eirplaymedia (c) 2009 eirplaymedia game production cycle
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EirplayMedia (c) 2009EirplayMedia (c) 2009
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Game Production Cycle
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Standard GamesStandard Games
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Making Games – A Dynamic ProcessMaking Games – A Dynamic Process
Concept
Design
Production
Marketing
Rest !
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Games Development ProcessGames Development Process
Conceptual Phase Conceptual Phase Document: Game Concept Document: Game Concept Document: Game ProposalDocument: Game Proposal
Design Phase Design Phase Document: Functional Specification Document: Functional Specification Document: Technical Specification Document: Technical Specification Documents: Tool Specifications (if applicable) Documents: Tool Specifications (if applicable)
Production PhaseProduction PhaseProject Development ScheduleProject Development Schedule
Programming scheduleProgramming schedule Art scheduleArt schedule Level design scheduleLevel design schedule QA scheduleQA schedule
Technology and Art Demo Technology and Art Demo (looks good approval)(looks good approval)First Playable Level First Playable Level (plays good approval)(plays good approval)Documents: Paper Level Designs (not always a deliverable) Documents: Paper Level Designs (not always a deliverable) Alpha - Functionally Complete Alpha - Functionally Complete Testing Phase (Quality Assurance) Testing Phase (Quality Assurance) Beta - First Potential Code Release Beta - First Potential Code Release Gold Master - Code Release Gold Master - Code Release
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Game Design DocumentGame Design Document
•The essence of the game !
•Do everyone share the same vision
•Short, simple document
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Functional SpecificationFunctional SpecificationIt’s important that it is all written from the user perspective. In other words, what is seen, experienced or interacted with should be the focus of the document.
Readers are really just looking to this document to visualize what’s in the game, not how it works.
1. Game Mechanics2. User Interface3. Art and Video4. Sound and Music5. Story (if applicable)6. Level Requirements7. Game demo – pass/fail
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Software PlanSoftware Plan
Project Overview• Target gaming platform• Development environment
Game specific• Game code architecture• Resources• AI• Multiplayer (if applicable)• User interface• Art & video• Sound and music
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Testing and QATesting and QA
Vital to good commercial games
Linked to Software Plan
•Alpha
•Beta
•Release
Linked to Game Design
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Making Mobile/Web GamesMaking Mobile/Web Games
3.1 Team SizeConventional PC and console games typically require teams of 15 to 50 people. Because most mobile games are less extensive than their console counterparts, they are typically developed by teams of 3 to 10 people, and often by lone programmers/designers.3.2 BudgetConventional games have budgets in the $5 million to $25 million range. Most mobile games are implemented on budgets of less than $100,000. Essentially, the limited display capabilities of mobile phones, coupled with limitations on application size, make it difficult to spend the huge amounts devoted to conventional games. This is, in a way, a strong advantage.3.3 Development CycleConventional games typically take two to three years to develop. Most mobile games are developed in a few months. In other words, with a small team, and a small budget, you can develop and deploy a professional-quality mobile game. For many developers, frustrated by the conditions of the conventional game market, it is one of mobile game development’s strongest appeals.3.4 Networked DevicesMobile games can be unlike any games we’ve seen before: limited in terms of media, but networked and multiplayer. Modems for PCs have been widely deployed only for the last eight years or so; consoles are only now going online. Mobile phones are networked devices by their very nature. Even though their processing capabilities are reminiscent of older computing technologies, their network capabilities are far superior.
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Making Mobile/Web GamesMaking Mobile/Web Games
3.5 Open StandardsConsole development requires authorization and support from console game manufacturers, who use their control to require high “platform royalties” from game publishers, and to control what sorts of games get developed for their hardware. In the world of wireless (as in PC game development), you are free to develop whatever sorts of games you like, without paying Nokia, Sun, or anyone else. 3.6 DeploymentConventional games are (mostly) purchased in software outlets. Mobile games are (mostly) downloaded and installed by the user. In most cases, they are downloaded over the air network; some phones allow you to download an application to a computer, then hotsynch (send) it to the
phone. Consequently, the distribution channels for mobile games are quite different.
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Games - MarketingGames - Marketing
Build the brand – pre releaseMarketing as costly as productionPreparation of marketing materials
Videos Printing The box, packaging
Game sales channels: retail, onlineSuccess difficult
Over 10,000 games released, will yours be noticed?Over 10,000 games released, will yours be noticed?
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Working on Web/Wireless GamesWorking on Web/Wireless Games
Much of the same skills needed for PC / console gamesMuch of the same skills needed for PC / console games
Software: Java, though other languages always Software: Java, though other languages always preferablepreferable
Art: same tools such as Photoshop, 3D Max. More focus Art: same tools such as Photoshop, 3D Max. More focus on 2D, plus drawing skills vital!!! on 2D, plus drawing skills vital!!!
Level Design: Experience of PC, console, online & Level Design: Experience of PC, console, online & mobile games, plus other mediamobile games, plus other media
Qualifications count…..Qualifications count…..
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