Design Teams Team Structure Interdisciplinary Teams Sep 14, Fall 2006 IAT 410 1 Game Design 1. 2. The game design vision drives everything Every team member contributes something vital Respect their expertise Sep 14, Fall 2006 IAT 410 2 Team Structure Director/Producer – The person who’s driving – Has the creative vision for entire project – Possibly an expert in some area Sep 14, Fall 2006 IAT 410 3 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 Sep 14, Fall 2006 IAT 410 4 Team Components/Members Game Play/Storyboard Level Design Graphics Graphic Design Animators MoCap Actors Networks Multi-player Design Sep 14, Fall 2006 AI Audio Audio Design Dialog Voice Talent Playtesting Marketing Technical Writers IAT 410 5 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 Sep 14, Fall 2006 IAT 410 6 Game Software Engineering Many team members are not programmers Eg. Graphic artists are picture people Marketing people have limited programming or design experience Sep 14, Fall 2006 IAT 410 7 Specifications Game specifications will cover many bases It’s not all about software per se Sep 14, Fall 2006 IAT 410 8 The Bottom Line The team members are there for a reason: Each Sep 14, Fall 2006 team member is an expert IAT 410 9 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 Sep 14, Fall 2006 IAT 410 10 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… Sep 14, Fall 2006 IAT 410 11 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 Sep 14, Fall 2006 IAT 410 12 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 Sep 14, Fall 2006 IAT 410 13 Level Design Expertise: Games, Storytelling Programmers – Creating behavior of enemy agents in geographic space – Special-purpose features this level – Design tools Sep 14, Fall 2006 IAT 410 14 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 Sep 14, Fall 2006 IAT 410 15 Graphic Design Expertise: Visual Arts/Graphic Design Providing the visual content – Design the look – Implement the look Graphic system design will generate a visual – Main task is to make the system visually consistent, coherent Sep 14, Fall 2006 IAT 410 16 Animators Expertise: Visual Arts/Animation Create the animated characters – Animation control & playback system – Scripting setup – Simulation system – Keyframes – MoCap – Capture, Blending, Adjustment – Programming simulation controllers to create good animations Sep 14, Fall 2006 Programmers IAT 410 17 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 Sep 14, Fall 2006 IAT 410 18 Networks Expertise: CS Networks, Multiplayer Programmers – Implement network components – Client-server system – Server creation – Create multi-player control for game • Prediction, Etc Sep 14, Fall 2006 IAT 410 19 Multi-player Design Expertise: Multiplayer, CS Networks Design multi-player scheme – Resolve conflicts – Deal with lag Programmers – Game-specific strategies Sep 14, Fall 2006 IAT 410 20 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! Sep 14, Fall 2006 IAT 410 21 Audio Expertise: CS -- Digital Sound Filters/Effects Programmers – Create System-level audio software – Environmental effects filters – Resource management Sep 14, Fall 2006 IAT 410 22 Audio Design Expertise: Music Designers – Create audio space – Interact with other system elements • Player health, location • Time of day, environment Sep 14, Fall 2006 IAT 410 23 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!) Sep 14, Fall 2006 IAT 410 24 Voice Talent Expertise: Acting, Radio Create a compelling animated voice character – Voice fits the body – Delivers the lines appropriately Sep 14, Fall 2006 IAT 410 25 Playtesting Expertise: Games, Dealing with people Test the game with real users – Get feedback – Adjust game difficulty – Adjust explanations, back story, etc – Get organized! Sep 14, Fall 2006 IAT 410 26 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 Sep 14, Fall 2006 IAT 410 27 Technical Writers Expertise: Technical communications Create documentation – Game manuals – API manuals • In house • External Sep 14, Fall 2006 IAT 410 28
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