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Introduction   to   3D Gaming Clint Edmonson
6 Average budget ( in $millions ) for a blockbuster game title.
50 Average size of development team for blockbuster game title.
10 Average number of programmers on development team for blockbuster game title.
32 Average number of months to develop a blockbuster 3D game from concept to delivery.
6 Average number of months for team of expert programmers to develop a complete game engine from scratch.
600,000 Number of dollars to license the Unreal game engine for 1 game on 1 platform.
6 Average number of months saved by licensing a game engine.
8 Current number of job openings at Epic Games, the makers of the Unreal game engine.
107 Current number of programmer/engineer job postings on Gamasutra.com.
9 Average number of  gigabytes  consumed by game installed to PC hard disk
5 Average number of  terabytes  consumed by game assets created by development team.
What is a Game?
Play Learning in a safe environment
Interactivity The illusion of control in a controlled environment
Toys, Games, and Simulations What’s the difference between a toy and a game?
Toys Abstraction of reality  Don’t have goals
Toys, Games, and Simulations What’s the difference between a game and a simulation?
Simulations Try to closely mimic reality Complexity may affect fun
Toys, Games, and Simulations TOY GAME SIMULATION Complexity Abstraction
Formal Elements
Players Voluntary participants Roles Uniform Multiple, Balanced Interaction Player vs. Game Player vs. Player Unilateral Competition Multilateral Competition
Objectives Desire to work towards goal is key to game play and immersion Provides challenge and sets tone Symmetric/Asymmetric Examples Capture Chase Alignment Race Rescue/Escape
Procedures Actions or methods of play allowed by the rules Examples Starting actions Normal actions Special actions Resolving actions (point scoring)
Rules Define game objects and procedures Describe allowable player actions Proscribe reactive events
Resources Items made valuable by their scarcity and utility Examples Tokens Currency Lives Health Points Units Actions Terrain Time
Boundaries Defines the scope of the game procedures and rules and creates the game "reality" Examples Terrain Time Resources
Conflict Relationship between objectives, procedures, and rules limiting behavior Examples Obstacles Opponents Dilemmas
Outcome Measurement of achievement There  must  be a winner – a player who achieves a positive outcome
System Dynamics
Objects Properties Behaviors Relationships
Interaction Linear Branching Network Autonomous Agents
Economies Currency, markets and bartering Resource pools Equilibrium states
Dramatic Elements
Perspective Player’s point of view Top-Down Side-View Isometric First Person Third Person
Challenge Creates tension A balance between frustration and boredom Focuses attention towards objectives
Play Mechanics that provide flexibility to allow player creativity and imagination Play styles/archetypes The Competitor The Explorer The Collector The Achiever The Joker The Artist The Director The Storyteller The Performer The Craftsman
Premise, Characters, and Story Provides context to the formal elements Story Arcs Character Arcs
So what is a game?
A game is… Closed, formal abstract economic system Players involved in engaging structured conflict to achieve a goal Resolves to an unequal outcome
Mastery Long plateaus of practice with spurts of progress Learning occurs during plateaus via repetition Great games allow players to achieve state of  flow
Designing a 3D Game
Game Types Action Adventure Casual Fighting Platform Puzzle Simulation Sports Strategy Role-playing
Genres Fantasy Science Fiction War Espionage Crime Mystery Horror Western Romance
Game Play Perspective First person Third person Top down Isometric Side scrolling Text based Modes Single player Multiplayer Mechanics
Story (1) Dramatic writing = Conflict! Characters Name Motivation & back-story Appearance  Catch-phrase Personality traits & quirks Every character is on a journey World Creation What is plausible? Ecosystems always seek an equilibrium Equilibrium drives motivations
Story (2) Storyboards Plot out the overall story arc Analyze structure and refine to create rising tension Hollywood has proven the 3-act structure works Dialogue Avoid clichés Cinematics Pre-rendered In-game using 3D engine Take the player some place special and exciting Humor is hard
Levels & Environments (1) Story Setup Continuity Objectives  Goals Sub goals Previsualization Reference photos Concept sketches Low fidelity level blocking Zones, regions and rooms Power ups Enemies
Levels & Environments (2) Enriching the vision by layering in detail Location and terrain Time of day and year Weather conditions Boundaries and hazards Scripting of triggered events Lighting and special effects  Prefabs and doodads Sounds and music Play test early and often Refine, refine, refine  Looking to achieve player flow
High Concept Title Type Genre Game Play Story Levels & Environments
Team Roles & Specialties
Production Executive Producer Line/Brand Manager Marketing Public Relations Producer/Project Manager Localization
Design Story Character Dialogue Game play Single Player Multiplayer World Creation Level Environments Scripting User's Guide
Programming (1) Graphics Animation User Interface Shaders Terrain Sound & Music Physics Rigid Body Dynamics Collision Detection Particles & Effects AI Network File System
Programming (2) Database Memory Management Engine Game play Tools Build R&D Web
Art (1) Concept Story board Environmental Cartography Motion Capture Cinematics
Art (2) Texture Character Modeler Animator Props User Interface
Audio Score Composer Sound Effects Voiceover Foley Artist (Cinematics)
Quality Assurance Level testing Focus groups Technical Support
Remember: Design accounts for ¾ of entire production timeline
Next Steps Join Gamasutra.com
Next Steps Join the XNA Creator’s Club
Next Steps Play LOTS of games!
References (1) Aliens and Alien Societies: A Writer’s Guide to Creating Extraterrestrial Life-Forms  – Schmidt Character Development and Storytelling for Games  – Sheldon Designing 3D Games That Sell  – Ahearn Game Architecture & Design  - Rollings & Morris Game Design: Secrets of the Sages  – Saltzman Game Design Workshop  – Fullerton, Swain, & Hoffman Game Development and Production  - Bethke Get in the Game: Careers in the Game Industry  - Mencher
References (2) The Hero With A Thousand Faces  – Campbell How to Write a Damn Good Novel  – Frey Mastery: The Keys to Success and Long-Term Fulfillment  – Leonard Object-oriented Game Development  - Gold The Writer’s Digest Character Naming Sourcebook  – Kenyon The Writer’s Journey – Mythic Structure for Writers  – Vogler Ultimate Game Design: Building Game Worlds  – Meigs
About me… Clint Edmonson Architect Evangelist Microsoft Email:  [email_address] Blog:  http://www.notsotrivial.net   Twitter:  @clinted

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Introduction To 3D Gaming

  • 1. Introduction to 3D Gaming Clint Edmonson
  • 2. 6 Average budget ( in $millions ) for a blockbuster game title.
  • 3. 50 Average size of development team for blockbuster game title.
  • 4. 10 Average number of programmers on development team for blockbuster game title.
  • 5. 32 Average number of months to develop a blockbuster 3D game from concept to delivery.
  • 6. 6 Average number of months for team of expert programmers to develop a complete game engine from scratch.
  • 7. 600,000 Number of dollars to license the Unreal game engine for 1 game on 1 platform.
  • 8. 6 Average number of months saved by licensing a game engine.
  • 9. 8 Current number of job openings at Epic Games, the makers of the Unreal game engine.
  • 10. 107 Current number of programmer/engineer job postings on Gamasutra.com.
  • 11. 9 Average number of gigabytes consumed by game installed to PC hard disk
  • 12. 5 Average number of terabytes consumed by game assets created by development team.
  • 13. What is a Game?
  • 14. Play Learning in a safe environment
  • 15. Interactivity The illusion of control in a controlled environment
  • 16. Toys, Games, and Simulations What’s the difference between a toy and a game?
  • 17. Toys Abstraction of reality Don’t have goals
  • 18. Toys, Games, and Simulations What’s the difference between a game and a simulation?
  • 19. Simulations Try to closely mimic reality Complexity may affect fun
  • 20. Toys, Games, and Simulations TOY GAME SIMULATION Complexity Abstraction
  • 22. Players Voluntary participants Roles Uniform Multiple, Balanced Interaction Player vs. Game Player vs. Player Unilateral Competition Multilateral Competition
  • 23. Objectives Desire to work towards goal is key to game play and immersion Provides challenge and sets tone Symmetric/Asymmetric Examples Capture Chase Alignment Race Rescue/Escape
  • 24. Procedures Actions or methods of play allowed by the rules Examples Starting actions Normal actions Special actions Resolving actions (point scoring)
  • 25. Rules Define game objects and procedures Describe allowable player actions Proscribe reactive events
  • 26. Resources Items made valuable by their scarcity and utility Examples Tokens Currency Lives Health Points Units Actions Terrain Time
  • 27. Boundaries Defines the scope of the game procedures and rules and creates the game "reality" Examples Terrain Time Resources
  • 28. Conflict Relationship between objectives, procedures, and rules limiting behavior Examples Obstacles Opponents Dilemmas
  • 29. Outcome Measurement of achievement There must be a winner – a player who achieves a positive outcome
  • 32. Interaction Linear Branching Network Autonomous Agents
  • 33. Economies Currency, markets and bartering Resource pools Equilibrium states
  • 35. Perspective Player’s point of view Top-Down Side-View Isometric First Person Third Person
  • 36. Challenge Creates tension A balance between frustration and boredom Focuses attention towards objectives
  • 37. Play Mechanics that provide flexibility to allow player creativity and imagination Play styles/archetypes The Competitor The Explorer The Collector The Achiever The Joker The Artist The Director The Storyteller The Performer The Craftsman
  • 38. Premise, Characters, and Story Provides context to the formal elements Story Arcs Character Arcs
  • 39. So what is a game?
  • 40. A game is… Closed, formal abstract economic system Players involved in engaging structured conflict to achieve a goal Resolves to an unequal outcome
  • 41. Mastery Long plateaus of practice with spurts of progress Learning occurs during plateaus via repetition Great games allow players to achieve state of flow
  • 43. Game Types Action Adventure Casual Fighting Platform Puzzle Simulation Sports Strategy Role-playing
  • 44. Genres Fantasy Science Fiction War Espionage Crime Mystery Horror Western Romance
  • 45. Game Play Perspective First person Third person Top down Isometric Side scrolling Text based Modes Single player Multiplayer Mechanics
  • 46. Story (1) Dramatic writing = Conflict! Characters Name Motivation & back-story Appearance Catch-phrase Personality traits & quirks Every character is on a journey World Creation What is plausible? Ecosystems always seek an equilibrium Equilibrium drives motivations
  • 47. Story (2) Storyboards Plot out the overall story arc Analyze structure and refine to create rising tension Hollywood has proven the 3-act structure works Dialogue Avoid clichés Cinematics Pre-rendered In-game using 3D engine Take the player some place special and exciting Humor is hard
  • 48. Levels & Environments (1) Story Setup Continuity Objectives Goals Sub goals Previsualization Reference photos Concept sketches Low fidelity level blocking Zones, regions and rooms Power ups Enemies
  • 49. Levels & Environments (2) Enriching the vision by layering in detail Location and terrain Time of day and year Weather conditions Boundaries and hazards Scripting of triggered events Lighting and special effects Prefabs and doodads Sounds and music Play test early and often Refine, refine, refine Looking to achieve player flow
  • 50. High Concept Title Type Genre Game Play Story Levels & Environments
  • 51. Team Roles & Specialties
  • 52. Production Executive Producer Line/Brand Manager Marketing Public Relations Producer/Project Manager Localization
  • 53. Design Story Character Dialogue Game play Single Player Multiplayer World Creation Level Environments Scripting User's Guide
  • 54. Programming (1) Graphics Animation User Interface Shaders Terrain Sound & Music Physics Rigid Body Dynamics Collision Detection Particles & Effects AI Network File System
  • 55. Programming (2) Database Memory Management Engine Game play Tools Build R&D Web
  • 56. Art (1) Concept Story board Environmental Cartography Motion Capture Cinematics
  • 57. Art (2) Texture Character Modeler Animator Props User Interface
  • 58. Audio Score Composer Sound Effects Voiceover Foley Artist (Cinematics)
  • 59. Quality Assurance Level testing Focus groups Technical Support
  • 60. Remember: Design accounts for ¾ of entire production timeline
  • 61. Next Steps Join Gamasutra.com
  • 62. Next Steps Join the XNA Creator’s Club
  • 63. Next Steps Play LOTS of games!
  • 64. References (1) Aliens and Alien Societies: A Writer’s Guide to Creating Extraterrestrial Life-Forms – Schmidt Character Development and Storytelling for Games – Sheldon Designing 3D Games That Sell – Ahearn Game Architecture & Design - Rollings & Morris Game Design: Secrets of the Sages – Saltzman Game Design Workshop – Fullerton, Swain, & Hoffman Game Development and Production - Bethke Get in the Game: Careers in the Game Industry - Mencher
  • 65. References (2) The Hero With A Thousand Faces – Campbell How to Write a Damn Good Novel – Frey Mastery: The Keys to Success and Long-Term Fulfillment – Leonard Object-oriented Game Development - Gold The Writer’s Digest Character Naming Sourcebook – Kenyon The Writer’s Journey – Mythic Structure for Writers – Vogler Ultimate Game Design: Building Game Worlds – Meigs
  • 66. About me… Clint Edmonson Architect Evangelist Microsoft Email: [email_address] Blog: http://www.notsotrivial.net Twitter: @clinted

Editor's Notes

  • #2: Photo credits: http://www.flickr.com/photos/hallion