intro 3d game

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intro 3d game
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Introduction to 3D Gaming

Jatmiko Indriyanto

6

(in $millions)

Average budget (in $millions) for a

blockbuster game title.

50

Average size of development team

for blockbuster game title.

10

Average number of programmers on

development team for blockbuster game title.

32

Average number of months to develop a blockbuster

3D game from concept to delivery.

6

Average number of months for team of expert

programmers to develop a complete game engine

from scratch.

600,000

Number of dollars to license the Unreal game

engine for 1 game on 1 platform.

6

Average number of months saved by

licensing a game engine.

8

Current number of job openings at Epic Games,

the makers of the Unreal game engine.

107

Current number of programmer/engineer job

postings on Gamasutra.com.

9

Average number of gigabytes consumed by

game installed to PC hard disk

5

Average number of terabytes consumed by

game assets created by development team.

What is a Game?

Play









Learning in a safe environment

Interactivity









The illusion of control in

a controlled environment

Toys, Games, and Simulations





What’s the difference between a

toy and a game?

Toys









Abstraction of reality Don’t have goals

Toys, Games, and Simulations





What’s the difference between a

game and a simulation?

Simulations

Try to closely mimic reality

Complexity may affect fun

Toys, Games, and Simulations



TOY GAME SIMULATION







Complexity









Abstraction

Formal Elements

Players

 Voluntary participants

 Roles

 Uniform

 Multiple, Balanced



 Interaction

 Player vs. Game

 Player vs. Player

 Unilateral Competition

 Multilateral Competition

Objectives

 Desire to work towards goal is key to game

play and immersion

 Provides challenge and sets tone

 Symmetric/Asymmetric

 Examples

 Capture

 Chase

 Alignment

 Race

 Rescue/Escape

Procedures

 Actions or methods of play allowed by the

rules

 Examples

 Starting actions

 Normal actions



 Special actions



 Resolving actions (point scoring)

Rules

 Define game objects and procedures

 Describe allowable player actions

 Proscribe reactive events

Resources

 Items made valuable by their scarcity and

utility

 Examples

 Tokens  Units

 Currency  Actions

 Lives  Terrain

 Health Points  Time

Boundaries

 Defines the scope of the game procedures

and rules and creates the game "reality"

 Examples

 Terrain

 Time



 Resources

Conflict

 Relationship between objectives, procedures,

and rules limiting behavior

 Examples

 Obstacles

 Opponents



 Dilemmas

Outcome

 Measurement of achievement

 There must be a winner – a player who

achieves a positive outcome

System Dynamics

Objects

 Properties

 Behaviors

 Relationships

Interaction

 Linear

 Branching Network

 Autonomous Agents

Economies

 Currency, markets and bartering

 Resource pools

 Equilibrium states

Dramatic Elements

Perspective

 Player’s point of view

 Top-

Top-Down

Side-

 Side-View



 Isometric



 First Person



 Third Person

Challenge

 Creates tension

 A balance between frustration and boredom

 Focuses attention towards objectives

Play

 Mechanics that provide flexibility to allow player

creativity and imagination

 Play styles/archetypes

 The Competitor  The Artist

 The Explorer  The Director

 The Collector  The Storyteller

 The Achiever  The Performer

 The Joker  The Craftsman

Premise, Characters, and Story

 Provides context to the formal elements

 Story Arcs

 Character Arcs

So what is a game?

A game is…

 Closed, formal abstract economic system

 Players involved in engaging structured

conflict to achieve a goal

 Resolves to an unequal outcome

Mastery









 Long plateaus of practice with spurts of

progress

 Learning occurs during plateaus via repetition

 Great games allow players to achieve state of

flow

Designing a 3D Game

Game Types

 Action  Puzzle

 Adventure  Simulation

 Casual  Sports

 Fighting  Strategy

 Platform Role-

 Role-playing

Genres

 Fantasy  Mystery

 Science Fiction  Horror

 War  Western

 Espionage  Romance

 Crime

Game Play

 Perspective

 First person

 Third person

 Top down

 Isometric

 Side scrolling

 Text based

 Modes

 Single player

 Multiplayer

 Mechanics

Story (1)

 Dramatic writing = Conflict!

 Characters

 Name

 back-

Motivation & back-story

 Appearance

 Catch-

Catch-phrase

 Personality traits & quirks

 Every character is on a journey

 World Creation

 What is plausible?

 Ecosystems always seek an equilibrium

 Equilibrium drives motivations

Story (2)

 Storyboards

 Plot out the overall story arc

 Analyze structure and refine to create rising tension

 3-

Hollywood has proven the 3-act structure works

 Dialogue

 Avoid clichés

 Cinematics

 Pre-

Pre-rendered

 In-game using 3D engine

In-

 Take the player some place special and exciting

 Humor is hard

Levels & Environments (1)

 Story

 Setup

 Continuity

 Objectives

 Goals

 Sub goals

 Previsualization

 Reference photos

 Concept sketches

 Low fidelity level blocking

 Zones, regions and rooms

 Power ups

 Enemies

Levels & Environments (2)

 Enriching the vision by layering in detail

 Location and terrain

 Time of day and year

 Weather conditions

 Boundaries and hazards

 Scripting of triggered events

 Lighting and special effects

 Prefabs and doodads

 Sounds and music

 Play test early and often

 Refine, refine, refine

 Looking to achieve player flow

High Concept

 Title

 Type

 Genre

 Game Play

 Story

 Levels & Environments

Team Roles & Specialties

Production

 Executive Producer

 Line/Brand Manager

 Marketing

 Public Relations

 Producer/Project Manager

 Localization

Design

 Story  World Creation

 Character  Level

 Dialogue  Environments

 Game play  Scripting

 Single Player  User's Guide

 Multiplayer

Programming (1)

 Graphics

 Animation

 User Interface

 Shaders

 Terrain

 Sound & Music

 Physics

 Rigid Body Dynamics

 Collision Detection

 Particles & Effects

 AI

 Network

 File System

Programming (2)

 Database

 Memory Management

 Engine

 Game play

 Tools

 Build

 R&D

 Web

Art (1)

 Concept

 Story board

 Environmental

 Cartography

 Motion Capture

 Cinematics

Art (2)

 Texture

 Character

 Modeler

 Animator

 Props

 User Interface

Audio

 Score Composer

 Sound Effects

 Voiceover

 Foley Artist (Cinematics)

Quality Assurance

 Level testing

 Focus groups

 Technical Support

Remember:

Design accounts for ¾

of entire production

timeline

Next Steps

 Join Gamasutra.com

Next Steps

 Join the XNA Creator’s Club

Next Steps

 Play LOTS of games!

References (1)

 Aliens and Alien Societies: A Writer’s Guide to Creating

Life-

Extraterrestrial Life-Forms – Schmidt

 Character Development and Storytelling for Games –

Sheldon

 Designing 3D Games That Sell – Ahearn

 Game Architecture & Design - Rollings & Morris

 Game Design: Secrets of the Sages – Saltzman

 Game Design Workshop – Fullerton, Swain, & Hoffman

 Game Development and Production - Bethke

 Get in the Game: Careers in the Game Industry - Mencher

References (2)

 The Hero With A Thousand Faces – Campbell

 How to Write a Damn Good Novel – Frey

 Long-

Mastery: The Keys to Success and Long-Term Fulfillment

– Leonard

 Object-oriented Game Development - Gold

Object-

 The Writer’s Digest Character Naming Sourcebook –

Kenyon

 The Writer’s Journey – Mythic Structure for Writers –

Vogler

 Ultimate Game Design: Building Game Worlds – Meigs

From…

Clint Edmonson

Architect Evangelist

Microsoft



Email: clinted@microsoft.com

Blog: http://www.notsotrivial.net

@clinted

Twitter: @clinted


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