Tài liệu Game Development Production P1 ppt

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Tài liệu Game Development Production P1 ppt

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TEAMFLY Team-Fly ® Game Development and Production Erik Bethke Wordware Publishing, Inc. Library of Congress Cataloging-in-Publication Data Bethke, Erik. Game development and production / by Erik Bethke. p. cm. ISBN 1-55622-951-8 1. Computer games--Design. 2. Computer games--Programming. 3. Project management. I. Title. QA76.76.C672 B47 2002 794.8'1526--dc21 2002153470 CIP © 2003, Wordware Publishing, Inc. All Rights Reserved 2320 Los Rios Boulevard Plano, Texas 75074 No part of this book may be reproduced in any form or by any means without permission in writing from Wordware Publishing, Inc. Printed in the United States of America ISBN 1-55622-951-8 10987654321 0301 Product names mentioned are used for identification purposes only and may be trademarks of their respective companies. All inquiries for volume purchases of this book should be addressed to Wordware Publishing, Inc., at the above address. Telephone inquiries may be made by calling: (972) 423-0090 Contents Foreword .xvii Preface xix Acknowledgments xxi Part I—Introduction to Game Development Chapter 1 What Does This Book Cover? 3 How to Make a Game 3 First Have a Plan 3 Organize Your Team Effectively 4 Game Development Is Software Development 4 Where to Turn for Outside Help 4 How to Ship a Game 5 Post-Release 5 Success and the Long Race 5 How to Use This Book .6 Chapter 2 Why Make Games? 7 To Share a Dream 7 Games Teach 7 Game Genres Satisfy Different Appetites 8 Gambling, Puzzle, and Parlor Games 8 Military and Sports Simulations 10 Role-Playing Games 12 Youth Making Games .13 On Money .13 Why Make Games? 14 Chapter 3 What Makes Game Development Hard? 15 The Importance of Planning .15 Very Few Titles Are Profitable 15 500,000 Units to Break Even? 16 Employee Compensation and Royalties .17 What Are the Financial Expectations for Your Game? .17 The Scope of the Game Must Match Financial Parameters .17 Why Your Game Should Profit 18 Feature Storm .18 If the Game Is Worth Making, Make It Excellent 19 iii Excellence in Spades .19 Game Making Is a Long Race of Many Game Projects .20 A Brief History of Software Development 21 Overly Long Game Projects Are Disastrous 21 What Late Games Do to the Publisher 22 Our Project Plan Behind Starfleet Command 22 The Vision for Starfleet Command 23 Constraints Give Much Needed Focus 24 On Bugs Shipped in Starfleet Command .24 Well-Met Goals Enable Future Successes 25 Strong Game Developers Have Strong Foundations 25 The Tension between Preproduction and Production 25 The Power of the Console 26 Why Aren’t All Publishers Using Preproduction? 27 The Process Is Changing .27 A Strong Plan Makes Game Development Easy 28 The Gravitational Pull of Feature Creep .28 Task Visibility for Team Motivation and for Progress Tracking . . 29 Use Your Core Competencies and Outsource the Rest .29 A Pitfall of Success—Fan-Requested Features and Changes 29 The Relentless Pace of Technology .30 The Art of War and Games 32 Chapter 4 Game Project Survival Test .33 The Game Project Survival Test .33 Game Requirements 33 Planning .33 Project Control .34 Risk Management .35 Personnel 35 Calculating Your Project’s Score .35 What Does My Score Mean? .36 Part II—How to Make a Game Chapter 5 What Is a Game Made Of? 39 The Extended Development Team 39 Game Production Parts 39 Design Parts 39 Where Do Lead Designers Come From? .40 How Do You Nail Down the Game Mechanics? 40 Who Are the Level and Mission Designers? 40 Story and Dialogue Writers Are Writers for Interactivity .41 Coding Parts 41 Lead Programmers and Technical Directors 42 Game Mechanics Programmer .43 iv Contents 3D Graphics Programmer .43 Artificial Intelligence Programmer .43 User Interface Programmer 44 Audio Programmer .44 Tools Programmer .44 Mission/Level Editor Programmer .44 Network, Server, or Client Programmer? .45 ArtParts 45 Art Director .46 Concept Artist 46 2D Artist/Interface Designer 47 3D Modeler .47 Character Modeler .47 Texture Artist 48 Animator/Motion Capture Studio .48 Storyboarder .49 Audio Parts .49 Voice-Overs .49 Sound Effects 49 Music 50 Management Parts .50 Line Producer 50 Associate Producer .50 Studio Head/Executive Producer 51 Producer .51 Quality Assurance Parts .52 Publisher QA Parts .52 QALead .52 Main Team 53 Multiplayer Team 53 Fresh Teams .53 Compatibility Team .53 Localization Team 53 Beta Testing 54 Beta Testers .54 Beta Testing Program Manager 54 Business Parts .55 Business Development Parts .55 Business Development Executive .55 Publisher CEO and President .55 Studio Heads 55 Lawyers .55 Licensing Parts .56 Promoting, Buying, and Selling Parts .56 Sales Executive .56 Contents v Sales Force and Retail Purchasing Agents .57 Press Relations Manager 57 Trade Shows .57 Other Trade Shows and Events 58 The Marketing of a Game 59 Hardcore Fans 59 Manuals and Strategy Guides .60 Manual 60 Strategy Guide .60 Manufacturing Parts 61 Hardware Manufacturer Parts .61 Console Manufacturers .61 Hardware Representatives .61 Post-Release Parts 62 Chapter 6 Business Context First .65 The Project Triangle .65 Implications of the Project Triangle 66 Various Games and the Project Triangle .67 Questions for You to Answer .70 What to Do with These Answers .70 An Ultra-Low Budget Game 70 Fixed Budget, Fixed Deadline .72 High-Profile/High-Quality Projects 73 WalkAway .74 Chapter 7 Key Design Elements 75 Business Context Shapes Design, or Does Design Shape the Business Context? 76 Reconcile the Business Context and Game Idea Early .76 The Effects of a Slipped Game .77 Methods and the Unified Development Process 81 What Is a Development Method? .81 Why Use the Unified Software Development Process? .81 Requirements Capture .82 Use Cases .82 Case Studies 87 Case Study I—Diablo .87 Use Cases of Diablo .88 Quick Analysis of the Use Cases of Diablo 89 Case Study II—Gran Turismo .90 Use Cases of Gran Turismo .92 Quick Analysis of the Use Cases of Gran Turismo 93 The Key Design Elements of Your Game 94 The Battle of the Counterterrorists Games .94 The Key Design Elements of Rainbow Six 95 vi Contents Are We Playing a Mission or Planning a Mission? .95 The Key Design Elements of Counter-Strike .96 Most Popular Multiplayer Game 96 Of Intersecting Sets and Elite Forces .97 Some Straight Questions to Ask Yourself 99 What Genre or Genres Does Your Game Feature? 99 Will the Game Be Single-Player, Multiplayer, or Both? 99 What Is the Platform? 99 What Is Your Target Market? .100 What Major Technologies Are You Using? 100 Now What? 100 Chapter 8 Game Design Document 101 What Is a Game Design Document and What Does It Do? 101 What About the Proposal Document? .102 When Do You Write the Game Design Document? 103 What Should Go into a Game Design Document? .105 Section One: Defining the Game 106 Articulate What the Game Is as Clearly as Possible .106 Set the Mood 107 Section Two: Core Gameplay 107 The Main Game View .108 Core Player Activity 108 The Controller Diagram 108 In-Game User Interface 108 Section Three: Contextual Gameplay 109 Shell Menus 109 The Nuts and Bolts of Game Mechanics .109 Tutorial Mechanics .109 Multiplayer Mechanics 110 Section Four: Talk Story .111 World Backstory 112 Character Backgrounds 112 Level, Mission, and Area Design .113 Cut Scene Descriptions 114 Section Five: Cover Your Assets 115 2D Sprites or 3D Models .115 Missions, Levels, or Areas 115 Voice 116 Key Framing and Motion Capture 117 Sound Effects .121 Music 121 Special Effects .125 Stepping Back a Bit .127 Contents vii Chapter 9 The Technical Design Document .129 Object-Oriented Design .129 Purpose of the Technical Design Document 130 Why Have a Software Development Process? .132 The Unified Software Development Process 133 Core Workflows of the Unified Process 134 Phases of a Workflow in the Unified Process .134 When Should the Technical Design Document Be Written? . . 135 What Goes into the Technical Design Document? .136 Requirements Capture 136 Reverse Engineering .143 Nonobvious Requirements 143 Requirements Analysis 144 Class Diagram .145 Relationships 146 Drawing “is a” and “has a” Relationships and Ordinalities .146 Adding Annotation .147 Other UML Diagram Types .147 Dynamic Modeling .148 Architectural Diagrams 149 Large-Scale Planning and the Evil of a Long Build Time .150 Refactoring .150 Insulation 151 Forward and Backward Code Generation with a Modeling Tool .154 Testing Plan 154 Unit Testing and White Box Testing .154 Black Box Testing .155 Beta Testing 155 From Use Cases to Test Cases 155 Chapter 10 The Project Plan .157 What Is the Project Plan? 157 How Do We Create the Project Plan? .157 Gantt and PERT Charts for Organizing Project Tasks .158 Focusing on the Gantt Chart .160 Using the Technical Design Document 161 Task Granularity and Task Leveling .163 How Long Will That Task Take? .163 Short Time Estimate Possibilities 165 Estimating Research Tasks 165 Task Prioritization .166 Resource Leveling .171 Task Dependencies 172 viii Contents The Top Ten Risks Document 174 The Non-Zero Chance of Delivery .175 Chapter 11 Task Tracking 177 Production Begins—Now What? 177 Task Visibility 177 TheWall .177 Journals 179 The Cult of the Yellow Notebook 179 Walk Around .180 Milestone Orientation Meetings 180 Praise People Publicly 180 Maintain the Gantt Chart 181 Update the Risks Chart .182 Chapter 12 Outsourcing Strategies .183 Why Outsource? .183 When to Think About Outsourcing .184 What to Outsource 185 Do Not Outsource Programming—Exceptions Noted .185 On Outsourcing Art 186 Movies, Cut Scenes, or Full Motion Video 186 3D Models—Modeling .187 Animation and Motion Capture 187 User Interface Art .188 Audio 188 Music 188 Sound Effects .189 Voice-Over .190 What Else to Outsource .190 Chapter 13 Shipping Your Game 191 Shipping Is a Phase .191 How Do You Ship a Great Game? 191 Alpha—Feature Complete 192 What Is Feature Complete? .192 Additional Content .192 Feature Trimming .192 Testing Plan .193 Publisher QA .193 Team Testing .194 Project Leader Testing 195 Automated Testing 195 Focus Group Testing .195 Beta Testing 196 Open or Closed Beta Test? 196 Contents ix [...]... a fat 30person production All the methods of creating achievable tasks, measuring progress, and controlling features are even more critical for very small teams Game Development Is Software Development Games are certainly special; however, a point I will be making repeatedly throughout this book is that game development is software development Games are software with art, audio, and gameplay Financial... often game developers hold themselves apart from formal software development and production methods with the false rationalization that games are an art, not a science Game developers need to master their production methods so that they can produce their games in an organized, repeatable manner—a rigorous manner that creates great games on budget and on time Where to Turn for Outside Help The game industry... 305 Garage Development Spans the Internet 307 Silver Creek Entertainment 307 Chapter 25 Part IV Game Development Resource Guide Getting a Job in the Game Industry Who Is Trying to Get into Games? You Want Me to Do What? Oh, I Would Rather Do This Hours of the Game Industry You Did Not Scare Me—I Love Games AND I Want In!... game you are making fit into a chain of game projects? 6 Chapter 1: What Does This Book Cover? How to Use This Book I suggest you first lightly skim through the entire book cover to cover to get a cursory exposure to formalized game development Parts I and II discuss the challenges of game development thoroughly and introduce you to effective methods of game development to use on your project The early... software— games! Specifically, this book is for people who want to lead the making of games: programmers, designers, art directors, producers (executive, associate, line, internal development, external development) , project managers, or leaders on any type of entertainment software n Are you a talented individual working on a mod to your favorite commercial game who needs to understand how a game is... a member of a game development team and have a vested interest in the success of this game? n Are you thinking of joining the industry as a producer and need a producer’s handbook? The point is there are many different types of people responsible and accountable for the production of a game project xix xx Preface TE AM FL Y This book gives you specific tools for the management of your game, methods... Part III Game Development AM FL Y Chapter 14 211 211 211 212 213 213 The Design Document What Does the Game Design Document Do? The Game Design Document as a Process Game Concept Brainstorm Delegate Design Managing the Design Document 60 Seconds of Gameplay ... individuals with formal art training at their disposal Perhaps game design is most similar to game production in that, until recently, there haven’t been formal programs in game design, and it is somewhat of an “arcane art” that could be realized in any potential medium At the current time there aren’t any formal training programs for game production, though there are various courses available in project... successful game making is a long race rather than a sprint to fast cash Any attempt to take a shortcut for poor motives will manifest itself in a sickly, failed game project Take your time to figure out the context of your game project Discover why you are making this game What is the vision? What are your true profit goals? Are they reasonable? What should you accomplish in this game? Where does this game. .. encompass the skills needed to manage game development, but it does provide some Appropriately, this book includes elements of project management, engineering discipline (a tribute to Erik’s engineering background), and a lot of common sense (an essential ingredient in game production) Erik explained that his goal with this book was to fully realize the discipline of game production in a formal, yet widely . Team-Fly ® Game Development and Production Erik Bethke Wordware Publishing, Inc. Library of Congress Cataloging-in-Publication Data Bethke, Erik. Game development. Part II—How to Make a Game Chapter 5 What Is a Game Made Of? 39 The Extended Development Team 39 Game Production Parts 39

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