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Serious Games - 3. Game Development/Game Design (Game Development / Game…
Serious Games - 3. Game Development/Game Design
Game Development / Game Design
Production
Outsourcing
not every role is needed
Game Desgin
creative process
game concept, core elements and structure
setting
gameplay mechanics
environment
storyline
characters
art work
playable balance
Game Design Document
Description of main elements
game synopsis
setting, story
game objects
PC/NPC + behaviour
graphics
2d,3d, style
sound
effect, music
controls
interface
game flow
gameplay, rules, scoring
levels
balance
for serioues games
"serious" / learning content
didactics
learning method
interaction
assesment
additionally
audience
motivation
market research
pricing
criticism
inflexible, out of date, to lang, to much time
Game Programming
Gathering Experience
Definitions
Project Managing
planning, organization
Game Design
design interactive "experiences"
mechanics, setting
interdependencies with technology
Asset creation
art, audio-visual
Game Programming
actual coding
Testing
continous, alpha, beta
internal, focus-groups, external, public
Supporting roles
business, marketing, distribution, infrastructure
process
Pre-Production
initialization: idea, setting, prototypes
requirement analysis: technical constraints, market analysis
Planning and Organization
rough desing: software architecture, components
detailed design: Game design document
process: definition of production pipelin / tool chin
Production
implemetaion / integration:programming, middleware & libraries, assets
configuration management: versioning
quality assurance: checking requirements, alpha / beta tests
documentation: manuals, hel texts, process
Post-Production
distribution: master disk, installer, marketing
support / maintenance_ pathces, add-ons / DLCs
Scheduling
Pre-Production
ideally starts before last project is shipped
pitched to investors
may not go into full production
Planning / organization
design builds on Pre-production
process is refined over several productions
Production
takes the majority of time and money
prevent idle times at all costs
code / talent may be shared with other projects
Post-Production
distribution handled ba external publisher
marketing increasingly early -> hype
support / maintenance by specialized teams
DLCs can keep artists busy in pre-shipping weeks
Roles
Production
producer
individual leads fpr each discipline
Game Design
designer
writer
Asset Creation
artist
sound engineer
level designer
Game Programming
engine programmer
tool programmer
game programmer
Skills
Many aspects of computer science
computer graphics
artificial intelligence
human computer interaction
security
distributed programming
simulation
software engineering
interdisziplinary
psychology
arts
socail sciences
pedagogy
didactics
Game Development for serious games
Aditional Constraings
smaller scope
small budget
small target audience
small teams
more interdisziplinary
"serious" content
fixed in advance
hast to be worked into the game
must not clash with "fun"
noticeable sideeffects
Design: storytellgin, learning and gaming
Learning
learning theories
cognitivism
constructivism
behaviorism
didactive models
drill and practice
tutorial concept
explorative concept
role of teacher/learner
who is boss
types
narrative learning
game-based learning
is a branch of serioues games that deals with applications that have defined learning outcomes.
Rules: Noah Falstein
Accessible (simple interface), but not simple content
many prototypes, fast iterations
games always teach something, which can be a source of "fun"
respect every team member, especially from other fields
choose the genry by its properties, not its popularity
never underestimate the "potential fun" of serious topics
testing is important and must be planned accordingly
different cultures may require differnt games
clearly definde the roles of team member, fitting theri expertise