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Royal Game of Ur
One board, held by the British Museum, is dated to c. 2600 - c. 2400 BC, making it one of the oldest game boards in the world.
Two player strategy race table board game.
Ancient Mesopotamian
Siege of Bodenburg
Chainmail
DND
Revolutionary because it has character picking/build, high fantasy, DM, highly co-op, dungeon “crawling, NPC interaction, open ended, narrative aspect
Gary Gygax
Published Chainmail, mini war game that simulated medieval era tactical combat. Later worked with David Arneson to make DND
David Arneson
Created a fictional game called Blackmoor. Worked with Gary Gygax to make DND
LARP
Live action role playing game
Steve Jackson
In 1980, he and Livingston made FIGHTING FANTASY gamebook series (The Warlock of Firetop Mountain)
Warhammer
Tabletop game made by: Bryan Answll, Richard Hallwell, Rick Priestley
Isaac Childres
Designed Gloomhaven, Forge War, and Frosthaven
Tennis for two (Computer Tennis)
One of the first games developed.
William Higinbotham designed the game in 1958
Displayed on an oscilloscope
Spacewar!
1962 by Steve Russell, Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner. First known video game to be played at multiple computer installations
Magnavox ODYSSEY
First commercial home video game console. September 1972.
Came with the pong game
Atari
1977
Caused the creation of activision
Fairchild Channel F
First to be based on a microprocessor and to use ROM cartridges. 1976. Several of these cartridges capable of playing more than one game.
Commodore PET
First massed market Personal computers in 1977
Stephen Gary Wozniak
Co founded apple with Steve Jobs.
One of the most prominent pioneers of personal computers
Richard Allen Garriott de Cayeux
Creator of the ultima series. Helped with establishing the computer role-playing game genre
Jordan Mechner
Created prince of Persia.
Used rotoscoping
Pong
Released on Nov 29, 1972
Created by Allan Alcorn and Nolan Bushnell
Was the first commercially successful video game
Gun Fight
1975, Tomohiro Nishikado
Based on Mexican stand off. First video game to be pvp
Space invaders
1978
One of the most influential video game of all time
Designed by Tomohiro Nishikado
Tomohiro Nishikado
Created space invaders
Designed western gun (Gun Fight)
Moved the gaming industry away from bong inspired sports games and moved it to more fantastical situations
First Console War
Nintendo vs Sega
By 1988, Nintendo held 83% of the north American market
Round 2 “Console War”
Sega vs Nintendo
No clear winner but leaning more towards Sega
Round 3 “Console War”
Sony enters the fray
Sony still held 60% of the overall video game market share in North America at the end of 1999. Nintendo held second place. By 1998, Sega had a declining market and significant financial losses
Round 4 “Console War”
Microsoft wants their share too!
PlayStation 3 vs Xbox 360 vs Wii
We are still witnessing giant corporations fight for supremacy in the game industry…
Takeaway from game wars
Nintendo is resilient
Sony and Microsoft have fought as long as you lived
Driven quality in the game industry (not anymore)
Launch titles are important
Tech isn’t always the answer
Real winner of the console wars
Computers lol
Game engine
Software network designed for the development of video games and support tools such as a rendering engine, physics engine, scripting and networking,
Unity
Pros:
indie, beginners
Fast, agile, portable
Large community
Cons:
Small projects
Artist unfriendly
Popularity decline
Unreal
Pros:
versatile
Shooters
Artist
Large games
Cons:
easily choke
Beginner non-friendly
Pipeline
Chain of production:
Idea - preproduction - production - release - iteration- production (loop)
Animation
Responsible for animating the characters and other elements of the in game environment
Art
Create 2D concepts or 3D models for characters, creatures, and environments
Audio
Responsible for the landscape, recording sounds, voice actors and music edits designs and mixes and implementation in game
Design
Architects of the gameplay experience defines the rules of the game and its world’s narrative and oversees creative development from concept to release and beyond
Production
Organize the creation of the game, as well as oversee the games development, responsible for production management from a business and financial perspective
Programming
Responsible for writing the code to brung the game feature or service to life making it playable or useable build
Quality assurance
Ensures that product quality data such as bugs errors test output results and user feedback are found and communicated throughout development
Brand and marketing
Create campaigns for defined audiences about key aspects of the game using social media, reviews adverts online communities dedicated game websites sales platforms and face to face events
Producer
Make sure that the game is delivered on time, on budget, with all the expected features, at the highest quality possible while keeping the team focused on the work.
Art director
Communicate and establish the artistic vision for the project. Includes how various assets work coherently,t ans pleasingly within the same project.
Lead artist
Manages the quality of final assets and the day tasks for the art team
Level designers
Responsible for building geometry and creating the look for the game world. should have a good grasp of game design too
Asset Artists
Responsible for creating assets that appear in the game world, including characters, environments, props, user interface screens…
manages the technical side of asset creation such as collision volumes, making sure that objects are exported correctly and apply physics attributes to an object.
Technical Director
Determines how technology is used in the game engine, maintain libraries and set technical standard for the game
Lead Engineer
Day to day tasks for the rest of the coding team
Engineers/coders
Can focus on various aspects of a game such as network, sound, graphics, AI, UI or game tools
Lead designer
Responsible for communicating and establishing a global coherence to the project and make sure that gameplay, mechanics, enviroments, character and sound make a cohesive whole
Designers
Focus in particular aspects of gameplay such as: systems (combat, economy, scoring, etc) user interface/experience, levels, scripts
Sound designers/engineers
Contributes to all aspects of the game audio
Lead QA
Works closely with the producer and other leads to evacuate the game’s features from a testing point of view, bug testing
Hierarchy
Lead (usually considered a “management” track
Principal
Senior (usually considered an “expertise” track
Junior
5 Principles
Accessible
Usable
Relevant
Engaging
Motivating
Philosophy behind solid planning
Context (why?)
Mechanics (what?)
Requirements (How?)
Timeline (when?)
Art Bible
document the conceptual explorations as well as serving as reference to artists on artistic decisions, execution, style, etc
Level Design Document
map the enviroments and levels the player will traverse, as well as document the various environmental puzzles they may have to solve
Technical Design Document
Compendium of all the technical knowledge about the engine, rendering techniques, etc, how they pertain to the game and or the decisions that they imply
Moodboards
External third party resources to make a vision
Clusters of influence
Doesnt have to be only visuals
Sketching
Tangible reference
Communicate visions
Shouldn’t be too detailed
Always sketch first
Avoid color
Wireframing
Blocked out layout space
Interface, navigation and information
Portfolio
Needs to be tailored to the industry’s needs
Environment Art Portfolio
“One shot” playable enviroments
Designed for gameplay
Character art portfolio
Conceptual characters
Additional: rigging, animations, materials, concept art
Typical project: fanart
Prop art / Generalist Storyboards
Collection of related props for a given gameplay
Additional: materials, scripting, animating
Project: set of weapons for a first person game, collection of hero assets for a mocked up game
Level design portfolio
Conceptual vertical slices for various styles of gameplay
Additional: game design, scripting, lighting, environment art, engines mastery (unreal + unity)
Project: playable vertical slice for a particular style of game
Game design portfolio
Conceptual vertical slices for various styles of gameplay
Additional: scripting, programming, documentation, level design, engines mastery (unreal + unity)
Narrative designer portfolio
Writing samples such as games, reviews and fiction
Additional: game design, scripting, documentation
Project: interactive writing fiction using Twine, ink, or any game engine
Tech art portfolio
Collections of custom tools, materials, shaders, particles, etc
Additional: scripting, programming, engines mastery (unreal + unity), documentation
Project: VFX particles for a particular style of game
Programming?
I advise to showcase your skills by making a fully playable prototype that will show skills in game design
Concept art?
I would advise to showcase your skills by either a prop or a character, showcasing your prop design skills or character art skills
Sound design?
I would advise you to showcase your skills with level design and show how you can “sell” a particular experience
Animation?
I would recommend making a set of dynamic and scripted animation systems for particular gameplay, showcasing your mastery in tech art
QA
Usually stems from great understanding of game design concepts. Showcasing great understanding of UX and documentation is paramount
Jack of all trades?
Odds to beat a specialist at their own trade is low. Indies would be interested in you but they typically don’t hire. I recommend picking the closest specialization to your heart and show mastery there
REIGN PC
Reward
Environment
Identify
Gameplay
Narrative
Progression
Challenge
Level design Planning
Gameplay Milestones
Choose a theme
Level design Sketching
Rough Layout for general layout
Detailed layout for architecture, gameplay moments, power ups, enemies, etc
Level design Prototyping
level blockouts, don’t integrate art until you are confident several playtests have validated the general direction of your level.
Player zoo, it’s not a bad idea to have a temporary level that includes all the mechanical elements you wish to test
Level design Theory
Gating, implicit linearity or open ended: you can impact the way you want players to progress and/or experience your content by gating certain or all areas of your level
Designing for failure: consider your level offering several pathways to success including a failure path