Have a playable mockup of your game as early in development as possible Faster this happens = faster you can test ideas – With equal amounts of time to create Shorter, simpler game will be better than long & complicated – Simple Reason: Longer games take longer to iterate

Questions? Beyond D2L – Examples and information can be found online at: Continue to more stuff as needed

References Some material in these slides was derived/based on material from: – Ian Schreiber, Game Design Concepts – – Released under a Creative Commons Attribution 3.0 U.S. License