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SE320: Introduction to Computer Games Week 2 Gazihan Alankus 10/4/20111.

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Presentation on theme: "SE320: Introduction to Computer Games Week 2 Gazihan Alankus 10/4/20111."— Presentation transcript:

1 SE320: Introduction to Computer Games Week 2 Gazihan Alankus 10/4/20111

2 Outline Introduction Project Today’s class: video game concepts 10/4/20112

3 Outline Introduction Project Today’s class: video game concepts 10/4/20113

4 Instructor Gazihan Alankuş METU, BS 2002, MS 2005 WUSTL, PhD 2011 (Working on it) Some industry experience I do research on games Now I get to teach games reasonable > idealistic 10/4/20114

5 You Introduce in detail, from where, etc. You and games Registered? Why? What do you expect – from this class? – to see happen by the end of semester? Programmer? – Java? Eclipse? IDEs? Debugging? Open source? 116? Artist? – Graphic designer? Sound maker? 10/4/20115

6 We’ll Create Games This is the most important thing here! 10/4/20116

7 Outline Introduction Project Today’s class: video game concepts 10/4/20117

8 Project studentsideasselected ideas pitching voting group assignments ALL THIS WILL BE NEXT WEEK I’LL GRADE THE QUALITY OF YOUR PITCH 10/4/20118

9 Project Due next week: – One page summary of your game idea High concept + game treatment (in your book’s terms) – Three minute presentation on the board (strict timing, shoot for two) 10/4/20119

10 Group Assignments I’ll make the one-page summaries available online You’ll e-mail me in confidence – top 10 game choices – top 5 preferred group members (optional) – top 5 not preferred group members (optional) I will try to assign groups, trying to (and failing at) making everyone happy I will announce them next week, also adding new people coming from add-drops. 10/4/201110

11 Project: Create a Game as a Team I don’t want to make this difficult for you – Java and Eclipse! – Slick2D – Taught in-class Also perfectly fine – Any other technology (involving programming) – 3D or 2.5D games – Less tech support 10/4/201111

12 Outline Introduction Project Today’s class: video game concepts 10/4/201112

13 Video Game Concepts Read chapters 1 and 2 from your book 10/4/201113

14 Short Chat about Video Games 10/4/201114

15 Game Design Imagine Define how it works Describe its elements in detail Transmit this to other team members 10/4/201115

16 Game Design Art? Science?  Craft 10/4/201116

17 Anatomy of Game Design Common principles can help Design is very important – Creativity – Hi-tech or fancy-art games are often marked down for poor game design Key elements – Rules, role, challenges, etc. (we will learn later) 10/4/201117

18 Three Aspects of Game Design Core Mechanics Storytelling and Narrative Interactivity 10/4/201118

19 Three Aspects of Game Design  Core Mechanics Storytelling and Narrative Interactivity 10/4/201119

20 Core Mechanics The “science” of game design A consistent set of rules The rules that the game works according to Examples – Mario – World of Goo 10/4/201120

21 Three Aspects of Game Design Core Mechanics  Storytelling and Narrative Interactivity 10/4/201121

22 Story What you imagine while dealing with the core mechanics – Implicit story, let the player imagine – Explicit story, run through a plot line Linear Nonlinear 10/4/201122

23 Three Aspects of Game Design Core Mechanics Storytelling and Narrative  Interactivity 10/4/201123

24 Interactivity Graphics Sounds User interface (buttons, menus, etc.) 10/4/201124

25 Team with >1 people, have to communicate the design Types of documents – High concept get someone interested – Game treatment let them play it in their imaginations – Game script detailed design decisions for developers to create it Documenting the Design Target in your pitches for next week 10/4/201125

26 Anatomy of a Game Designer Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge Writing skills Drawing skills The ability to compromise 10/4/201126

27 Finding an Idea Daydream Ideas from other media Ideas from other games Let others share the same dream through the game 10/4/201127

28 Elements of a Game Game – Participatory, interactive entertainment Rules (actions, moves, etc.) – How the artificial universe works – What you can and cannot do Role – Who you are, what you are doing Games vs toys and puzzles 10/4/201128

29 Gameplay Elements of a Game (cont’d) Rules ActionsChallenges 10/4/201129

30 Elements of a Game (cont’d) Victory condition – Beat previous score – Finish plot line – Beat other player Number of players – Single-player – Multi-player Cooperative Competitive 10/4/201130

31 Elements of a Game (cont’d) Setting – The game world – Board, stadium, etc. Interaction model – Avatar, omnipresent Perspective – Top-down, isometric, first person, side-scrolling – Attractiveness vs. practicality 10/4/201131

32 Elements of a Game (cont’d) Role – James Bond – Fatih Terim – Counter-terrorism officer – Garrett the thief – Any well-defined fictional character 10/4/201132

33 Elements of a Game (cont’d) Mode – Switches in the nature of gameplay Structure – Relationship between modes, rules, why and when modes change – Flowchart Realism Story 10/4/201133

34 Understanding Your Audience Entertaining other people is hard! Common characteristics – Core vs. casual – Age groups – Male vs. female User testing is indispensable! 10/4/201134

35 Genres Action  Physical challenges, puzzles, races, conflict, economy – Strategic, conceptual Strategy  Strategic, tactical, logistical, economic challenges – Physical challenges, races, puzzles Role-playing  Tactical, logistical, exploration, economic challenges, puzzles – Physical challenges 10/4/201135

36 Genres (cont’d) Simulations  Sports, vehicles, physical and tactical challenges – Exploration, economic, conceptual challenges Construction and management  Economic, conceptual challenges – Physical challenges Adventure  Exploration, puzzles, conceptual challenges Puzzle  Logical, time pressure, some action 10/4/201136

37 Hardware Game consoles PCs Handheld devices Phones Other devices 10/4/201137

38 Design Motivations Market-driven games Designer-driven games License exploitation Technology-driven games Art-driven games  Integrate elements from multiple goals 10/4/201138

39 Game Concept Worksheet Nature of gameplay (challenges, actions, etc.) Victory condition Role (in relation to gameplay) Game setting (world) Interaction model (avatar, omnipresent, etc.) Primary perspective (camera) Structure and modes Single or multi player, competitive- cooperative Story and narrative Genre (if an existing one applies) Target audience 10/4/201139

40 Game Ideas for Next Week One-page game summary (e-mail to me before class) – Story – Details – Small image or background image (optional) Three-minute presentation – Shoot for two – Pitch your game idea – Why should people want to work with you? 10/4/201140


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