Game Final/Midterm

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81 Terms

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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

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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


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Gary Gygax

Published Chainmail, mini war game that simulated medieval era tactical combat. Later worked with David Arneson to make DND

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David Arneson

Created a fictional game called Blackmoor. Worked with Gary Gygax to make DND

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LARP

Live action role playing game

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Steve Jackson

In 1980, he and Livingston made FIGHTING FANTASY gamebook series (The Warlock of Firetop Mountain)

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Warhammer

Tabletop game made by: Bryan Answll, Richard Hallwell, Rick Priestley

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Isaac Childres

Designed Gloomhaven, Forge War, and Frosthaven


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Tennis for two (Computer Tennis)

One of the first games developed.

William Higinbotham designed the game in 1958

Displayed on an oscilloscope

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Spacewar!

1962 by Steve Russell, Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner. First known video game to be played at multiple computer installations

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Magnavox ODYSSEY

First commercial home video game console. September 1972.

Came with the pong game

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Atari

1977

Caused the creation of activision

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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.

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Commodore PET

First massed market Personal computers in 1977



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Stephen Gary Wozniak

Co founded apple with Steve Jobs.

One of the most prominent pioneers of personal computers

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Richard Allen Garriott de Cayeux

Creator of the ultima series. Helped with establishing the computer role-playing game genre

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Jordan Mechner

Created prince of Persia.

Used rotoscoping

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Pong

Released on Nov 29, 1972

Created by Allan Alcorn and Nolan Bushnell

Was the first commercially successful video game

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Gun Fight

1975, Tomohiro Nishikado

Based on Mexican stand off. First video game to be pvp

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Space invaders

1978

One of the most influential video game of all time

Designed by Tomohiro Nishikado

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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

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First Console War

Nintendo vs Sega


By 1988, Nintendo held 83% of the north American market

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Round 2 “Console War”

Sega vs Nintendo

No clear winner but leaning more towards Sega

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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

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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…

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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


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Real winner of the console wars

Computers lol


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Game engine

Software network designed for the development of video games and support tools such as a rendering engine, physics engine, scripting and networking,

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Unity

Pros:

  • indie, beginners

  • Fast, agile, portable

  • Large community


Cons:

  • Small projects

  • Artist unfriendly

  • Popularity decline


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Unreal

Pros:

  • versatile

  • Shooters

  • Artist

  • Large games

Cons:

  • easily choke

  • Beginner non-friendly


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Pipeline

Chain of production:

Idea - preproduction - production - release - iteration- production (loop)

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Animation

Responsible for animating the characters and other elements of the in game environment

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Art

Create 2D concepts or 3D models for characters, creatures, and environments

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Audio

Responsible for the landscape, recording sounds, voice actors and music edits designs and mixes and implementation in game

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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

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Production

Organize the creation of the game, as well as oversee the games development, responsible for production management from a business and financial perspective

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Programming

Responsible for writing the code to brung the game feature or service to life making it playable or useable build

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Quality assurance

Ensures that product quality data such as bugs errors test output results and user feedback are found and communicated throughout development

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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

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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.

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Art director

Communicate and establish the artistic vision for the project. Includes how various assets work coherently,t ans pleasingly within the same project.

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Lead artist

Manages the quality of final assets and the day tasks for the art team

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Level designers

Responsible for building geometry and creating the look for the game world. should have a good grasp of game design too

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Asset Artists

Responsible for creating assets that appear in the game world, including characters, environments, props, user interface screens…

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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.

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Technical Director

Determines how technology is used in the game engine, maintain libraries and set technical standard for the game

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Lead Engineer

Day to day tasks for the rest of the coding team

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Engineers/coders

Can focus on various aspects of a game such as network, sound, graphics, AI, UI or game tools

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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

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Designers

Focus in particular aspects of gameplay such as: systems (combat, economy, scoring, etc) user interface/experience, levels, scripts

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Sound designers/engineers

Contributes to all aspects of the game audio

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Lead QA

Works closely with the producer and other leads to evacuate the game’s features from a testing point of view, bug testing

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Hierarchy

  1. Lead (usually considered a “management” track

  2. Principal

  3. Senior (usually considered an “expertise” track

  4. Junior


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5 Principles

Accessible

Usable

Relevant

Engaging

Motivating


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Philosophy behind solid planning

  1. Context (why?)

  2. Mechanics (what?)

  3. Requirements (How?)

  4. Timeline (when?)


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Art Bible

document the conceptual explorations as well as serving as reference to artists on artistic decisions, execution, style, etc

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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

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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

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Moodboards

External third party resources to make a vision

Clusters of influence

Doesnt have to be only visuals

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Sketching

Tangible reference

Communicate visions

Shouldn’t be too detailed

Always sketch first

Avoid color

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Wireframing

Blocked out layout space

Interface, navigation and information

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Portfolio

Needs to be tailored to the industry’s needs

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Environment Art Portfolio


“One shot” playable enviroments

Designed for gameplay

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Character art portfolio


Conceptual characters

Additional: rigging, animations, materials, concept art

Typical project: fanart

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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

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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

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Game design portfolio

Conceptual vertical slices for various styles of gameplay

Additional: scripting, programming, documentation, level design, engines mastery (unreal + unity)

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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

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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

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Programming?

I advise to showcase your skills by making a fully playable prototype that will show skills in game design

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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

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Sound design?

I would advise you to showcase your skills with level design and show how you can “sell” a particular experience

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Animation?

I would recommend making a set of dynamic and scripted animation systems for particular gameplay, showcasing your mastery in tech art

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QA

Usually stems from great understanding of game design concepts. Showcasing great understanding of UX and documentation is paramount

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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

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REIGN PC

Reward

Environment

Identify

Gameplay

Narrative

Progression

Challenge

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Level design Planning

Gameplay Milestones

Choose a theme

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Level design Sketching

Rough Layout for general layout

Detailed layout for architecture, gameplay moments, power ups, enemies, etc


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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

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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



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