Олег Новосад “mama, i am game architect. what’s next?”

Post on 11-Apr-2017

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ENTERPRISE IS ABOUT

BUSINESS

GAME IS ABOUT

EMOTIONS

Oleg NovosadGame Developer @ Hornless Unicorn Entertainment

StudioMobile Developer @ SoftServe

MAMA I’M GAME ARCHITECT. WHAT’S NEXT?

Idea

Game Design

PrototypeDevelopment

Feedback

GAME CREATION FLOW

Soft + Hard

Problem Partitioning

Interface creation between

parts

Structure

Manage + Flow

Use of technique

s patterns, platform features

etc.

Technical Specificatio

n

Development

Delivery

GAME ARCHITECTURE FLOW

80 / 20

GAME GENRE

SO WHAT?

Action Lots of fantastic button pushing, blood, explosions, hot girls (boys) etc.

Adventure The story matters, progress tracking

Strategy Nontrivial choices, decision making and lots of units

Simulation Optimization exercises, real-world behavior

Puzzle Hard analytic thinking (especially in Match-3)

Toys Software you just have fun with, it should be cute and emotional

Educational

Learning by doing

Game genre usually describes the components of the game and intercommunication between.

PARTS AND INTERFACE CREATION

ARCHITECTURE DESIGN

1. Prototyping2. Hard architecture3. Soft architecture

…your game is: world, player, entity, enemy, score, quest, menu etc.

THINKING IN TOKENS

TOKENIZATION

DESCRIBE TOKENS• Token is ‘object’

• Think of every token you can think of

• Do not try match token on a language feature

• Build interaction matrix• Symmetric• Asymmetric

• Discard tokens you don’t need

ARCHITECTURAL GRANULARITY

Module

•Class•Class

Module

•Class•Class

Module

•Class•Class

ARCHITECTURAL GRANULARITY

Character

•Player•PlayerControllerWor

ld•GameManager•UIManager

Weapon

•InventoryManager•Item

BUILDING BLOCKS

PRIORITIES• Speed• Performance• Flexibility• Portability• Maintainability

THE THREE LEAD BALLOONS1. Bad management.2. Feature creep.3. Developer insularity.

THE SEVEN GOLDEN GAMBITS1. Plan for reuse. Don’t reinvent the wheel.2. Document. Don’t keep it in your head.3. Design first, develop second.4. Schedule. Make sure everybody knows

the targets.5. Catch mistakes as you go along.6. Control the degree of R&D.7. Know when to draw the line.

ALL GAMES ARE THE SAME

YourUniqueGame

User interface Bidirectional

event handler

Data engine (graphics, level etc.)

Dynamics engine

(collisions and physics)

Logic engine (the heart of the game)

Graphics engine

Sounds engine

Hardware abstraction

layers

Game configuratio

n system

Menu system

Online and help system

Backend

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