Game Project Class Experience Overview
In this game project class, Marc Olano shares insights and experiences from his career in game development. From confronting challenges with team dynamics to the evolution of game prototypes, this narrative offers a valuable perspective on navigating the complexities of the industry. Learn about the journey of creating successful demos, overcoming adversity, and refining game concepts for industry standards.
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Presentation Transcript
ART 485 / CMSC 493 Game Project Class
Goal Team game development experience With team members who are not interchangeable Adversity Cancelled projects, reassignment Success Demo for professional game developers
Who am I? Marc Olano BS EE, University of Illinois Plus Visualization, Theatre Lighting Design PhD CS, University of North Carolina First graphics hardware shading Normal maps, some ideas used on GPUs 4 years Silicon Graphics Cramming shading into non-programmable hardware Started a small theater company on the side with some friends Here since 2002 Sabbatical at Firaxis Games (Civilization V), Epic Games (UE4) Work w/ 2K, Activision, Big Huge, Treyarch, Oxide
In the beginning This class in 2009 AAA tools, AAA complexity Gamebryo + WWise + Scaleform All used in some real AAA games All poorly documented, steep learning curve 1 person-month to integrate Scaleform & Gamebryo Legal encumbrance
Riding the pendulum This class in 2010 Tiny teams; Tiny 2D games Some awesome, some less awesome Maybe too tiny Little programming complexity I ve seen High School students do better OK, so they were Imagine Cup finalist HS students
The Goldilocks Version? Survival of the fittest Just like the real world :) Best ideas get 2-4 person 2-week prototype Best prototypes get 5-8 person team 6 weeks development 2 weeks to refine it 2 weeks to make it bulletproof Industry demo
How to Pitch Look at rubric, due midnight SUNDAY Create six slide pitch in Google Docs Share it with me I will merge into one mondo presentation (to avoid switching time) 3 minute presentations Over 3 minutes = -10% (practice!) +1 minute question(s)
Your Pitch Slide 1: Title Tell us the name of your game; your name Slide 2: Elevator pitch 2 sentences, 10 seconds Slide 3: Demographics Who is your target player, why will they like it? Similar games that succeeded Slide 4: Mechanics What do your players do? Why is that fun? Slide 5: Technical Time and resources Slide 6: Style What will the game look like? (possible screen mock-up) What is the artistic style? (images from other games or artists)
Considerations Can this game be finished in a semester? What about it stands out? Artistic style Unique or unusual tech Theme or gameplay Will it enhance your portfolio?
Unity3D / Unreal Engine Two most popular (free) game engines: Unity Used primarily for indie and mobile games Easier to learn, better support for 2D and mobile, C# Unreal Used for many AAA games Better scaling, full engine code available, C++ and Blueprint I ll select the tool I think will work best for you Unless you have a compelling reason to use something else And can convince me (Unless you own the company, you don t typically get to pick the tools)
Ethics You can use external toolkits and code If you have the rights And you credit them But you need to make your own game The design must be yours The art must be yours The core game code must be yours