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Game Development Theory

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8/18/2019 Game Development Theory http://slidepdf.com/reader/full/game-development-theory 1/27 Game Development Theory Barlaan, Maria Allyana A. Cajayon, Czarlyn G. David, Rosemae Amor M. Naparate, Jerica R. BS Inormation System ! " A
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8/18/2019 Game Development Theory

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Game Development

Theory

Barlaan, Maria Allyana A.

Cajayon, Czarlyn G.

David, Rosemae Amor M.

Naparate, Jerica R.

BS Inormation System ! " A

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 Development

Game development is t#e sot$aredevelopment process %y $#ic# a video&ame is prod'ced. Games are developedas a creative o'tlet and to &enerate

pro(t. )ell*made &ames %rin& pro(t morereadily. +o$ever, it is important toestimate a &ames (nancial re-'irements,s'c# as development costs o individ'al

eat'res. ailin& to provide clearimplications o &ames e/pectations mayres'lt in e/ceedin& allocated %'d&et.

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 Development

Game development, prod'ction, or

desi&n is a process t#at starts rom anidea or concept. 1ten t#e idea is %asedon a modi(cation o an e/istin& &ameconcept. Desi&ners oten e/periment $it#

di2erent com%inations o &enres. Gamedesi&ner 's'ally prod'ces initial &ameproposal doc'ment t#at contains t#econcept, &ameplay, eat're list, settin&and story, tar&et a'dience, re-'irementsand sc#ed'le, sta2 and %'d&et estimates.

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Non-Linearity

Non-linearity  is $#at interestin&&ameplay is all a%o't it interactivitymeanin&, and $it#o't non*linearity,&ame developers mi&#t as $ell %e

$or3in& on movies instead. 4#e moreparts o yo'r &ame t#at yo' can ma3enon*linear, t#e %etter yo'r &ame $ill %e.In &eneral, $#en someone sayssomet#in& is linear t#ey mean t#at itollo$s a line.

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  -Linearity

Storytelling A non*linear story line is necessarily tied to non*linear &ameplay, and no one $o'ld %ot#er to try to ma3e a story

non*linear i t#e &ame itsel o2ered t#e player very little in t#e$ay o meanin&'l decisions.

Multiple Solutions it ena%les t#e player to #ave m'ltiple pat#sto &et rom point A 5%ein& presented $it# t#e c#allen&e6 andpoint B 5solvin& t#e c#allen&e6.

Order Beyond %ein& a%le to (&'re o't t#e sol'tions to c#allen&esin 'ni-'e $ays, players $ill enjoy t#e a%ility to pic3 t#e order in$#ic# t#ey perorm c#allen&es. Many advent're &ames #avemade t#e mista3e o %ein& overly linear %y allo$in& t#e player

access to only one p'zzle at a &iven time.

Selection Anot#er $ay o ma3in& a &ame non*linear is to allo$t#e player to pic3 and c#oose $#ic# c#allen&es t#ey $ant toovercome.

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  -Linearity

It is important to al$ays remem%er t#at non-linearity  isincl'ded in t#e &ame to provide t#e player some meanin&'l

a't#ors#ip in t#e $ay s#e plays t#e &ame.

I orced to stay on a speci(c line to &et rom t#e %e&innin&o t#e &ame to t#e end, t#e player $ill tend to eel trappedand constrained. 4#e c#allen&es alon& t#at line may %e

%rilliantly conceived, %'t i t#e player #as no c#oice %'t tota3e t#em on in order, one %y one, t#e 'n t#ey provide $ill%e &reatly decreased.

Non-linearity  is &reat or providin& players $it# a reason

to replay t#e &ame. Replayin& a &ame $#ere t#e player #asalready overcome all o t#e c#allen&es is not t#at m'c# 'n.

primary &oal o non-linearity is to s'rrender some de&reeo a't#ors#ip to t#e player.

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 development

Initiation Phase  4#is is t#e start o &amedevelopment. 7s'ally it %e&ins $ell %eore t#e team

even 3no$s t#ey8ll %e $or3in& on a title.

!onception Phase 4#e conception p#ase is t#e acto narro$in& do$n t#e ideas %ased on t#e speci(ed&oals set do$n %y t#e sponsor.

Prototyping Phase A prototype can %e descri%ed asany demonstra%le $ay to prove o't a concept.+ac3in& in t#is p#ase is not only accepted, %'t

enco'ra&ed.

Pre-Production Phase 4#is p#ase attempts to p'll itall into a neat pac3a&e. Some teams call t#em9vertical slices:, some call t#em 9%ea'ti'l corners:,

etc.

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On-"oarding Phase 4#is p#ase is a s#orter one t#an t#eot#ers and is desi&ned to capt're t#e ima&ination, prepare t#e

s3ills and en&a&e t#e ne$ team into t#e creative andprod'ction vision o t#e title.

$%ecution Phase  4#is p#ase is a%o't creatin& val'e or t#ec'stomer. Anyt#in& created #ere $ill li3ely (nd its $ay into

t#e (nis#ed &ame.

!losing Phase  4#e content $or3 is done and t#e %'&s are&ettin& closed. 4#e closin& p#ase 's'ally starts $it# ;re*Alp#a.

Servicing Phase In t#e old days, servicin& e/isted %'t notat t#e level it does lately. In t#e mo%ile space it8s critical toprovide players $it# 'pdates, content additions, %'& (/es, etc.to ma3e s're t#eir i;#one or Android device &ets t#e al$aysdesired 9'pdate availa%le: pop 'p.

development

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!losing Phase

&nder closing phase '(

Pre )lpha irst attempt at Alp#a. It $ill ail %'tyo'8ll 3no$ $#at to clean 'p.

)lpha  All content, $#ile not (nal, is in t#e&ame. Memory ootprint is represented.

"eta All content is (nal, j'st %'&s are let.

Gold S#ip, and pray<

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ProgrammingLanguage usedto create Games

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L)NG&)G$S ST*$NGT+S ,$)N$SS$S

)ssem.ly ;otentially minimal C;7

over#ead

=rror*prone, slo$ development, di>c'lt to

learn, not porta%le

! )idely 3no$n, n'mero's tools ?ac3 o o%ject*oriented 'nctionality, di>c'lt

or lar&e projects or m'ltiple platorms

!// 1%ject*oriented, $idely 'sed,

n'mero's tools

Development costs o man'almemory mana&ement, @%oilerplate@codecitation needed, and potentially lon&compilation times

!0 1%ject*oriented, a'tomaticmemory mana&ement, o2ers

reection

Generally limited to Microsot platorms5)indo$s and %o/6,&ar%a&e collection

 over#ead, easily reverse*en&ineered

 1ava 1%ject*oriented, a'tomatic

memory mana&ement, $idely

porta%le, o2ers reection

?ac3 o 'ser*de(ned val'e*types,

&ar%a&e collection over#ead, memory

over#ead, 'navaila%le on major &amin&

consoles, easily reverse*en&ineered

$i2el3 Smalltal4 3 )da3

etc(

rin&e &ame lan&'a&es, e$ &ame development tools

Scripting languages

li4e Lua3 Python3 etc(

1ten 'sed or &ameplay scriptin&, %'t not or t#e %'l3 o t#e &ame code itsel 

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Soft5are usedto create games

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67( Sploder  4#is pro&ram s#o'ld %e la%eled a prod'ct ort#e very novice o &ame desi&ners and developers. It

eat'res a very simple interace t#at can %e 'sed to ma3es#ooters and platormers. 4#e c'stom &ame, $#ic# Splodercreates, al$ays comes o't as as#, $#ic# is ar&'a%ly oneo t#e %est places to start any$ay. It eat'res a dra& anddrop interace, and yo'r &ames can also %e s#ared $it#

ot#er Sploder 'sers, ma3in& it a comm'nity application.

8( *PG Ma4er 9P  Eet anot#er %e&inner pro&ram R;GMa3er is $ell 3no$n all aro'nd t#e &amin& comm'nity asan a$esome place to start desi&nin&. It eat'res many

tropes o t#ose old F%it R;G &ames t#at $ere in t#e ra&ed'rin& t#e early H8s. Alon& t#e $ay, t#e pro&ram 's'ally#olds yo'r #and t#ro'&# t#e process o creatin& yo'r $orldand story, $#ic# is also s'pplemented %y co'ntless As

and or'ms disc'ssin& t#e pro&ram.

The :D Game $ngines

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;( Multimedia <usion : or t#e ed&lin& desi&ner $#o#as more t#an a e$ &ames 'nder t#eir %elt, M'ltimedia

'sion K is t#e ne/t lo&ical step in desi&n. It contains andintricate system t#at details a lot o desi&n $#en it comesto levels, c#aracters, and actions. 4#e desi&n also allo$s oreasy assi&nment o %e#aviors to o%jects, as everyt#in& can%e done t#ro'&# dra&&in& and a little %it o event plannin&.

1verall, t#is is a po$er'l pro&ram t#at any desi&ner s#o'ldtry o't in t#e lon& r'n.

=( !onstruct !lassic Constr'ct Classic s#ares a lot o t#esame tropes $it# easy to 'se desi&nin& sot$are in t#at it isvery easy to 'se. 4#e classic version o t#is pro&ram %oastst#e a%ility to create Direct titles $it# t#e addition o ana$esome p#ysics en&ine, even system, and 'lly realizedpi/el s#ader e2ects. 4#e pro&ram is ideal or creatin&prototypes, %'t can also %e 'sed to ma3e simple &ames.

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>( <li%el In terms o KD &ame desi&n, li/elrei&ns s'preme %eca'se o one very importantact. A created &ame $it# t#e li/el en&ine can%e distri%'ted reely, $it# no need to p'rc#asea license to distri%'te t#e said &ame. It also &otone o t#e most s'pportive or'ms as t#epro&ram is constantly 'pdated $it# improvedcollision and even %o/es, alon& $it# co'ntless

KD o%jects.

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?( &D @&nreal Development itA 4#e 7nreal =n&ine is aniconic desi&n pro&ram, and t#ere are tons o titles t#at prove

t#e very same. It #as %een in 'se or so many years t#at noone can disp'te #o$ po$er'l it really is. At t#e same time,it8s a very &ood intermediate level desi&n pro&ram, as iteat'res a 'll LD $or3space $#ere desi&ns or levels andc#aracters can all %e made. Be ore$arned t#o'&#, t#is is avery proessional pro&ram, and i yo' intend to create &ame,yo'8ll #ave to pay F pl's royalties or eac# sale.

B( "litC Ma% or %e&inners t#at $ant to 'p&rade rom KD toLD $it#o't too many #icc'ps, Blitz Ma/ is t#e perect tool totranslate t#at jo'rney. It eat'res a very 'ndamental

approac# to LD &ames desi&n, %'y at t#e same time itdoesn8t restrict t#e 'ser in too many $ays. In terms o&rap#ical -'ality, don8t e/pect too m'c# o't o it as t#eaest#etics are %ased on t#e most 'ndamental desi&ns.

The D Design $ngines

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( Pygame 1ne o t#e reasons $#y ;y&ame is on t#islist is %eca'se it deals $it# t#e ;yt#on pro&rammin&

lan&'a&e. 4#is ma3es it a very %i& contender as;yt#on mostly at t#e ;SL ormat, and is a tric3ylan&'a&e to master. +o$ever, t#is pro&ram, $it# t#emany co'ntless t'torial %oo3s ma3es it easier to &rasp

every concept re-'ired in ma3in& &ames.

:( 9N) Games Studio NA is t#e prime lan&'a&eyo' s#o'ld pic3 i yo'8re really considerin& &ettin&serio's $it# &ames desi&n and creation. 4#e desi&n

pro&ram #as co'ntless di2erent titles 'nder its already$ell esta%lis#ed repertoire, and t#at is still ast&ro$in&. +o$ever, yo' also #ave to %e a$are t#at t#esot$are is on t#e tec#nical side o desi&n, as yo' may

see in &ames Spel'n3y or Ma&ic3a.

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6( &nityD )e can8t all %e masters opro&rammin& lan&'a&es, and certainly, not allo 's #ave t#e a%ility to create &ame en&inesrom scratc#. 4#is is %asically t#e idea %e#ind7nity LD, and it 'p#olds t#at same ideal very$ell %eca'se it ta3es a very #ands*o2 approac#to yo'r desi&n. 4#ere are many di2erentt'torials on #o$ yo' can &et started on t#is

en&ine, so startin& no$ mi&#t %e %ene(cial toyo'

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Soft5are usedin animation3

5e. E graphicsdesign3 vf% E

gaming

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)utodes4 dsma%TMA'todes3 Ldsma/4M is 'sed or LD modelin& Oanimation. It is $idely 'sed in 4P, movies,arc#itect're st'dios O &ame development.A'todes3 Lds Ma/ is 'sed in desi&nin& pop'lar&ames li3e )orld o )arcrat, Need or Speed,Call o D'ty etc. =/amples o Lds Ma/ in moviesincl'de KFK, Avatar, Iron Man, ?ara CrotQ 4om%Raider, 4ransormers, *men etc.

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)utodes4 MayaTMA'todes3 Maya is 'sed to create animation$it# t#e #elp o vario's tools or modelin&,sim'lation, vis'al e2ects, matc# movin&,compositin& O renderin&. It (nds application in(lms, 4P, arc#itect're O a'tomotive desi&n. Maya#as %een %e#ind t#e st'nnin& vis'als seen in+arry ;otter and t#e +al*Blood ;rince, 'n& ';anda, 4ransormers, etc. It #as also %een 'sed in

&ames li3e IA H, ;rince o ;ersia, etc.

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F.rushTBr's# is 'sed or di&ital sc'lptin& too 'sed ormodelin&, te/t'rin& O paintin&. Sc'lptin&sot$are allo$s 'sers to manip'late di&italo%jects 5paintin&, &ivin& s#ape O te/t're etc.6and create realistic animation. T%r's# #as %een'sed in pop'lar movies li3e 4#e ?ord o t#e rin&s,;irates o t#e Cari%%ean, 4ransormers etc. O&ames li3e +al*lie K, ;rince o ;ersia, and )orld

o )arcrat etc.

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Motion "uilder

It is pop'lar LD c#aracter animation sot$are. Itis preerred %y proessionals $orld$ide or motioncapt're O 3ey rame animation d'e to eat'resli3e real*time display tools, inverse 3inematics,acial O s3eletal animation, etc.

Stop Motion Pro

Stop motion animation tec#ni-'e is 'sed to s#o$p#ysical o%jects in animation (lm movin& ont#eir o$n. Stop Motion ;ro is simple, easy*to*'sesot$are t#at #elps yo' edit rames into movies Oadd so'nd and ot#er e2ects.

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-*ay

P*Ray is pop'lar renderin& en&ine sot$are 'sed in&rap#ics O animation. Renderin& is t#e process o&ettin& KD ima&e or animation o'tp't rom a LD model.P*Ray can %e e2ectively 'sed $it# LD sot$are li3e LdsMa/, Maya, S3etc# 'p, Sotima&e, etc. P*Ray is 'sed orcreatin& -'ality animation in movies, video &ames Oarc#itect're etc.

 

)do.e after $2ects

Ado%e ater =2ects is pop'lar post*prod'ction sot$are

'sed to add special e2ects to animation (lms, 4Ps#o$s, commercials, etc. )e see vario's e/amples oAter =2ects in movies s'c# as t#e openin& se-'enceor a sci*( (lm, or +arry ;otters ma&ic spells.

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)do.e Photoshop

 4#e $ord ;#otos#op is so pop'lar t#at it #as%ecome a ver% no$< It is 'sed or editin& ima&es,p#oto&rap#s, scanned art etc. ;#otos#op is $idelyapplied in 4P, movies, media O advertisin&, trainin&,$e% development etc.

<inal !ut Pro

Apple inal C't ;ro is ind'stry level non*linear editin&sot$are. Its 'ser*riendly interace ma3es it t#e

preerred c#oice or creatin& -'ality animation,motion &rap#ics O so'nd inp'ts. inal C't ;ro is 'sedin television, (lms, O advertisin&. =/amples o inalC't ;ro at $or3 in (lms incl'de 4#e Cold Mo'ntain,

 4#e C'rio's Case o Benjamin B'tton, etc.

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)do.e PremiereTM

Ado%e ;remiere is 'sed or editin& 5addin& titles,vis'al e2ects, etc.6 LD animation O &rap#ics. It is'sed in many pop'lar 4P s#o$s O movies.

 

$yeon <usion=yeon 'sion is po$er'l node*%ased compositin&sot$are. It is 'sed $idely in movies, television,advertisin&, medicine, arc#itect're etc. =yeon 'sion

is preerred in LD animation O P applications or itseat'res li3e rot scopin&, paint tools, advanced loo3*'p ta%les, etc. =/amples o 'sion 'sed in movies *

 4erminator Salvation, Sna3es on a ;lane, L, etc.

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Nu4e

N'3e is 'sed or node*%ased compositin&, 'sedmainly in post*prod'ction $or3 in 4P, advertisin&,O movies. N'3e #as %een 'sed in t#e prod'ctiono #i&# -'ality vis'al e2ects in (lms li3e 4ronQ?e&acy, Blac3 S$an, Avatar etc.

Game"ryo

GameBryo is one o t#e ind'strys most preerred&ame en&ines 'sed to create -'ality video&ames. Its eat'res li3e a compre#ensive toolset,e/i%le $or3o$, and prototypin& a%ilities ma3eit a pop'lar c#oice or &ame desi&ners.


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