senior capstone, group game development art 489c/ cmsc 493mcdo/488/488_l01.pdf · • he eats a lot...
TRANSCRIPT
Senior Capstone, Group Game Development Art 489c/ CMSC 493
First Lecture
Schedule
• This is 488 • Hello • Syllabus • Mentors • Assignment A
488: Group Game Development
• The class will make 2 or 3 games.
• Schedule: – Pitch next week – Prototype thru February – Present demos to mentors – 2 or 3 project selected – Working games by Midterm – Refine and promote until May
How the Grades are Given
• Pitch: <2min, clear, good game, adopted • Demo: <6min, works, good game,
adopted, you played your part well • Midterm: works well enough to publicize,
you played your part well • Afterwards: you took input, you improved
it, you played your part, the docs look legitimate.
How to Win
• If you: – Enter a national or international festival and
win. – Put your game on the App Store, Play, Steam,
Live, or other such commercial venue • And sell 1000 copies OR • Attract favorable notice in the national game press.
• You get an A, no matter what else happens. Also, probably, jobs.
Introductions • Write your name/contact on paper
– Add a brag resume: what you can do & why everybody wants you on a project
• coding: graphics, AI, physics, engines, networking, paths
• art: illustration, Maya, animation, video editing, music, sound, character design,
• marketing: video editing, posters, elevator pitches – Add a late-in-the-day time at which you can
meet at the end of the semester • Final review by mentors is usually a free dinner.
My Role
• Project Manager – I have set the schedule – I pick the projects – I set the teams – I enforce the deadlines
• The pseudoboss – I can’t fire you; I will focus on troubleshooting – I do evaluate you
• the value of your team • your value to your team
Group Dynamics
• Are difficult! • It is everyone’s job to contribute to a
constructive, open, friendly, collaborative atmosphere.
• Some of you will be leaders: great! Use your powers for good.
• Some of you are quiet: great! You still have to participate in the group.
Notes on Technology
• I will almost certainly not choose 3D games. – 3D => Linear Algebra; most of you can’t – Multiplies dev time by 3 or 4: your game must
work by Spring Break! – Work that achieves functionality instead of
greatness • 2D still requires:
– path planning, animation, level design, menu design, maybe network play, particle systems, inter-entity communication, fluids
Not your way? • If you feel that • you will never be
satisfied • unless you are
working on a 3D FPS w/ rigid body physics, just like Last of Us!
• You should drop this class now.
Also • Dislikes:
– Zombies, Puzzle Platformers, Tower Defense, Fighting “Darkness” & other race-baiting, Lingerie Armor & other sexist BS, lazy Tolkien borrowing
• But, enough finger wagging
Notes on Engines
• Read the license! Many licenses mess with you when you start selling for money.
• Have a target platform. Test the emulator! • Test whether your engine allows you to do
screen capture! – I do require that you make videos with
gameplay– it makes marketing soo much better.
– In 5 years, your game won’t run, but the video will.
The Song in Your Heart
• Imagine the game you want • Make it better every day
• Especially in the last half of the semester! – The best promotion is quality.
My target experience
• Make a little game • Put it out there • Get some feedback • Make it better • Put it out there • Sell some copies • Upgrade / win contests / upgrade / Wii • Retire to Bermuda/Prague
Marketing?
• Yes, I know, you’re an engineer/artiste • Much of marketing is just documentation
– screen shots, video capture, instructions • Even more marketing is just respectful “did you see my game?” emails.
• Another thing: Facebook friends, reviews – You’ll be reviewing each other & making
Facebook pages for your games.
How to pitch
• Look at rubric for assignment A • Assignment A is due– NEXT TIME • I want projects going by next week
– Game Jam!
What to bring in next time
• 4 printed slides; tape them on the board before class – 8.5”x11”
• 2 minute presentations – over 2 minutes -> -15% – There are Many of you. We need to get
moving! – One minute for questions, during which the
next person sets up.
What to bring next time • Slide 1: elevator pitch
– 2 sentences, 11 seconds • Slide 2: demographics
– who is your target player, why will they like it – similar games that succeeded
• Slide 3: mechanic – what your players do & why that’s fun
• Slide 4: technical defense – how it will be done before mid-terms
• Slide 5: screen mockups
Sample Pitches
• The first one is for “Rez”, a very good game for PlayStation2 that bombed commercially.
• This is how I imagine they pitched it.
• time me: go!
Rez Slide 1: Elevator
• This is a rails shooter that puts sound at the core of its experience.
• All visuals are generated by interacting, pulsing entities
• Layers and layers of motion and visual music!
2: Demographics
• Shooters are preferred by young males • Who also like: music, drug culture
– Delivers a unique visual spectacle • Rez delivers core shooter ultraviolence • Rez integrates music to core of gameplay • Similar titles/demographics/strategies
– Parappa the Rapper – trippy, beat-driven – Star Fox – pattern for core mechanic – Many drug-influenced top-down shooters
Rez 3: Core Mechanic
• Very similar to “Top Gun”– old arcade – Actual team probably presented a demo level
• Top Gun is a good game; this will be fun. – Timed target gallery games are known fun.
• User glides through a sci-fi virtual space • Enemies appear • User tags them with the cursor and
releases missiles.
Rez 4: Technical Defense
• Entity models and animations are central, made in the usual way – Instead of levels, decoration entities in a timed
sequence. • Levels are XML or MIDI sequences of
enemy (or decoration) appearances. – many graphical editors for this type of data – fast level prototyping once done
• Done. Questions?
• Then, on to the next one. • This project would be appropriate for this
class.
Hipster Limbic System
• In this game, you play as the part of a young man’s brain that operates his guts.
• He eats a lot of awful stuff; you use a touch interface to squeeze his glands and push his poop.
• Failure results in physical events with social consequences, shown in video cutscenes. • Abuse glands to give him a hangover or food
aversions.
2: Demographics • “Farts are intrinsically funny.” Louis C.K. • Causal game for touch interfaces: iOS,
Android • Target Audiences:
– People who like crude humor– very crude. • Ren&Stimpy, Dumb&Dumber, Bridesmaids, Girls
– Live-acted cutscenes shot on-location add to story depth– it’s a sitcom!
– Social satire: hipsters, foodies, binge drinking – Experimental Game audiences, casual games
Core Mechanic
• Hipster’s Intestinal Tract is sprite-based animations. (pen and ink, hand-drawn)
• Pinch to churn food and move it (unseen) through the system; touch glands to squirt needed juices.
• Large collection of fart noises, in stereo. • Timing issues like in Diner Dash.
– Leaving the bacon in the small intestine too long makes terrible, terrible gas.
Technical Defense
• Game can be released with only a few levels and cutscenes, and augmented with updates or IGP. ($3 for a Pancreas!)
• Levels are sets of sprites drawn to fit together interchangeably; level data = XML list of sprites arranged in a path.
• Squeeze and Touch gestures are supported by all mobile platforms and Windows 8.
• Done. Questions?
• On to next one.
• This project would probably be too big: it’s 3D, and tuning the system would be complex
The Waiting Forest
• You play this game as a soaring robot that creates and manages a forest on a dead alien world. – Drop seed bombs to form ecological systems. – Drop poison or fire to manage growth.
• Part flight simulator, part god-game. • Serene overflight visual feast • Ecology modeling for complex replay. • FtP compatible: buy new seed types!
Demographics
• City-building games skew older • Flight simulators skew older. • Casual games skew older.
• Counters FtP trend that leads to combat emphasis, which is often endured.
• Not reflex-based • Persistent world as Farmville • Long absences give more surprises!
Tech defense
• Flight simulation is the core interaction • Seeding and pruning are as fighter
weapons: select seed type, aim and drop • Growth via particle systems.
– Terrain as Minecraft: Perlin noise – Growth models: L-systems, mold, yeast – Lots of system tweaking and tests
• by faster 2D systems
• Standard Forest element models
• Sorry, no screenshot yet.
• If you do not practice, you will run over, and make a B.
Pitch-to-Demo : 2 Weeks
• I will select half of the projects, and put you into teams of 4. – I’ll have a form for you to use to let me know
which projects you’d prefer, and I’ll do my best to honor that, but no promises.
• You’ll have two weeks to make a working demo.
• You will also deliver a project plan for how a team of 8 will finish the game by March 12.
Demo to First Milestone: 3wks
• Of the 7 Demos, 2 or 3 projects will be adopted.
• Teams will merge; again, I’ll take input. • Spring Break is your deadline • The game should work, be playable, and
have two levels. • Industy people will crit.
Post-Demo Re-Plan
• Change your plans in response to feedback
• Last chance to feature creep!
Web Site
• Online • Credits, blurb, screen caps, and video of
game play • Facebook page • Contact info
• Needed for store apps & festival apps.
Alpha
• Roughly every two weeks: Scrum • Everything in, in at least rough form • All art assets represented • All sounds • All code functions working, mostly
– (90% bug-free!)
Beta
• Running smoothly • Art assets as they should look • Systems working as intended
• From now on, you can tweak how high he jumps, but you can’t add grenades.
Applications
• You have to complete a submission to the App Store – Or Steam, or XBLA, or Play, or something–
check with me first. • I don’t care whether you actually get in,
but if you do, I’ll be super nice. • I do require that you are not rejected
because you did it wrong. • It takes forever, so it’s part of the project
plan.
Final Demo
• Eat crab cakes, schmooze, show off, get jobs.