Professional Documents
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Term Paper
Term Paper
Term Paper
JOSEPH’S COLLEGE
(AUTONOMOUS)
Bangalore
Term paper
On
“Video Game Development”
Submitted by:
Neeraj Kumar GV
17BCA41056
Certificate
This is to certify that Neeraj Kumar GV bearing
Register Number 17BCA41056 has successfully
completed the term paper on “Video Game
Development” for academic year 2019-2020
under the guidance of Ms. Mrinmoyee, M.C.A,
M.Phil.
Place: Bangalore
Date:
Pre-Production
4.1 13
Pitch
4.1.1 Concept 15
4.1.2 Game Design 19
4.1.3 Document 22
4.1.4 Prototype 26
4.2 Production 28
4.2.1 Design 30
4.2.1.1 -World Design 31
4.2.1.2 -System Design 34
-Content Design
4.2.1.3 36
Game Writing
37
-User Interface Design
4.2.1.4 41
-Audio Design
4.2.1.5 43
-Game Feel
4.2.1.6 45
-Visual
4.2.1.7 46
-Sound
4.2.1.8 47
-Design Process
4.2.1.9 49
Game Programming
4.2.2 51
Level Creation
4.2.3 56
Art Production
4.2.4 60
Audio Production
4.2.5 62
Testing
4.2.6 67
4.3 Post-Production 71
4.3.1 Maintenance 72
Milestones
4.4 74
Roles
5 80
Overview
6 90
Bibliography
7 93
VIDEO GAME
DEVELOPMENT
VIDEO GAME HISTORY
Today, video games conjure a $100 billion worldwide
business, and nearly two-thirds of American homes have
family members who play video games often. And it’s no
wonder that Video games are around for many years and
span across variety of platforms, from arcade systems, to
home consoles, to hand-held consoles and mobile devices.
They’re additionally often at the forefront of computer
technology.
PRE PRODUCTION:
PITCH:
CONCEPT:
The game concept in its simplest form is the vision of your
game put on paper in an easy to understand manner so that
everyone involved will be on the same page, know exactly
what the game is and what is going to be involved in order
to create it. This means that the publisher/investors, the
art team, the developers and even the marketers will know
what is going to be required of them. The game concept
should really follow the stages in which a game is created,
from the story to the art, and even how you're going to
make money with the game. You can think of the game
concept as kind of the instruction book for each of the
departments involved, but it's also where these designers
and programmers are able to express their concerns and
lend their own thoughts to make the best game possible.
The game concept really means different things to each
department, and provides each department with the
information they need. For example, it will give the
animators a road map for the type of animations that will
fit the style of the game. For us, the person with idea, and
the one creating the game concept it's really a way for you
to sell your game. Sell your ideas to investors; sell the
game play concepts to the programmers, and the art to the
artists.
Story
Characters
Level/environment design
Game play
Art
Accessibility
PROTOTYPE:
PRODUCTION:
Disciplines:
World design
Game worlds are much more than the sum of the pictures
and sounds that portray them. A game world can have a
culture, an aesthetic, a set of moral values, and other
dimensions that you'll look at in this chapter. The game
world also has a relationship to reality, whether it is highly
abstract, with little connection to the world of everyday
things, or highly representational, attempting to be as
similar to the real world as possible.
System design
System design is the creation of game rules and underlying
mathematical patterns.
Content design
Content design is the creation of characters, items,
puzzles, and missions.
Game writing
Video game writing is the art and craft of writing scripts for
video games. Similar to screenwriting, it is typically a
freelance profession. It includes many differences from
writing for film, due to the non-linear and interactive
nature of most video games, and the necessity to work
closely with video game designers and voice actors. There
are many differing types of text in video games in
comparison to stage shows or movies, including written
text, foreign or made-up languages, and often situation-
based information. Especially when developing Triple A
games, more than one writer will be required to create the
game, split into different roles.
Pitch writing:
A pitch writer specializes in writing pitches for video games
to publishers. They create collaborative pitch documents
within a game studio that often contain design mockups or
art concepts. The main parts of a pitch document, in order
from first to last, are the executive summary, audience
analysis, story, competition analysis, market analysis, game
play, and budget and schedule.
Narrative design:
Narrative designer is a hybrid role of video game design and
writing that creates not only the story, but also how it is
communicated to players and how the game mechanics
work to reinforce that story. The role of narrative design
writer is described the role as "the person who shapes the
game’s narrative, as well as the one who writes all the
words."
Script work:
Script writing-
The script writer focuses on the dialogue said by characters
and the voice over. The script's dialogue can be written in
flowcharts to illustrate the various dialogues resulting from
both decision and indecision. Generally, a script writer is
less involved with the video game's mechanics, and is
tasked with writing and working with voice actors.
Script doctoring-
Similarly to screenplay script doctors, video game writers
can be brought in to assist with writing-related tasks.
However, the term is vaguer than in screenplays due to the
wide variety of potential tasks needed.
Level design
Level design, environment design, or game mapping is a
discipline of game development involving creation of video
game levels—locales, stages, or missions. This is commonly
done using a level editor, game development software
designed for building levels; however, some games feature
built-in level editing tools. Level design is both an artistic
and technical process.
A good UI tells you what you need to know, and then gets
out of the way.
Audio design
Video game sound design is the art of creating and adding
audio elements to a video game. This involves creating
entire libraries of custom sound effects to give the game a
sense of realism and uniqueness. The sound effects must
then be implemented properly to the images that will be
seen by the player. Anyone who has had a game’s audio not
working properly, such as a silent explosion or dialogue,
knows how important sound effects are. Even the earliest
video games used what little technical resources they had
to add sounds and make the game more attractive. Pong,
for example, had simple beeping sounds when the ball hit
the paddles. Even though the creators couldn’t make
sounds of a crowd booing and hissing, the different tones
used in the original helped make it a more fun experience.
Game feel
Game feel (sometimes referred to as "game juice") is the
intangible, tactile sensation experienced when interacting
with video games. The term was popularized by the book
Game Feel: A Game Designer's Guide to Virtual Sensation
written by Steve Swink. The term has no formal definition,
but there are many defined ways to improve game feel.
The different areas of a game that can be manipulated to
improve game feel are: input, response, context,
aesthetic, metaphor, and rules.
Aesthetic
Aesthetics (also referred to as "polish") is the extra details
that influence the player's senses. Since games are
primarily focused on sight and sound (graphics and
music/sfx), aesthetics amplify both the visuals and the
audio of the game to make the overall experience more
engaging to the player.
Visual:
Sound
Input
Input is the means by which a player can control the game.
The physical input device used by the player has an effect
on game feel; for instance, using a joystick to control
movement feels natural because the joystick itself offers
physical feedback. In other cases, like with touch screens,
the input device can offer little feedback and be
cumbersome for the player to use.
Design process
The design process varies from designer to designer and
companies have different formal procedures and
philosophies.
GAME PROGRAMMING:
Development process
Professional game development usually begins with a game
design, which itself has several possible origins.
Occasionally the game development process starts with no
clear design in mind, but as a series of experiments.
Prototyping
Programmers are often required to produce prototypes of
game play ideas and features. A great deal of prototyping
may take place during pre-production, before the design
document is complete, and may help determine what
features the design specifies.
Game design
Though the programmer's main job is not to develop the
game design, the programmers often contribute to the
design, as do game artists. The game designer will get
input from both the producer and the art and programming
lead for ideas and strategies for the game design. Often
individuals in non-lead positions also contribute, such as
copywriters and other programmers and artists.
Production
Testing
Nearing completion
Final tasks include "polishing" the game, such as
programmers fixing occasional bugs—from minor to
catastrophic—that may arise during the last phases of
testing.
Maintenance
Duration
LEVEL CREATION:
From a time standpoint, the game's first level takes the
longest to develop. As level designers and artists use the
tools for level building, they request features and changes
to the in-house tools that allow for quicker and higher
quality development. Newly introduced features may cause
old levels to become obsolete, so the levels developed
early on may be repeatedly developed and discarded.
Because of the dynamic environment of game
development, the design of early levels may also change
over time. It is not uncommon to spend upwards of twelve
months on one level of a game developed over the course
of three years. Later levels can be developed much more
quickly as the feature set is more complete and the game
vision is clearer and more stable.
Player directing
Levels are generally constructed with flow control in mind,
which is directing the player towards the goal of the level
and preventing confusion and idling. This can be
accomplished by various means.
ART PRODUCTION:
Game art design is a subset of game development. It is the
process of creating the artistic aspects for video games.
Video game art design begins in the pre-production phase
of creating a video game. The video game artists are visual
artists involved from the conception of the game and they
make rough sketches of the characters, setting, objects,
etc. These starting concept designs can also be created by
the game designers before the game is moved into
actualization. Sometimes these are concept designs are
called “programmer art”. After the rough sketches are
completed and the game is ready to be moved forward
those artists or more artists are brought in to bring these
sketches to life through graphic design.
Tools used for art design and production are art tools.
These can range from pen and paper to full software
packages for both 2D and 3D art. A developer may employ a
tools team responsible for art production applications. This
includes using existing software packages and creating
custom exporters and plug-ins for them.
AUDIO PRODUCTION:
Game audio may be separated into three categories—sound
effects, music, and voice-over.
Long after we’ve set aside the games that made up our
childhood, just hearing their soundtrack again years later
can fill us with joy and nostalgia.
TESTING:
At the end of the project, quality assurance plays a
significant role. Testers start work once anything is
playable. This may be one level or subset of the game
software that can be used to any reasonable extent. Early
on, testing a game occupies a relatively small amount of
time. Testers may work on several games at once. As
development draws to a close, a single game usually
employs many testers full-time (and often with overtime).
They strive to test new features and regression test
existing ones. Testing is vital for modern, complex games
as single changes may lead to catastrophic consequences.
Play and test the game over and over again in various
ways and conditions.
Play out the Test – Run the test suit once more. In the
event that any bug is discovered, test around the error
to ensure that the bug is real.
POST PRODUCTION:
After the game goes gold and ships, some developers will
give team members comp time (perhaps up to a week or
two) to compensate for the overtime put in to complete
the game, though this compensation is not standard.
Testing
Maintenance:
Once game ships, the maintenance phase for the video
game begins.
MILESTONES:
Prototype:
This first step of development is essential, it comes right
before the actual production begins and is here to test your
core concept and idea. With a good prototype you should
be well aware of dangers on your way to success and ready
to tackle them. It’s the first milestone but also the only
one where you can stop everything. If the results to the
tests done during the prototyping phase are good you know
you can try to make a good game out of them. However it’s
important to stop everything and kill or re-think the idea if
the prototype shows some flaws or problems. If you still
have doubts when the prototype is supposed to be finished,
don’t go to the next milestone and re-think the core
concept of your game. More important, don’t give you
more time to add features to your prototype; you would
end up adding crap on top of crappy foundations.
First playable
Once the prototype is good and validated, the next logical
step is called the First Playable. It’s obviously the first
playable version of the game. Not really an alpha yet,
because not complete enough, but not a prototype,
because cleaner and more complete. The first playable
version aims to show the real guts of the game more than
the sole concept. The first playable doesn’t offer the
complete flow of the game: the main menu is often
missing, there is no real player ranking, no real story… but
the main elements are here and playable.
Even if all the content is not here, the main game play is
available, thanks to the prototype and the first playable,
and the placeholders and extra features make the alpha
version look like a real and almost complete game.
Code freeze
Code freeze is the stage when new code is no longer added
to the game and only bugs are being corrected. Code
freeze occurs three to four months before code release.
Beta
Beta is feature and asset complete version of the game,
when only bugs are being fixed. This version contains no
bugs that prevent the game from being shippable. No
changes are made to the game features, assets, or code.
Beta occurs two to three months before code release.
Gold master
Gold master is the final game's build that is used as a
master for production of the game.
Release
Now that the game is ready to hit the virtual stores shelves
the hard work really begins. A lot of game developers
believe that once the development is over, the work is
finished. They are so wrong that the vast majority of them
learn the lesson the hard way. Releasing a game is
awesome, but useless if nobody is there to buy and play it.
Code release is the stage when many bugs are fixed and
game is ready to be shipped or submitted for console
manufacturer review. This version is tested against Quality
Assurance test plan. First code release candidate is usually
ready three to four weeks before code release.
ROLES:
Development team
Developers can range in size from small groups making
casual games to housing hundreds of employees and
producing several large titles. Companies divide their
subtasks of game's development. Individual job titles may
vary; however, roles are the same within the industry. The
development team consists of several members. Some
members of the team may handle more than one role;
similarly more than one task may be handled by the same
member. Team size can vary from 20 to 100 or more
members, depending on the game's scope. The most
represented are artists, followed by programmers, then
designers, and finally, audio specialists, with two to three
producers in management. These positions are employed
full-time. Other positions, such as testers, may be
employed only part-time. Salaries for these positions vary
depending on both the experience and the location of the
employee. An entry-level programmer can make, on
average, around $70,000 annually and an experienced
programmer can make, on average, around $125,000
annually.
1. Designer
A game designer is a person who designs game play,
conceiving and designing the rules and structure of a game.
Development teams usually have a lead designer who
coordinates the work of other designers. They are the main
visionary of the game. One of the roles of a designer is
being a writer, often employed part-time to conceive
game's narrative, dialogue, commentary, cut scene
narrative, journals, video game packaging content, hint
system, etc. In larger projects, there are often separate
designers for various parts of the game, such as, game
mechanics, user interface, characters, dialogue, etc.
1. Level Designer
Almost every game consists of multiple levels, which must
have a gradual difficulty increase, introduce new
mechanics on regular basis and be attractive. The job of
the level designer is to literally bring worlds developed by
game and story designers to life. If the level is boring,
there’s a lot of backtracking, the mechanics are way too
repetitive, there are unexpected difficulty problems — the
level designer is the first one to blame.
2. Programmer
A game programmer is a software engineer who primarily
develops video games or related software (such as game
development tools). The game's codebase development is
handled by programmers. There are usually one to several
lead programmers, who implement the game's starting
codebase and overview future development and
programmer allocation on individual modules.
3. Game Developer
Though there can be more categories of developers,
depending on the tech used by the studio, we initially
assume that modern indie game studios use 3rd party game
engines like Unity3D or Unreal Engine, because there’s
little justification these days to develop own game engine.
So, in our case anyone on the team that participates in
coding is called a game developer. Developers are
responsible for creating logic and game entities’ behavior
as described by the design team as well as developing any
tools that will be used in the process.
4. Render Engineer
Creation of every game is a never-ending battle for the
resources. Minimizing memory requirements, minimizing
draw calls number, optimizing shaders, combining meshes,
textures. Optimization is a very delicate matter because
almost always it is a trade-off between visuals’ quality and
performance, so it has to be carried out by the experienced
professionals, who know how the image rendering actually
works. The problem of using modern middleware like Unity
or Unreal Engine is that they encapsulate much of the
under-the-hood processes away from the user and in
theory, one could create “something that works” without
knowing the basics, which usually leads to dramatic results.
Therefore rendering engineer in your team must most likely
be the most experienced person, who attempted to write
custom game engine previously.
6. Texture Artist
The number of textures in modern games exceeds all
possible and imaginable limits. While production of some
textures can be somewhat automated, the original source
textures must be painted manually. Painting textures
requires a lot of experience because they have to be
looking good when scaled and transformed, most of the
textures should be seamlessly tiled. A typical game has
thousands of textures, so it is a great piece of work. The
texture artist should have a better understanding of tech
behind the game development process to produce good-
looking results.
7. 3D Artist
Most of the recent games are created in 3D and most 2D
games use 3D models as the source material, so having
good 3D models ready is really important. The catch here is
that not every 3D model works for games. 3D artists should
follow a single rule: use fewer triangles. They also need to
be clearly aware of the conditions under which 3D models
are used, the size of final rendered objects, camera angle,
etc.
8. 3D Animator
While some 3D models can be animated directly in the
game engine, the abilities of built-in engine animation are
quite limited, so most of the complex animations are
created with professional software like Autodesk’s 3DS Max
or Maya. This person should know how to work with rigging
and IK. Most AAA game titles use motion capture
techniques for characters’ animations, but MoCap (Motion
Capture) facilities are unavailable to indie studios.
9. Sound engineer
Sound engineers are technical professionals responsible for
sound effects and sound positioning. They sometimes
oversee voice acting and other sound asset creation.
Composers who create a game's musical score also comprise
a game's sound team, though often this work is outsourced.
12. Tester
The quality assurance is carried out by game testers. A
game tester analyzes video games to document software
defects as part of a quality control. Testing is a highly
technical field requiring computing expertise, and analytic
competence.
The testers ensure that the game falls within the proposed
design: it both works and is entertaining. This involves
testing of all features, compatibility, localization, etc.
Although, necessary throughout the whole development
process, testing is expensive and is often actively utilized
only towards the completion of the project.
Producer
Development is overseen by internal and external
producers. The producer working for the developer is
known as the internal producer and manages the
development team, schedules, reports progress, hires and
assigns staff, and so on. The producer working for the
publisher is known as the external producer and oversees
developer progress and budget. Producer's responsibilities
include PR, contract negotiation, liaising between the staff
and stakeholders, schedule and budget maintenance,
quality assurance, beta test management, and localization.
This role may also be referred to as project manager,
project lead, or director.
For most games, the producer does not have a large role
but does have some influence on the development of the
video game design. While not a game designer, the
producer has to weave the wishes of the publisher or upper
management into the design. They usually seek the
assistance of the game designer in this effort. So the final
game design is a result the effort of the designer and some
influence of the producer.
Publisher
OVERVIEW
Video game development is a hybrid field, drawing from
the fields of computer science, mathematics, and
production. All things considered, the occupations with
development studios that are accessible or available game
development graduates are similarly diverse. Games are
created through the software development process.
Development of a game is usually funded by a publisher.
The games which are well made to bring benefits and
profits more readily. However, it is important to estimate a
game's financial requirements, for example, development
costs of individual features. Neglecting to give clear
implications of game's expectations may bring about
surpassing the allocated budget. Indeed, most of
commercial games do not produce profit.
BIBLIOGRAPHY
1. http://www.gamedev.net/
2. http://www.devmaster.com/
3. https://www.gamasutra.com/
4.
https://en.wikipedia.org/wiki/Video_game_development
5. https://www.gamedesigning.org/video-game-
development/
6. https://techcrunch.com/2015/10/31/the-
history-of-gaming-an-evolving-community/
7.
https://www.history.com/topics/inventions/history-
of-video-games
8.
https://en.wikipedia.org/wiki/Video_game_design
9. https://www.edx.org/xseries/video-game-design
10. https://www.gamedesigning.org/learn/video-
game-sound/
11.
https://www.gameindustrycareerguide.com/how-to-
become-a-video-game-sound-designer/
12. https://www.wikihow.com/Become-a-Video-
Game-
Programmerhttps://www.geteducated.com/career-
center/how-to-become-a-video-game-tester
13. https://gametester.co/
14. http://lvictorino.com/blog/five-gates-
gamedev.html
15. https://www.oodlestechnologies.com/blogs/Diff
erent-Roles-In-Game-Development/