Game Development 2
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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