Video Game Design - Aspect 2 (Production)
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Multiplayer Map Design Theory

Multiplayer Map Design Theory | Video Game Design - Aspect 2 (Production) | Scoop.it
This article examines game design theory and specifically looks at the creation of multiplayer maps for first-person shooters. The first topic is spawn points and how to handle them when designing a multiplayer game and building a multiplayer map.
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River Ameno's comment, March 14, 2013 11:28 AM
It is said that someone can learn a great deal about video games and the decision that had to be made just by simply playing them. Perhaps the thing that had sparked the video game revolution is the idea of multiplayer. There are many games that offer multiplayer and a way to socially interact while playing. There are many different focus points that game developers must work on to have a successful multiplayer game. Let's use first person shooter games as an example. The first thing that this type of game would need for multiplayer is spawn points. These are points in the map where a player is spawned/placed and can then roam the map as they please. Developers must program the game correctly so that a player does not spawn in-front of an enemy or generally spawn near them. If this occurs, the player could become very frustrated and leads them towards a disliking toward the game.
River Ameno's comment, March 14, 2013 11:33 AM
Although spawning next to enemies in a FPS game is not good on the programmers part, a player should want to be near the enemies so that they have a chance to shoot em' up. This leads to the idea of "choke points." Level designers will design a level/map so that there are these choke points where encounters are likely to occur. Believe it or not, there is actually a lot of testing that is done to make sure that these points are located in the right places so that its fair to both teams.
River Ameno's comment, March 14, 2013 11:39 AM
This leads to how a maps layout is formed. If developers keep both the spawn and choke points in mind, the most simple layout for a map would be a figure of eight. The intersection of the two loops provide a choke point by crossing the different paths. This also allows spawn points to be placed on the far sides of the figure eight; this way it is away from the choke point and further away from the other side's/team's spawn point. However, level designing has become so extensive that while they include these major points, they also try to provide as many alternate routes as possible to provide a bit of interest and encourage players to explore.
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Realism and Motion Capture in Video Games

Realism and Motion Capture in Video Games | Video Game Design - Aspect 2 (Production) | Scoop.it
Technology keeps updating and innovating in the realm of video games. It’s become an expectation for graphics to improve, but do better graphics mean more realism? Since the transition to more powe...
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River Ameno's comment, March 12, 2013 2:18 PM
Thanks to technology, video games are becoming more and more realistic. Lets not confuse graphics with realism. A game can have outstanding graphics but can have no sense of realism, thus potentially losing a possible connection with the player. The game L.A. Noire provides a great example of a new technology used in the video game industry: motion capture. It uses a group of cameras, (32 cameras in L.A. Noire's case) to capture everything the actors does. This includes facial expressions, movements, and speech.
River Ameno's comment, March 13, 2013 10:25 AM
Motion capture is very useful when it comes to creating a video game but there are plenty of things needed and can be costly. The major considerations consist of hiring good actors so "the facial scanning is taken advantage of." A building set would also be needed so that there is room for the actor to move around. Since motion capture filming is filmed before the game is worked one, companies have to be careful not to spend to much time or money so that the game can still afford to be developed.
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Video games are good for you! - The Independent (blog)

Video games are good for you! - The Independent (blog) | Video Game Design - Aspect 2 (Production) | Scoop.it
The Independent (blog)
Video games are good for you!
The Independent (blog)
lara croft 300x225 Video games are good for you! Bigger than the cinema box office, bigger than music and bigger than books, the video games industry is big business.
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How video game is made - material, manufacture, making, history, used, components, product, industry, machine, History, Design, Raw Materials, The Manufacturing Process of video game

How video game is made - material, manufacture, making, history, used, components, product, industry, machine, History, Design, Raw Materials, The Manufacturing Process of video game | Video Game Design - Aspect 2 (Production) | Scoop.it
Acetylene, Antibacterial Soap, Antibiotic, Armored Truck, Artificial Snow, Asbestos, Baby Formula, Baby Stroller, Bagel, Baseball Cap, etc…
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River Ameno's comment, March 13, 2013 2:17 PM
(Capturing action with Art)

Do not forget that video games are made thanks to the different teams of designers, artists, and programmers that are required to work together and produce a final product. A game's format is often decided upon after the game has been story outlined. The "format" is considered to be what the player is going to see as they make their way through the game. To help do this, many drawings and pictures are placed up next to a storyboard. Character descriptions, movements, and sound can also be placed onto the story board.
River Ameno's comment, March 14, 2013 10:09 AM
Another aspect of formatting involves how it will "literally" look. Will it be like a platform game where only the character's side view is seen? Or will it have a top-down view where a bird's eye view is used to follow the character. There are also formats such as the isometric format which is a top-down game that "uses perspective tricks to give and illusion of 3D." The most popular format is the simple 3D view which is now actually getting into 3D glasses which will help everything pop out as it does in 3D movies.
River Ameno's comment, March 14, 2013 10:22 AM
(writing the program)

Once all of the artwork design elements, and story-boarding is complete, the programmers can begin to code the game. Often, the first step in developing code for a game involves "drawing a flowchart, which shoes the logical progression of the program." There are many different languages that developers can code a game in but the most popular are C++ and Java. These programmers will each work on programming a different section of the game's code and can take an extensive amount of time to complete. Thankfully, it does not always take enormously long because "previously developed algorithms" are altered and then used in the new game. There are about 250,000 different single commands used in a game's code and that does not include it's sound or graphics.
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0672326922.pdf

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River Ameno's comment, March 11, 2013 2:20 PM
(pg. 13 Maintaining the Schedule)

The process of maintaining a schedule heavily relies on the project manager. They have the difficult job of keeping everyone on task and move right along with the schedule. Team morale is a very important aspect that the project manager keeps in mind so that the different production teams can stay in a positive mood and move as quick and efficient as possible. The person holding this position as project manager need to be sure that he/she uses constructive criticism which "points our problems yet encourages team members to keep trying to improve." While destructive criticism "only shames, alienates, insults, and, in the end, drives your team members away from the project."
River Ameno's comment, March 12, 2013 10:09 AM
(pg. 13 Dealing with delays)

Delays are something that is inevitable. They often happen does to problems with the software and even "personal crises" of the production team. It is very important, however, to not let these delays bring anyone down. If they cause a team to go too far off schedule, they often come up with a new schedule and often have to cut certain projects from the game. Game companies often let the public know if they are behind and often have to extend a release date of the game. It is good to be safe about not having too many delays because it will often ruin the public's hype over the game.
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Teacher's Comments

This is during the production phase of video game development.

River Ameno's insight:

hi

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Tami Yaklich's comment, March 22, 2013 12:17 AM
Good use of specific illustrative examples and details
Tami Yaklich's comment, March 22, 2013 12:17 AM
0/30
Tami Yaklich's comment, March 22, 2013 12:17 AM
oops 30/30