game development - willkommen
TRANSCRIPT
![Page 1: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/1.jpg)
GAME DEVELOPMENT
тдядт fmmssüT
John Hight Jeannie Novak
T H O M S O N *
D E L I V 1 A R L E A R N I N G A u s t r a l i a C a n a d a M e x i c o S i n g a p o r e S p a i n U n i t e d K i n g d o m U n i t e d S t a t e s
![Page 2: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/2.jpg)
CONTENTS Introduction xi Game Project Management xi
making it happen xi About the Game Development Essentials Series xii About Game Project Management xii Who Should Read This Book? xiii How Is This Book Organized? xiii How to Use This Text xiv
key chapter questions xiv sidebars xiv quotes xiv case studies xv tips xv notes xv profiles xvi chapter review xvi
About the Companion DVD xvi About the Instructor's Guide xvii About the Authors xvii Acknowledgements xviii Questions and Feedback xxi
• • ! • ; '
Part I: History & Concept Development . 1 -ж-1
--Chapter 1 History of Game Project Management
from engineer to producer 3 ш
One Lone Programmer: The Early Days 4 в Renaissance Men: The 1980s 8 3 Battle for the Living Room: The 1990s 11 f Console is King: The 21 s t Century 17 Chapter Review 23 n
3 Ft ID 3 r+ V)
![Page 3: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/3.jpg)
-•с
Chapter 2 Concept Development describing the big idea 25 What Is a Concept? 26
Who Writes the Concept? 27 High Concept 28 Premise and Story Synopsis 30 Unique Selling Points 31 Features 35 Genre 36 Strategy 39 Platform 42 Customer 45 Competitive Analysis 47 Financial Analysis 47 Team 48 Proof of Concept 48
Market Conditions 49 New Console Introduction 49 Holiday Season 49 Competition 49
Selecting Your Concept Team 50 Coming Up with New Ideas 50
Will Your Game Be Revolutionary 53 . . . or Evolutionary? 54
Is There Room for New Ideas? 55 Publishers 56
Choosing a Publisher 57 Non-Disclosure Agreements (NDAs) 58
Я Meeting a Publisher 58
*> Presenting Your Concept 61 Ш Chapter Review 64 С
Pant II: Documentation g SL Pre-Production Б5 (8 Q и Chapter 3 Game Design e defining the vision 67 и g Design Team 68 0 Ü
![Page 4: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/4.jpg)
Story 69
Outline 69
Plot Points 70
Environments 70
Script 71
Non-Interactive Sequences 79
Storyboards 80
Non-linear Storytelling 81
Player Character (PC) 81
Types 82
Customization 84
Abilities 85
Progression 87
Rewards 88
Vulnerabilities 89
Inventory 89
Non-Player Characters (NPCs) 91
Boss Characters 92
Features 92
Gameplay Mechanics 95
Pillars 95
Repetition 96
Save/Load Scheme 96
Pacing 97
Level or Scene Descriptions 98
User Interface 98
In-Game Interface 99
Menus 100
Chapter Review 103
Chapter 4 Technical Design creating the blueprint for production 105
Architecture 106
Coding Standards 106
Tools 108
Game Engine 112
Risks and Contingencies 113
Loss of Data 113
Schedule Slips 114
Third-Party Technology Dependencies 114
![Page 5: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/5.jpg)
Security 115 • • ^ " Security Policy 115
Revision Control 116 Artificial Intelligence 119
Behaviors 120 Pathfinding 120
Physics 121 Input/Output (I/O) 121
Media Formats 122 Streaming 122
Hardware Considerations 123 Minimum Specification 123 Multiprocessor 124 Performance Goals 124
Multiplayer and Internet 124 Graphics 126
The 3D Pipeline 126 User Interface 127 Art Tools 127
Sound 127 Tocalization 128 Research and Development 129 Technical Design Review (TDR) 129 Prototype 130 Chapter Review 134
as i Chapter 5 Ar t & Sound Design giving the game shape and emotion 137
| Art Style Guide 138 Mood 139
| Palette 140 0 Characters 140 ь
Environments and Objects 141 Sample Scenes 141 Icons 142
О Menus 142 j2 Asset Lists and Dependencies 142 щ Art Production Pipeline 143 С Description 143 U Concept Drawings 144
Storyboards 144
![Page 6: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/6.jpg)
Placeholder Art 145 Modeling 145 " • ™ Animation Rigging 146 Texturing 146 Shading 147 Lighting 149 Animation 150 Special Effects 150 Video Resolution and Aspect Ratio 151 Safe Area 152
Sound Design Document 152 Sound Effects 153 Soundtrack 154 Adaptive Audio 154 Voiceover 155
Chapter Review 158
Chapter 6 Production Plan bringing order to chaos 161 Phases of Game Development 162 Staffing Plan 164
Roles and Responsibilities 164 Flexible Staffing 172
Project Schedule 172 0 Tasks 175 Master Project Schedule 179
Budget 181
:
8 Salaries 182 *». 9
General and Administrative (G&A) 183 0 Research and Development (R&D) 183 Licenses 185 Travel and Entertainment (T&E) 186
Financial Analysis 186 Units Sold 187
® Manufacturer s License Fee 188 g Cost of Goods Sold (COGS) 188 Distribution Fee 189 0 Development Costs 189 »* Return Reserves 189 3 Net Receipts 189 И Licensor Royalty 189
![Page 7: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/7.jpg)
Developer Royalty 190 Marketing 190 The Limitations of Financial Analysis 190
Chapter Review 194
P a r t III: M a n a g e m e n t & P r o d u c t i o n . 1 9 5
Chapter 7 Team Management communication, objectivity, and leadership 197 Five-Stage Team Management Model 198
Forming 198 Storming 198 Norming 198 Performing 199 Adjourning 199
Accountability 199 Documentation 200 Meetings 200 Monitoring 202 Status Reports 202 Task Assignments 203 Change Requests 203
Feature Creep 204 Slippage 206
Milestones 206 Regular Builds 207 First Playable 207 Alpha 207 Beta 208
0 Ф Release Candidate 209
Gold Master 209 Localization 209
Leadership 211 Honesty 211 Adaptability 211 Accomplishments and Objectives 212
в Conflict 212 Chapter Review 220
- -
![Page 8: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/8.jpg)
Chapter 8 External Relationships managing beyond the development team 223 Publishers 224 Developers 225
First-Party Developers 225 Second-Party Developers 225 Third-Party Developers 225
Licensors 226 Hardware Manufacturers 226
Vendors 228 Quality Assurance 228
Playability Testing 228 Test Plan 229 Bug Report 229 Bug Classification 231 Bug Fixing 231
Archives 232 Marketing 233
Marketing Asset List 234 Marketing Plan 235 In-Game Advertising 236
Legal and Business Affairs 237 Negotiation 238
Й Project Termination 240 § Sequel and Porting Rights 241 3
ft Derivative Works 242 Talent Rights 242 Errors and Omissions (E&O) Insurance 243
Chapter Review 245
Chapter 9 Putting It All Together from idea to reality 2 4 7 Galactic Buccaneer: A Case Study 248
Create the Concept Proposal 248 3
Pitch the Game 251 * Seal the Deal 251 § Staff Up Your Core Team 251 3 Create the GDD, TDD, ASG, SDD, and Production Plan 252 * Proof of Concept or Prototype 252 j?
![Page 9: GAME DEVELOPMENT - Willkommen](https://reader033.vdocuments.us/reader033/viewer/2022050504/627194c1cd5edc5fd85cd3f3/html5/thumbnails/9.jpg)
Technical Design and Greenlight Review 252
Into Production 253
Alpha 253
Beta 254
Release 254
Post-Release 254
The Future of Game Project Management 259
High-Definition Television (HDTV) 259
Peripherals 262
Broadband Internet 265
So You Want to Become a Game Producer 268
Chapter Review 272
Resources 2 7 4
News 274
Directories & Communities 274
Organizations 275
Events 275
Books & Articles 276
Index 2 7 9