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Sep 14, Fall 2006IAT 4101 Design Teams Team Structure Interdisciplinary Teams
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Sep 14, Fall 2006IAT 4102 Game Design 1. The game design vision drives everything 2. Every team member contributes something vital Respect their expertise
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Sep 14, Fall 2006IAT 4103 Team Structure Director/Producer –The person who’s driving –Has the creative vision for entire project –Possibly an expert in some area
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Sep 14, Fall 2006IAT 4104 The Game Vision A game derives from a vision The Visual, Audio, Graphics, AI, Networks derives from this vision It’s a collaboration! It’s probably not a dictatorship –No one person can do all the work
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Sep 14, Fall 2006IAT 4105 Team Components/Members Game Play/Storyboard Level Design Graphics Graphic Design Animators MoCap Actors Networks Multi-player Design AI Audio Audio Design Dialog Voice Talent Playtesting Marketing Technical Writers
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Sep 14, Fall 2006IAT 4106 Software Engineering The Waterfall Model: –Design -> Spec -> Coding -> Testing Better: –Programmers discover what the customer wants –Programmers implement prototype –Users test prototype –Tests feed back to design
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Sep 14, Fall 2006IAT 4107 Game Software Engineering Many team members are not programmers Eg. Graphic artists are picture people Marketing people have limited programming or design experience
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Sep 14, Fall 2006IAT 4108 Specifications Game specifications will cover many bases It’s not all about software per se
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Sep 14, Fall 2006IAT 4109 The Bottom Line The team members are there for a reason: Each team member is an expert
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Sep 14, Fall 2006IAT 41010 Design Like any design job, there must be a logic to the game design The logic drives –Choice of materials –Arrangement of elements Colors, textures, shapes of items, musical instruments, etc
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Sep 14, Fall 2006IAT 41011 Logic Source The detailed design logic arises from game logic –Eg. Audio design derives from game design The driving vision comes from the game –It’s not about creating a hit record, for example Team members…
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Sep 14, Fall 2006IAT 41012 Game Play Expertise: Games, Storytelling Provide a compelling experience Set up goals for player(s) –Script –Storyboard Programmers –Control game logic –Formal Language Scripts, etc for game play –Formal Language Script interpreter
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Sep 14, Fall 2006IAT 41013 Level Design Expertise: Games, Storytelling, Creative writing Provide compelling experience this level –Adjust difficulty appropriate to level –Subsidiary to game design Design –Spatial layout –Composition of forces –Pacing
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Sep 14, Fall 2006IAT 41014 Level Design Expertise: Games, Storytelling Programmers –Creating behavior of enemy agents in geographic space –Special-purpose features this level –Design tools
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Sep 14, Fall 2006IAT 41015 Graphics Expertise: CS -- Computer Graphics Programmers –Create the graphics game engine –Customize engine components for particular game –Visual effects –Performance tuning –Until recently, used most CPU
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Sep 14, Fall 2006IAT 41016 Graphic Design Expertise: Visual Arts/Graphic Design Providing the visual content –Design the look –Implement the look Graphic design will generate a visual system –Main task is to make the system visually consistent, coherent
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Sep 14, Fall 2006IAT 41017 Animators Expertise: Visual Arts/Animation Create the animated characters –Keyframes –MoCap – Capture, Blending, Adjustment –Programming simulation controllers to create good animations Programmers –Animation control & playback system –Scripting setup –Simulation system
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Sep 14, Fall 2006IAT 41018 MoCap Actors Expertise: Dance, Acting Act out motion scripts –Create consistent character for each captured motion –Seamlessly join together motion segments Programmers –Motion capture –Data management
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Sep 14, Fall 2006IAT 41019 Networks Expertise: CS Networks, Multiplayer Programmers –Implement network components –Client-server system –Server creation –Create multi-player control for game Prediction, Etc
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Sep 14, Fall 2006IAT 41020 Multi-player Design Expertise: Multiplayer, CS Networks Design multi-player scheme –Resolve conflicts –Deal with lag Programmers –Game-specific strategies
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Sep 14, Fall 2006IAT 41021 AI Expertise: AI Algorithms, AI Game Practice Programmers –Create the AI engine Could be just a general object suite –Customize to game components –Responsible for good AI enemy play Details!
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Sep 14, Fall 2006IAT 41022 Audio Expertise: CS -- Digital Sound Filters/Effects Programmers –Create System-level audio software –Environmental effects filters –Resource management
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Sep 14, Fall 2006IAT 41023 Audio Design Expertise: Music Designers –Create audio space –Interact with other system elements Player health, location Time of day, environment
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Sep 14, Fall 2006IAT 41024 Dialog Expertise: Creative Writing, Play Writing Create believable speaking characters –Create lines of dialog that will sound good –Get the point across (or obscure it!)
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Sep 14, Fall 2006IAT 41025 Voice Talent Expertise: Acting, Radio Create a compelling animated voice character –Voice fits the body –Delivers the lines appropriately
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Sep 14, Fall 2006IAT 41026 Playtesting Expertise: Games, Dealing with people Test the game with real users –Get feedback –Adjust game difficulty –Adjust explanations, back story, etc –Get organized!
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Sep 14, Fall 2006IAT 41027 Marketing Expertise: Game market, distribution Get the game on the market –Figure out who your customers are –Generate demand Get it reviewed favorably Place ads Hype
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Sep 14, Fall 2006IAT 41028 Technical Writers Expertise: Technical communications Create documentation –Game manuals –API manuals In house External
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