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Games Development What do we need? The Games Design Document The Technical Design Document Development Team Publisher Plan (and Money)! Technical Design Document Interaction/ Layout Diagrams ( see week 3 Lecture Notes ) UML (Unified Modelling Language) Diagrams Use Case Diagrams

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Presentation Transcript
slide2

What do we need?

  • The Games Design Document
  • The Technical Design Document
  • Development Team
  • Publisher
  • Plan (and Money)!
slide3

Technical Design Document

  • Interaction/ Layout Diagrams (see week 3 Lecture Notes)
  • UML (Unified Modelling Language) Diagrams
    • Use Case Diagrams
    • Class Diagrams
    • State Diagrams
    • Collaboration Diagrams
    • Sequence Diagrams etc.
slide4

Considerations

  • Planning/ Schedule and Budget
  • Saving Time and Money - Existing Component Libraries
    • Graphics
    • Sounds
    • Game Engines (e.g. Goldeneye 007 > Perfect Dark, Quake 2 > Half Life)
    • Middleware (e.g. Renderware)
    • API’s (Application Programming Interface)
  • Portability
  • Game Licences
    • Films
    • Sports
    • Characters etc.
  • Prototyping/ Research and Development
slide5

Development Team - Roles

  • Director/ Project Leader
  • Producer
  • Game Designer/s
  • Programmers
    • Lead, Level, Gameplay, Physics, Interface, AI, Data etc.
  • Artists/ Graphical Designers
    • Lead, Level, Interface, Characters, Animation, FMV (Full Motion Video), Objects etc.
  • Sound Engineers
    • Lead, Sound Effects, Music, Voice Recordings etc.
  • Quality Assurance
    • Lead, Game Testing (Black Box)
  • Manual Developer
    • Writer, Editor, Designer, Translators
slide6

Programming a Game

  • PC’s
    • C
    • C++
    • Java
    • Assembler
    • DirectX
    • COM (Component Object Model)
    • Flash/ Director and Java (Web/ Mobile Games)
    • Emulators
  • Consoles
    • Exclusive SDK’s (Software Development Kit)
slide7

Quality Assurance

  • Testing
    • Does it need to be any good?
    • Quality vs. Profit.
  • Patches
    • Why oh why?!
    • Good use.
    • Bad use.
  • Console Ports
    • Quality vs. Profit
  • The Gold Master
    • Mission Accomplished!
slide8

Release Considerations

  • Schedule/ Timing
    • Film Premieres
    • Sport Season
    • Christmas and Other Holidays
    • Shelf Span
  • Location
    • Society
    • Censorship
    • Languages (Speech and Text)
  • Publicity/ Marketing
    • Demos
    • Trailers
    • Exhibitions/ Expos
    • Websites, Posters etc.
    • Audience
slide10

Next Lecture

The Social and Contextual Issues

of

Computer Games

Mitja Kostomaj

Next week at 10am.