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GameDev 2
Our Role in Development
Who’s Your Favourite Dev?




2
Who’s Your Favourite Dev?




3
Who’s Your Favourite Dev?




4
Who’s Your Favourite Dev?




5
Reality Check




6
Reality Check




7
Reality Check



    • 99.9% of the industry are unloved, uncelebrated and
     under appreciated.




7
Reality Check



    • 99.9% of the industry are unloved, uncelebrated and
     under appreciated.
    • Geek equivalent of Hollywood in this respect.




7
Reality Check



    • 99.9% of the industry are unloved, uncelebrated and
     under appreciated.
    • Geek equivalent of Hollywood in this respect.
    • Welcome aboard!



7
What is GameDev?




8
What is GameDev?



    • We talked last session about how we could think
     about games differently in order to better define
     what we wanted to make.




8
What is GameDev?



    • We talked last session about how we could think
     about games differently in order to better define
     what we wanted to make.
    • This session, we’re going to do the same for the
     development process


8
GameDev Myths




9
GameDev Myths


    • With few exceptions, game development is not a
     one-man process.




9
GameDev Myths


    • With few exceptions, game development is not a
     one-man process.
    • Ideas are the easy part, executing them is much
     harder.




9
GameDev Myths


    • With few exceptions, game development is not a
     one-man process.
    • Ideas are the easy part, executing them is much
     harder.
    • Nobody starts out as Will Wright.You have to work
     your way up to the top.

9
GameDev Teams




10
GameDev Teams

     • Games are made by teams.




10
GameDev Teams

     • Games are made by teams.
     • Different sizes of team create different types of
      game




10
GameDev Teams

     • Games are made by teams.
     • Different sizes of team create different types of
      game
     • Small teams might work on iOS games




10
GameDev Teams

     • Games are made by teams.
     • Different sizes of team create different types of
      game
     • Small teams might work on iOS games
     • You won’t make a AAA blockbuster without some
      serious manpower to make it happen


10
GameDev Teams

     • Games are made by teams.
     • Different sizes of team create different types of
      game
     • Small teams might work on iOS games
     • You won’t make a AAA blockbuster without some
      serious manpower to make it happen
     • A team has to be made of different types of people
10
GameDev Teams




11
GameDev Teams


     • Broadly there are five primary classes for Game
      Developers




11
GameDev Teams


     • Broadly there are five primary classes for Game
      Developers
       ‣ Producers




11
GameDev Teams


     • Broadly there are five primary classes for Game
      Developers
       ‣ Producers
       ‣ Designers




11
GameDev Teams


     • Broadly there are five primary classes for Game
      Developers
       ‣ Producers
       ‣ Designers
       ‣ Developers




11
GameDev Teams


     • Broadly there are five primary classes for Game
      Developers
       ‣ Producers
       ‣ Designers
       ‣ Developers
       ‣ Artists



11
GameDev Teams


     • Broadly there are five primary classes for Game
      Developers
       ‣ Producers
       ‣ Designers
       ‣ Developers
       ‣ Artists
       ‣ Quality Assurance

11
Developers




12
Developers



     • The people who make the game happen




12
Developers



     • The people who make the game happen
     • These are the guys who need to be able to code
      everything that is going to take place




12
Developers



     • The people who make the game happen
     • These are the guys who need to be able to code
      everything that is going to take place
     • Often forget that Game Development is bigger than
      Game Developers


12
Advanced Developers




13
Advanced Developers



     • Lots of specialisation options for developers




13
Advanced Developers



     • Lots of specialisation options for developers
        ‣ AI, Graphics, Networking, Gameplay, Audio




13
Advanced Developers



     • Lots of specialisation options for developers
        ‣ AI, Graphics, Networking, Gameplay, Audio
     • Also a range of non-obvious specialisation




13
Advanced Developers



     • Lots of specialisation options for developers
        ‣ AI, Graphics, Networking, Gameplay, Audio
     • Also a range of non-obvious specialisation
        ‣ E.g. Tools developer




13
Designers




14
Designers


     • Designers are broadly the people who specify how
      the game is played.




14
Designers


     • Designers are broadly the people who specify how
      the game is played.
     • Tend to deal more in concepts than nuts and bolts
      of implementation




14
Designers


     • Designers are broadly the people who specify how
      the game is played.
     • Tend to deal more in concepts than nuts and bolts
      of implementation
     • Designers are often not tied to a specific medium



14
Designers


     • Designers are broadly the people who specify how
      the game is played.
     • Tend to deal more in concepts than nuts and bolts
      of implementation
     • Designers are often not tied to a specific medium
       ‣ A good game designer can create a board game or a
         computer game

14
Advanced Designer
          Classes




15
Advanced Designer
                       Classes



     • Many different specialist options for designers




15
Advanced Designer
                        Classes



     • Many different specialist options for designers
        ‣ Interface Designer, Narrative Designer, Level Designer,
         Combat Designer etc.




15
Artists




16
Artists

     • As Computer Scientists its easy to overlook the
      contribution of artists.




16
Artists

     • As Computer Scientists its easy to overlook the
      contribution of artists.
       ‣ After all, what’s important is how A and B interact not
         what they look like?




16
Artists

     • As Computer Scientists its easy to overlook the
      contribution of artists.
        ‣ After all, what’s important is how A and B interact not
         what they look like?
     • So much of the game is displayed visually to the
      player that art



16
Artists

     • As Computer Scientists its easy to overlook the
      contribution of artists.
        ‣ After all, what’s important is how A and B interact not
         what they look like?
     • So much of the game is displayed visually to the
      player that art
     • Artists set the tone for your game

16
Artists

     • As Computer Scientists its easy to overlook the
      contribution of artists.
        ‣ After all, what’s important is how A and B interact not
         what they look like?
     • So much of the game is displayed visually to the
      player that art
     • Artists set the tone for your game
     • Good (or stylistic) art can make or break a game
16
Advanced Artists




17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project




17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project
       ‣ Concept artists




17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project
       ‣ Concept artists
       ‣ Texture artists




17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project
       ‣ Concept artists
       ‣ Texture artists
       ‣ 3D Modeller




17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project
       ‣ Concept artists
       ‣ Texture artists
       ‣ 3D Modeller
       ‣ Animator




17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project
       ‣ Concept artists
       ‣ Texture artists
       ‣ 3D Modeller
       ‣ Animator
       ‣ Audio (not strictly art but related)


17
Advanced Artists

     • Many many different types of artist might be
      required to work on a project
        ‣ Concept artists
        ‣ Texture artists
        ‣ 3D Modeller
        ‣ Animator
        ‣ Audio (not strictly art but related)
     • Very different skills required for each of these.
17
“Programmer Art”




18
“Programmer Art”



     • Programmer Art is a special type of art created by
      programmers




18
“Programmer Art”



     • Programmer Art is a special type of art created by
      programmers
     • Generally it is used as a placeholder so that the
      programmer can move things around and test code




18
“Programmer Art”



     • Programmer Art is a special type of art created by
      programmers
     • Generally it is used as a placeholder so that the
      programmer can move things around and test code
     • Do NOT get attached to placeholder art you made


18
QA Testers




19
QA Testers


     • When you have a game that is playable, it’s time to
      bring in the testers to see if it actually is playable




19
QA Testers


     • When you have a game that is playable, it’s time to
      bring in the testers to see if it actually is playable
     • Testers will be playing the game non-stop




19
QA Testers


     • When you have a game that is playable, it’s time to
      bring in the testers to see if it actually is playable
     • Testers will be playing the game non-stop
        ‣ Finding issues and reporting them




19
QA Testers


     • When you have a game that is playable, it’s time to
      bring in the testers to see if it actually is playable
     • Testers will be playing the game non-stop
        ‣ Finding issues and reporting them
        ‣ Retesting when a fix is applied




19
QA Testers


     • When you have a game that is playable, it’s time to
      bring in the testers to see if it actually is playable
     • Testers will be playing the game non-stop
        ‣ Finding issues and reporting them
        ‣ Retesting when a fix is applied
     • Testing is a really really soul destroying gig


19
QA Testers


     • When you have a game that is playable, it’s time to
      bring in the testers to see if it actually is playable
     • Testers will be playing the game non-stop
        ‣ Finding issues and reporting them
        ‣ Retesting when a fix is applied
     • Testing is a really really soul destroying gig
        ‣ http://trenchescomic.com/

19
Bug-hunting vs Focus
           Testing




20
Bug-hunting vs Focus
                       Testing
     • You can test to try to work all the kinks out of a
      game.




20
Bug-hunting vs Focus
                        Testing
     • You can test to try to work all the kinks out of a
      game.
        ‣ Try odd things, ensure it doesn’t break under certain
         conditions etc




20
Bug-hunting vs Focus
                        Testing
     • You can test to try to work all the kinks out of a
      game.
        ‣ Try odd things, ensure it doesn’t break under certain
         conditions etc
     • You can can also test to try to get the balance right
      and make sure people perceive the game the way
      that you do.

20
Bug-hunting vs Focus
                        Testing
     • You can test to try to work all the kinks out of a
      game.
        ‣ Try odd things, ensure it doesn’t break under certain
         conditions etc
     • You can can also test to try to get the balance right
      and make sure people perceive the game the way
      that you do.
        ‣ Easy on a months/years long project to lose objectivity
20
QA as a Break-In Gig




21
QA as a Break-In Gig



     • QA is often seen as a great place to start




21
QA as a Break-In Gig



     • QA is often seen as a great place to start
     • Once you’re working for the company, you’ll get
      promoted to a position on the development team




21
QA as a Break-In Gig



     • QA is often seen as a great place to start
     • Once you’re working for the company, you’ll get
      promoted to a position on the development team
        ‣ .....right?




21
QA as a Break-In Gig



     • QA is often seen as a great place to start
     • Once you’re working for the company, you’ll get
      promoted to a position on the development team
        ‣ .....right?
     • It’s not unheard of, but it’s by no means guaranteed


21
Producer




22
Producer

     • Producer is a bit of a nebulous term that
      encapsulates a lot of ideas




22
Producer

     • Producer is a bit of a nebulous term that
      encapsulates a lot of ideas
     • Producers are not necessarily team managers, but
      they do manage the team




22
Producer

     • Producer is a bit of a nebulous term that
      encapsulates a lot of ideas
     • Producers are not necessarily team managers, but
      they do manage the team
     • Think of Producers as a combination of




22
Producer

     • Producer is a bit of a nebulous term that
      encapsulates a lot of ideas
     • Producers are not necessarily team managers, but
      they do manage the team
     • Think of Producers as a combination of
       ‣ Manager



22
Producer

     • Producer is a bit of a nebulous term that
      encapsulates a lot of ideas
     • Producers are not necessarily team managers, but
      they do manage the team
     • Think of Producers as a combination of
       ‣ Manager
       ‣ Fixer


22
Producer

     • Producer is a bit of a nebulous term that
      encapsulates a lot of ideas
     • Producers are not necessarily team managers, but
      they do manage the team
     • Think of Producers as a combination of
       ‣ Manager
       ‣ Fixer
       ‣ Mum
22
Corporate Roles




23
Corporate Roles


     • Lots of ancillary roles as part of a business that
      aren’t strictly part of gamedev but support it




23
Corporate Roles


     • Lots of ancillary roles as part of a business that
      aren’t strictly part of gamedev but support it
        ‣ Not just accounting/payroll - marketing, community
         management etc.




23
Corporate Roles


     • Lots of ancillary roles as part of a business that
      aren’t strictly part of gamedev but support it
        ‣ Not just accounting/payroll - marketing, community
         management etc.
     • Within a large corporate environment you don’t
      need to be so aware of these


23
Corporate Roles


     • Lots of ancillary roles as part of a business that
      aren’t strictly part of gamedev but support it
        ‣ Not just accounting/payroll - marketing, community
         management etc.
     • Within a large corporate environment you don’t
      need to be so aware of these
        ‣ Smaller teams will have to fill them from the gamedevs

23
Multiclassing




24
Multiclassing

     • It’s totally valid to be a multi-class gamedev




24
Multiclassing

     • It’s totally valid to be a multi-class gamedev
     • Some specific terms exist for this already




24
Multiclassing

     • It’s totally valid to be a multi-class gamedev
     • Some specific terms exist for this already
        ‣ Technical Artist - Artist with programming knowledge




24
Multiclassing

     • It’s totally valid to be a multi-class gamedev
     • Some specific terms exist for this already
        ‣ Technical Artist - Artist with programming knowledge
     • Often helps for you to have some experience in
      multiple areas




24
Multiclassing

     • It’s totally valid to be a multi-class gamedev
     • Some specific terms exist for this already
        ‣ Technical Artist - Artist with programming knowledge
     • Often helps for you to have some experience in
      multiple areas
        ‣ Helps you understand the problems others will face



24
Multiclassing

     • It’s totally valid to be a multi-class gamedev
     • Some specific terms exist for this already
        ‣ Technical Artist - Artist with programming knowledge
     • Often helps for you to have some experience in
      multiple areas
        ‣ Helps you understand the problems others will face
        ‣ How best to structure your own work to make life easy


24
Multiclassing

     • It’s totally valid to be a multi-class gamedev
     • Some specific terms exist for this already
        ‣ Technical Artist - Artist with programming knowledge
     • Often helps for you to have some experience in
      multiple areas
        ‣ Helps you understand the problems others will face
        ‣ How best to structure your own work to make life easy
     • Particularly true for Producers and corporate roles
24
Me




25
Me

     • My background is in scientific AI




25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years




25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years
     • Right now I’m working on several projects




25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years
     • Right now I’m working on several projects
       ‣ Bubble - AI and Gameplay Programmer




25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years
     • Right now I’m working on several projects
       ‣ Bubble - AI and Gameplay Programmer
       ‣ Robot Overlord Games - All roles




25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years
     • Right now I’m working on several projects
       ‣ Bubble - AI and Gameplay Programmer
       ‣ Robot Overlord Games - All roles
     • I often find myself in a Production-esque role



25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years
     • Right now I’m working on several projects
       ‣ Bubble - AI and Gameplay Programmer
       ‣ Robot Overlord Games - All roles
     • I often find myself in a Production-esque role
       ‣ Such as now, facilitating you guys


25
Me

     • My background is in scientific AI
     • Transitioned to games in the past few years
     • Right now I’m working on several projects
       ‣ Bubble - AI and Gameplay Programmer
       ‣ Robot Overlord Games - All roles
     • I often find myself in a Production-esque role
       ‣ Such as now, facilitating you guys
     • Class - Programmer/Producer (hint of Design)
25
Will Wright




26
Will Wright

     • First game (Raid on Bungeling Bay, 1984) contained a
      relatively accurate (for the time) simulation of a city




26
Will Wright

     • First game (Raid on Bungeling Bay, 1984) contained a
      relatively accurate (for the time) simulation of a city
     • Level editor for that became the basis for Sim City




26
Will Wright

     • First game (Raid on Bungeling Bay, 1984) contained a
      relatively accurate (for the time) simulation of a city
     • Level editor for that became the basis for Sim City
       ‣ Intended as something that would appeal to urban
         planners, not expected to be a smash hit




26
Will Wright

     • First game (Raid on Bungeling Bay, 1984) contained a
      relatively accurate (for the time) simulation of a city
     • Level editor for that became the basis for Sim City
       ‣ Intended as something that would appeal to urban
         planners, not expected to be a smash hit
     • Each game draws inspiration from science and life



26
Will Wright

     • First game (Raid on Bungeling Bay, 1984) contained a
      relatively accurate (for the time) simulation of a city
     • Level editor for that became the basis for Sim City
       ‣ Intended as something that would appeal to urban
         planners, not expected to be a smash hit
     • Each game draws inspiration from science and life
       ‣ “The world is incredibly compelling, if presented the right way”


26
Will Wright

     • First game (Raid on Bungeling Bay, 1984) contained a
      relatively accurate (for the time) simulation of a city
     • Level editor for that became the basis for Sim City
       ‣ Intended as something that would appeal to urban
         planners, not expected to be a smash hit
     • Each game draws inspiration from science and life
       ‣ “The world is incredibly compelling, if presented the right way”
     • Class - Designer (Producer/Programmer)
26
Peter Molyneux




27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)




27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd




27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd
     • By chance Commodore offered him free Amigas




27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd
     • By chance Commodore offered him free Amigas
       ‣ Actually thought they were dealing with TORUS




27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd
     • By chance Commodore offered him free Amigas
       ‣ Actually thought they were dealing with TORUS
     • Went on to invent the God genre




27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd
     • By chance Commodore offered him free Amigas
       ‣ Actually thought they were dealing with TORUS
     • Went on to invent the God genre
     • Credited as a programmer one time since 1994



27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd
     • By chance Commodore offered him free Amigas
       ‣ Actually thought they were dealing with TORUS
     • Went on to invent the God genre
     • Credited as a programmer one time since 1994
       ‣ Black and White, 2001


27
Peter Molyneux

     • First game bombed (Entrepreneur, 1984)
     • Left the industry to set up Taurus Impex Ltd
     • By chance Commodore offered him free Amigas
       ‣ Actually thought they were dealing with TORUS
     • Went on to invent the God genre
     • Credited as a programmer one time since 1994
       ‣ Black and White, 2001
     • Class - Designer/Programmer
27
The Dark Side




28
The Role of the Publisher




29
The Role of the Publisher

     • 10 years ago, publishers filled an important and
      necessary role




29
The Role of the Publisher

     • 10 years ago, publishers filled an important and
      necessary role
       ‣ Getting your product out to people




29
The Role of the Publisher

     • 10 years ago, publishers filled an important and
      necessary role
        ‣ Getting your product out to people
     • Essentially Publishers are investors and business
      partners




29
The Role of the Publisher

     • 10 years ago, publishers filled an important and
      necessary role
        ‣ Getting your product out to people
     • Essentially Publishers are investors and business
      partners
        ‣ You’re selling the promise of sales in the future for
         investment upfront and access to publisher resources like
         marketing
29
Self-Publishing




30
Self-Publishing


     • In the current climate, self-publishing is plausible




30
Self-Publishing


     • In the current climate, self-publishing is plausible
     • Mobile marketplaces, XBLIG and Steam make it easy
      to distribute to target audience




30
Self-Publishing


     • In the current climate, self-publishing is plausible
     • Mobile marketplaces, XBLIG and Steam make it easy
      to distribute to target audience
        ‣ Still require the middle-men, but much less invasive




30
Self-Publishing


     • In the current climate, self-publishing is plausible
     • Mobile marketplaces, XBLIG and Steam make it easy
      to distribute to target audience
        ‣ Still require the middle-men, but much less invasive
     • Minecraft proved it’s still possible to distribute
      without middle-men, just a website


30
Self-Publishing


     • In the current climate, self-publishing is plausible
     • Mobile marketplaces, XBLIG and Steam make it easy
      to distribute to target audience
        ‣ Still require the middle-men, but much less invasive
     • Minecraft proved it’s still possible to distribute
      without middle-men, just a website
        ‣ Probably the exception not the rule

30
Funding




31
Funding

     • If you’re self-publishing you lose upfront investment




31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?




31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?
        ‣ Do you need to, or is it just a part-time effort?




31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?
        ‣ Do you need to, or is it just a part-time effort?
     • New options becoming available




31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?
        ‣ Do you need to, or is it just a part-time effort?
     • New options becoming available
        ‣ Crowdsourced funding e.g. Doublefine Adventure




31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?
        ‣ Do you need to, or is it just a part-time effort?
     • New options becoming available
        ‣ Crowdsourced funding e.g. Doublefine Adventure
           - Need reputation or something to generate confidence




31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?
        ‣ Do you need to, or is it just a part-time effort?
     • New options becoming available
        ‣ Crowdsourced funding e.g. Doublefine Adventure
           - Need reputation or something to generate confidence
        ‣ Paid beta e.g. Minecraft


31
Funding

     • If you’re self-publishing you lose upfront investment
     • Can you support development of the game?
        ‣ Do you need to, or is it just a part-time effort?
     • New options becoming available
        ‣ Crowdsourced funding e.g. Doublefine Adventure
           - Need reputation or something to generate confidence
        ‣ Paid beta e.g. Minecraft
           - Confidence still an issue

31
Summary (Today)




32
Summary (Today)

     • Today we’ve talked more about where you as an
      individual fit into the development process




32
Summary (Today)

     • Today we’ve talked more about where you as an
      individual fit into the development process
     • We’ve discussed the kinds of roles that you will end
      up working with and what they bring to the table




32
Summary (Today)

     • Today we’ve talked more about where you as an
      individual fit into the development process
     • We’ve discussed the kinds of roles that you will end
      up working with and what they bring to the table
     • Talked about blending roles, mixing skillsets to
      create “multiclass” Game Developers


32
Summary (Today)

     • Today we’ve talked more about where you as an
      individual fit into the development process
     • We’ve discussed the kinds of roles that you will end
      up working with and what they bring to the table
     • Talked about blending roles, mixing skillsets to
      create “multiclass” Game Developers
     • Touched briefly on the role of publishers
32
Summary (So Far)




33
Summary (So Far)

     • We now can talk about what kinds of games we are
      going to be making




33
Summary (So Far)

     • We now can talk about what kinds of games we are
      going to be making
     • We can also talk about what kinds of roles we’d like
      to take on




33
Summary (So Far)

     • We now can talk about what kinds of games we are
      going to be making
     • We can also talk about what kinds of roles we’d like
      to take on
     • We’re better equipped to start thinking about
      making games and dealing with the issues that will
      come up
33
Admin




34
Admin




     • No meeting for at least 2 weeks due to GDC




34
Admin




     • No meeting for at least 2 weeks due to GDC
     • Provisionally, next meeting 19th March




34
Admin




     • No meeting for at least 2 weeks due to GDC
     • Provisionally, next meeting 19th March
     • Hopefully that one will finally be hands-on!



34

More Related Content

Game Development 2

  • 1. GameDev 2 Our Role in Development
  • 8. Reality Check • 99.9% of the industry are unloved, uncelebrated and under appreciated. 7
  • 9. Reality Check • 99.9% of the industry are unloved, uncelebrated and under appreciated. • Geek equivalent of Hollywood in this respect. 7
  • 10. Reality Check • 99.9% of the industry are unloved, uncelebrated and under appreciated. • Geek equivalent of Hollywood in this respect. • Welcome aboard! 7
  • 12. What is GameDev? • We talked last session about how we could think about games differently in order to better define what we wanted to make. 8
  • 13. What is GameDev? • We talked last session about how we could think about games differently in order to better define what we wanted to make. • This session, we’re going to do the same for the development process 8
  • 15. GameDev Myths • With few exceptions, game development is not a one-man process. 9
  • 16. GameDev Myths • With few exceptions, game development is not a one-man process. • Ideas are the easy part, executing them is much harder. 9
  • 17. GameDev Myths • With few exceptions, game development is not a one-man process. • Ideas are the easy part, executing them is much harder. • Nobody starts out as Will Wright.You have to work your way up to the top. 9
  • 19. GameDev Teams • Games are made by teams. 10
  • 20. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game 10
  • 21. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game • Small teams might work on iOS games 10
  • 22. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game • Small teams might work on iOS games • You won’t make a AAA blockbuster without some serious manpower to make it happen 10
  • 23. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game • Small teams might work on iOS games • You won’t make a AAA blockbuster without some serious manpower to make it happen • A team has to be made of different types of people 10
  • 25. GameDev Teams • Broadly there are five primary classes for Game Developers 11
  • 26. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers 11
  • 27. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers 11
  • 28. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers ‣ Developers 11
  • 29. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers ‣ Developers ‣ Artists 11
  • 30. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers ‣ Developers ‣ Artists ‣ Quality Assurance 11
  • 32. Developers • The people who make the game happen 12
  • 33. Developers • The people who make the game happen • These are the guys who need to be able to code everything that is going to take place 12
  • 34. Developers • The people who make the game happen • These are the guys who need to be able to code everything that is going to take place • Often forget that Game Development is bigger than Game Developers 12
  • 36. Advanced Developers • Lots of specialisation options for developers 13
  • 37. Advanced Developers • Lots of specialisation options for developers ‣ AI, Graphics, Networking, Gameplay, Audio 13
  • 38. Advanced Developers • Lots of specialisation options for developers ‣ AI, Graphics, Networking, Gameplay, Audio • Also a range of non-obvious specialisation 13
  • 39. Advanced Developers • Lots of specialisation options for developers ‣ AI, Graphics, Networking, Gameplay, Audio • Also a range of non-obvious specialisation ‣ E.g. Tools developer 13
  • 41. Designers • Designers are broadly the people who specify how the game is played. 14
  • 42. Designers • Designers are broadly the people who specify how the game is played. • Tend to deal more in concepts than nuts and bolts of implementation 14
  • 43. Designers • Designers are broadly the people who specify how the game is played. • Tend to deal more in concepts than nuts and bolts of implementation • Designers are often not tied to a specific medium 14
  • 44. Designers • Designers are broadly the people who specify how the game is played. • Tend to deal more in concepts than nuts and bolts of implementation • Designers are often not tied to a specific medium ‣ A good game designer can create a board game or a computer game 14
  • 45. Advanced Designer Classes 15
  • 46. Advanced Designer Classes • Many different specialist options for designers 15
  • 47. Advanced Designer Classes • Many different specialist options for designers ‣ Interface Designer, Narrative Designer, Level Designer, Combat Designer etc. 15
  • 49. Artists • As Computer Scientists its easy to overlook the contribution of artists. 16
  • 50. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? 16
  • 51. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? • So much of the game is displayed visually to the player that art 16
  • 52. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? • So much of the game is displayed visually to the player that art • Artists set the tone for your game 16
  • 53. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? • So much of the game is displayed visually to the player that art • Artists set the tone for your game • Good (or stylistic) art can make or break a game 16
  • 55. Advanced Artists • Many many different types of artist might be required to work on a project 17
  • 56. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists 17
  • 57. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists 17
  • 58. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller 17
  • 59. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller ‣ Animator 17
  • 60. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller ‣ Animator ‣ Audio (not strictly art but related) 17
  • 61. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller ‣ Animator ‣ Audio (not strictly art but related) • Very different skills required for each of these. 17
  • 63. “Programmer Art” • Programmer Art is a special type of art created by programmers 18
  • 64. “Programmer Art” • Programmer Art is a special type of art created by programmers • Generally it is used as a placeholder so that the programmer can move things around and test code 18
  • 65. “Programmer Art” • Programmer Art is a special type of art created by programmers • Generally it is used as a placeholder so that the programmer can move things around and test code • Do NOT get attached to placeholder art you made 18
  • 67. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable 19
  • 68. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop 19
  • 69. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them 19
  • 70. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them ‣ Retesting when a fix is applied 19
  • 71. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them ‣ Retesting when a fix is applied • Testing is a really really soul destroying gig 19
  • 72. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them ‣ Retesting when a fix is applied • Testing is a really really soul destroying gig ‣ http://trenchescomic.com/ 19
  • 73. Bug-hunting vs Focus Testing 20
  • 74. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. 20
  • 75. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. ‣ Try odd things, ensure it doesn’t break under certain conditions etc 20
  • 76. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. ‣ Try odd things, ensure it doesn’t break under certain conditions etc • You can can also test to try to get the balance right and make sure people perceive the game the way that you do. 20
  • 77. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. ‣ Try odd things, ensure it doesn’t break under certain conditions etc • You can can also test to try to get the balance right and make sure people perceive the game the way that you do. ‣ Easy on a months/years long project to lose objectivity 20
  • 78. QA as a Break-In Gig 21
  • 79. QA as a Break-In Gig • QA is often seen as a great place to start 21
  • 80. QA as a Break-In Gig • QA is often seen as a great place to start • Once you’re working for the company, you’ll get promoted to a position on the development team 21
  • 81. QA as a Break-In Gig • QA is often seen as a great place to start • Once you’re working for the company, you’ll get promoted to a position on the development team ‣ .....right? 21
  • 82. QA as a Break-In Gig • QA is often seen as a great place to start • Once you’re working for the company, you’ll get promoted to a position on the development team ‣ .....right? • It’s not unheard of, but it’s by no means guaranteed 21
  • 84. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas 22
  • 85. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team 22
  • 86. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of 22
  • 87. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of ‣ Manager 22
  • 88. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of ‣ Manager ‣ Fixer 22
  • 89. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of ‣ Manager ‣ Fixer ‣ Mum 22
  • 91. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it 23
  • 92. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it ‣ Not just accounting/payroll - marketing, community management etc. 23
  • 93. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it ‣ Not just accounting/payroll - marketing, community management etc. • Within a large corporate environment you don’t need to be so aware of these 23
  • 94. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it ‣ Not just accounting/payroll - marketing, community management etc. • Within a large corporate environment you don’t need to be so aware of these ‣ Smaller teams will have to fill them from the gamedevs 23
  • 96. Multiclassing • It’s totally valid to be a multi-class gamedev 24
  • 97. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already 24
  • 98. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge 24
  • 99. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas 24
  • 100. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas ‣ Helps you understand the problems others will face 24
  • 101. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas ‣ Helps you understand the problems others will face ‣ How best to structure your own work to make life easy 24
  • 102. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas ‣ Helps you understand the problems others will face ‣ How best to structure your own work to make life easy • Particularly true for Producers and corporate roles 24
  • 103. Me 25
  • 104. Me • My background is in scientific AI 25
  • 105. Me • My background is in scientific AI • Transitioned to games in the past few years 25
  • 106. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects 25
  • 107. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer 25
  • 108. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles 25
  • 109. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles • I often find myself in a Production-esque role 25
  • 110. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles • I often find myself in a Production-esque role ‣ Such as now, facilitating you guys 25
  • 111. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles • I often find myself in a Production-esque role ‣ Such as now, facilitating you guys • Class - Programmer/Producer (hint of Design) 25
  • 113. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city 26
  • 114. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City 26
  • 115. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit 26
  • 116. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit • Each game draws inspiration from science and life 26
  • 117. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit • Each game draws inspiration from science and life ‣ “The world is incredibly compelling, if presented the right way” 26
  • 118. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit • Each game draws inspiration from science and life ‣ “The world is incredibly compelling, if presented the right way” • Class - Designer (Producer/Programmer) 26
  • 120. Peter Molyneux • First game bombed (Entrepreneur, 1984) 27
  • 121. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd 27
  • 122. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas 27
  • 123. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS 27
  • 124. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre 27
  • 125. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre • Credited as a programmer one time since 1994 27
  • 126. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre • Credited as a programmer one time since 1994 ‣ Black and White, 2001 27
  • 127. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre • Credited as a programmer one time since 1994 ‣ Black and White, 2001 • Class - Designer/Programmer 27
  • 129. The Role of the Publisher 29
  • 130. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role 29
  • 131. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role ‣ Getting your product out to people 29
  • 132. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role ‣ Getting your product out to people • Essentially Publishers are investors and business partners 29
  • 133. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role ‣ Getting your product out to people • Essentially Publishers are investors and business partners ‣ You’re selling the promise of sales in the future for investment upfront and access to publisher resources like marketing 29
  • 135. Self-Publishing • In the current climate, self-publishing is plausible 30
  • 136. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience 30
  • 137. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience ‣ Still require the middle-men, but much less invasive 30
  • 138. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience ‣ Still require the middle-men, but much less invasive • Minecraft proved it’s still possible to distribute without middle-men, just a website 30
  • 139. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience ‣ Still require the middle-men, but much less invasive • Minecraft proved it’s still possible to distribute without middle-men, just a website ‣ Probably the exception not the rule 30
  • 141. Funding • If you’re self-publishing you lose upfront investment 31
  • 142. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? 31
  • 143. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? 31
  • 144. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available 31
  • 145. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure 31
  • 146. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure - Need reputation or something to generate confidence 31
  • 147. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure - Need reputation or something to generate confidence ‣ Paid beta e.g. Minecraft 31
  • 148. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure - Need reputation or something to generate confidence ‣ Paid beta e.g. Minecraft - Confidence still an issue 31
  • 150. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process 32
  • 151. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process • We’ve discussed the kinds of roles that you will end up working with and what they bring to the table 32
  • 152. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process • We’ve discussed the kinds of roles that you will end up working with and what they bring to the table • Talked about blending roles, mixing skillsets to create “multiclass” Game Developers 32
  • 153. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process • We’ve discussed the kinds of roles that you will end up working with and what they bring to the table • Talked about blending roles, mixing skillsets to create “multiclass” Game Developers • Touched briefly on the role of publishers 32
  • 155. Summary (So Far) • We now can talk about what kinds of games we are going to be making 33
  • 156. Summary (So Far) • We now can talk about what kinds of games we are going to be making • We can also talk about what kinds of roles we’d like to take on 33
  • 157. Summary (So Far) • We now can talk about what kinds of games we are going to be making • We can also talk about what kinds of roles we’d like to take on • We’re better equipped to start thinking about making games and dealing with the issues that will come up 33
  • 159. Admin • No meeting for at least 2 weeks due to GDC 34
  • 160. Admin • No meeting for at least 2 weeks due to GDC • Provisionally, next meeting 19th March 34
  • 161. Admin • No meeting for at least 2 weeks due to GDC • Provisionally, next meeting 19th March • Hopefully that one will finally be hands-on! 34

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