Monday, 22 February 2016

Unit 75 Computer Games Design Techniques


Introduction

For this unit we have been asked to research the design process for computer games so that it will develop our skills to be able to eventually at the end of the unit be able to put as proposal together for a game design plan that will eventually go into epic games unreal tournament.  

In this brief: Task 1 Research game design:

  • Market research -Game play design of unreal, P-interest Boards, mind maps, SWOT analysts
  • Thumbnail Sketches top down map design.
  • Mood board conclusions
  • Blog

Task 2 Propose a map design:

  • Design proposal - slideshow presentation or storyboard on-line gameplay, style, rules, map concept
  • Dragons den style forum peer review.
  • Blog
Task 3:Team set up and work collaboration:

  • Subscribe to Unreal tournament
  • Team set up for production use of scrum
  • Project plan
  • Blog
Showing development of the entire process of the unit at each stage, including problems and errors that will take place.



From this, we started by categorising and learning the development process of pre-production, Production and Post production for a computer game, and learning which processes go where.  Also discussing the job description and skills of a job designer and what the most important skill of a designer which was concluded as listening, and why this is important due to all the other attributes required for the role to be successful.  This was all important in learning the processes of being a games designer and what happens in the process.  


Time Management

As part of this unit we have been asked to work out how much time we will dedicate during the week to each element of the unit.  Planning, research, gathering ideas which includes lists, mind maps, mood boards, sketches,  further research whilst blogging everything.  The deadline for this assignment is on Monday 21st March.  


Development process

We have started the unit by learning about the aspects of the development stages of creating a computer game.  Dividing the process's into three sub-departments, pre-production, production, post production.  Learning about each task and why they have to be done this way in terms of the production process and development.  This has to be done for an understanding going forward with this brief in which the end product will be as stated, putting a proposal together for my own computer game.




Pre- Production

Pre-production is obviously the first part of the development process.  Setting out what needs to be done within the guidelines of what has been set out for the project.  This is important in making sure when carrying out any project, adhering to the project or brief guidelines in fulfilling the projects objectives that have been set out before hand.

  • Analysis of brief
  • Research
  • Concepts
  • Sketched level design
  • Prototype
  • Map development
  • Brainstorming

Production


The next phase once all initial ideas have gathered put together and signed off, the construction begins on the project.  Still adhering to the guidelines set out originally in the brief and design phase in pre-production, but now putting everything into action.
  • Scale and proportion
  • Rules and limitations
  • Intro/ cut/ End scenes
  • Texturing
  • Lighting
  • Game rigging
  • Animation
  • Artificial intelligence
  • Menus/ HUD
  • Blocking out the level

Post Production


The final phase, making sure everything is working, and getting out any glitches or potential teething problems that no matter how hard you try always will occur.  Also marketing the product, and how they will do this so it will be successful and obviously make money.
  • Testing
  • Outsourcing
  • Localization
  • Maintenance
  • Marketing


Skill requirements for a Games Designer

During our first tutorial lesson of this brief, we had a group discussion on the skill requirements to be or become a games designer.  Many suggestions were made about what qualities it took to become a games designer.   Imagination, creativity, motivation, passion, ability to problem solve, create ideas, knowledge of the industry, its strengths and weakness's as well as your own.  Management of your time, resources and maybe even others if you are leading a team.  Be able to work to well as part of a team, presentation skills, but the most important skill that was said was the ability to listen.  Being able to listen to others views whilst making decisions is an important trait to have, especially when getting past any obstacles or problems that arise as they inevitably do in any line of work, nothing rarely goes to plan.  The ability to listen, to then overcome those problems and obstacles and also maintaining a harmony whilst working is key to progress and success.   Although all of the these skills and abilities are very important and essential to the job, the ability is essential.  From listening and taking on board other peoples opinions, critsism, and feedback, as well as listening to the problems that might occure because of decision taken, from there an individual can learn, adapt and move forward learning from mistakes and any other issues that have arisen from this said project so that hopefully those issues and mistakes can be avoided in the future for other projects.

Games Design process (1A)

The games design process starts with brainstorming ideas, which usually takes the form of lists, mindmaps, and evntually moving on to mood boards, tehn sketching out ideas before moving further into the design phase and putting together a prototype.  Ideas can be drawn from many places for inspiration, and then  a designer can put their own twist on things or merge multiple ideas together.  Thats why brainstorming with lists, mind maps and mood boards help gather thoughts togetehr moving forward.  Going through a process of elimination with these ideas that have be drawn up.  This early stage is essential in gathering thoughts and inspirations together in showing a process in the design phase, in how you have come from one thought to then  moving to another, which might have beeen inspired by something from this early stage.  Also, whilst drawing up ideas of inspiration, keeping in mind the brief or the perimaters that have been set out in the task, and not to let your imagination go wild.  Questions like below could be used to help do this:
  •  What is the objective of the game?
⦁    To win?
⦁    To score?
⦁    To learn?
⦁    To complete a level?
⦁    To complete a task?
⦁    To survive?
  • How will the player complete these objectives?
  • Who are the characters?
  • Where is the game set?
  • When is the game set?
  • How can you make the game more interesting?
  • How can you make the game original?
  • Do you maintain a score?
  • What about a high score?
  • Will there be intro, cut or end scenes in the game?
  •  What is the genre? Why?
  • What is the game called?
Why?  
  • Where is the game set?
Why?  
  • What is the game objective?
Why?  
  • Who are the main characters? Why?
  • Why is your chosen genre most suitable?
  • How will you develop the game name into a brand/identity/icon?
  • What will the level landscape be? And what buildings will be within it? Why?
  • How will the player complete the game objective(s)?
  • How will the main characters be introduced (and developed)?
By asking yourself these questions, and referring back to them and the design brief set out, this can aide in the design process by not getting distracted or going off the path needed to complete the brief.

SWOT analysis can also help much futher along in the design process, in looking at the Strengths, Weaknesses, Opportunities and Threats.  By doing this, and making this analysis, this will put you and your projevt in a stronger position, and taking the advantage by knowing the strengths and weaknesses of the project, the threats it could face from other rivals,a dn opportunities to be had if/ WHEN succes comes.  By doing SWOT analysis, this can help in terms of business and marketing by determining all of these factors and the enviroment the product will evntually be operating in.




strengths (maintain, build and leverage),
opportunities (prioritise and optimise)
,
weaknesses (remedy or exit)
,
threats (counter)


Conclusion

"By sorting the SWOT issues into the 6 planning categories one can obtain a system which presents a practical way of assimilating the internal and external information about the business unit, delineating short and long term priorities, and allowing an easy way to build the management team which can achieve the objectives of profit growth.
This approach captures the collective agreement and commitment of those who will ultimately have to do the work of meeting or exceeding the objectives finally set. It permits the team leader to define and develop co-ordinated, goal-directed actions, which underpin the overall agreed objectives between levels of the business hierarchy."

Albert S Humphrey
August 2004


  1. Product (what are we selling?)
  2. Process (how are we selling it?)
  3. Customer (to whom are we selling it?)
  4. Distribution (how does it reach them?)
  5. Finance (what are the prices, costs and investments?)
  6. Administration (and how do we manage all this?)
Reference: http://www.businessballs.com/swotanalysisfreetemplate.htm


Above, sums up how SWOT analysis can help the project, by covering all bases, making sure things can be a swater tight as possible for the success of the project.  Although is ever guaranteed or perfect in life, but by being prepared as much as possible for whatever any situation can throw at you, the higher the cahnaces of the sucess of the project.  By not being prepared, you are almost preparing to fail.  SWOT analysis aides in being prepared.

History of Unreal
Unreal was launched in the late ninties.  The exact date of its launch seems to vary from source to source, and not being a huge computer game player, I am cautious to say which one is right, as I am not convinced of the authencity of any of the sources as they are so inconsistent over something so basic.  Initially starting out with Unreal 1 in the late ninties, then as time progressed with better technology and the company learning from its mistakes, later versions were launched, each time learning and improving from the last.  The game itself has various different scenarios in which players can do virtual battle with each other.  

  • Assault
  • Bombing Run
  • Capture the flag
  • Death Match
  • Duel
  • Team deathmatch
  • Warfare
The game also gives users the chance to customize their characters, with their unique look and customizable weaponry.  
Players & the Community

The players that play unreal are a wide and diverse group from all over the world, which gives developers the chance to interact with the customers by getting their feedback on the marketplace, maps levels etc.  The Community itself has a lot going on all the time.  It is now working on a virtual reality experience as aprt of the game with one to one movement in the maps.  It also seems to have a lot of involvement with the education system and grant money to develop peoples ideas.

History of Game & Company


Epic is the name of the company that constructed the unreal platform to create levels as well as playing other players online across the internet, battling out for supremcy from the comfort of their bedrooms or living rooms.  The game also gives you the opportunity to build your own characters and customize their weapons.  It is primary contributed to by volunteers who have a passion for the industry and being gamers, that want to enhance their experiences in these virtual worlds.


The Unreal Tournament brief (From the forums)

From reading through the forums, the Unreal Tournament brief is asking people to design their own levels.  People are making the own levels at different points.  One person for example might be working on pillars for the interiors of a level, whilst another will be working on the overall layout of a level, how it it progresses etc.  Many are coming up with various and different ideas for their assigned task as can be seen through sketches, concept art, mood boards etc.  By assigning people into groups or having one person work on one part of the level/ game means that work overall for the level/ game will progress quicker than one individual doing all the work, and would obviously take too long to complete.  Much like a jigsaw, each person is assigned a task to full fill and then once completed the picture can be seen, or in this case the level/ game can be seen in its glory.

 How will the “Market place work” for your map design if it gets created?

By working through the frame of SWOT analysis during the process's of production on the game, looking at Strengths, Weakness's, Opportunities and Threats, and good knowledge before hand of the market place and your potential customers by doing research, will make you prepared for what might be a head, especially should any issues/ problems arise.  So knowing what customers/ players want out of a game, and if there are any gaps in the market for your map design to fill and exploit to be successful.  Potentially even improving upon a already existing game, by having something similar.  Priority is knowing what will work in terms of the map being successful with customers/ players.  Hence why carrying out research on the market, rivals and what customers want, as well as carrying out SWOT analysis in terms of what could possibly go wrong or where you could exploit your strengths is essential to success, by being well prepared.  

 Mind Map and Brain storm the games Features

Below is a mind map of some game features that I have briefly looked at from the research acquired so far.


Thumbnail sketches


Below are some thumbnail sketches of some rough ideas about a level layout.  This has been a mind boggling exercise with having little or no interest in computer games and only being able to refer back to board games for inspiration.  I have been informed that levels are done on a figure of 8, so I have based these sketches on that idea.  S being for start and F being for finish.  With what little knowledge and interest I have on the subject, I have tried to keep it simple as possible.  Obviously other elements could be added to these layouts at a later date, such as jump pads, life boosts, objectives, ammo, etc, but right now I am just attempting to keep it as simple as possible.

Mood boards

Using a couple of mood boards I had created for other projects as inspiration for my jungle/ Vietnam themed level idea, and using them as inspiration.

https://uk.pinterest.com/stewartmarr/pillar-6-nature-overgrown/






https://uk.pinterest.com/stewartmarr/level-6-jungle/







Conclusion

Below is my conclusion mood board from which I am looking at jungle/ Vietnam themed level.  Also, from research add elements of fear and being hunted, hence the predator, Aliens, Terminator and Zombie images, as well as the armour and vechicles to fight back with.
https://uk.pinterest.com/stewartmarr/mood-board-conclusion-for-level-idea/














SWOT Analysis and Design Document

Strengths -  Strength has to be able to sell and believe in the product, in this case my level, by being prepared and gathering as much research as possible.

Weakness's -  I have developed an absolute hatred for computer games, (Irony). Since starting this course, which will no doubt leave me at a disadvantage, as this leaves with without passion, love, interest or motivation to move forward on this particular subject.

Opportunities -  The opportunities will depend on what comes up, and what I am able to create.

Threats - Have to be assessed and compare where the competition comes from.  Survival of the fittest.

Design Document


  • Story, 
  • Characters, 
  • Enviroment/ Level, 
  • Gameplay, 
  • Art description, 
  • Sound, 
  • Interface controls.
Story of the level is based around a jungle environment, inspired by Vietnam and predator, with the prospect of characters being hunted or being the hunter in a death match game.  Last man standing wins.  Characters would have to be tough, well equipped and trained to survive the harsh environment, like a elite soldiers, ie. stormtroopers or colonial marines.  The sound would have to have an erie effect to it to bring the fear factor in for the player.  Setting the stage for the game play.


Presentation ideas

We have gathered in small groups to confer on what would be required for a successful presentation on selling a product and what is required for it.  In small groups we came up with what we believe is essential to a successful presentation in a dragons den style presentation.  Laying out in catorgories in what needs to be used and one in our presentation.  It also gave us the chance to be prepared in what others could ask within the group, which highlighted gaps in particular of my research, which has not been the easiest of tasks as the forum on Unreal is open to the public, leading to all sorts of brain dead useless people using it to convey vocal abuse it each other.  Could be interesting from a pyscological point of view, but it makes it difficult when trying to work out what is going on when you are a novice at computer games.  The company not selling itself well.  However, the group discussion was effect in that it gave me ideas from other peoples points of view in what they would be looking for in an effective presentation.  In this gathering three questions together to ask in next weeks lesson for the presentations.

Presentation Feedback

On the whole feedback was very positive.  Obviously what I was lacking was more defined ideas on the time or setting in the jungle.  Would it be set in the 1960's or what it be set in the future with future weapons and alien creatures etc.  Also need to use more anertation in my presentation and using more digital ideas for my map design. So good feedback on the whole just need to make more decisive decisions in what I am presenting rather than being so wide ranging for lack of a better term.

Peer Review

Feedback from the peer review and presentation was that I should be more defined with my ideas.  I can see where everyone is coming from.  I have left my level idea rather open to interpretation.  Although I have a theme with the jungle/ Vietnam influence.  I have left out details for where ammo and medical kits would be located, how the level  terrain and landscape may look, Whether there are buildings secret passageways etc.  After doing my presentation I did come to realise that there were a lot of un- answered questions left from the presentation.  There is a lot to consider when designing and building and proposing a level/ game.  So moving forward, it is just a case of being more decisive in my decision making, and backing up from what I say in presentations with evidence such as images and anertations.


Trello board

We used the trello board as a brief of what is entailed in the level.

Below is a link to my trello board.

https://trello.com/b/AM80B6t4/vietnam-jungle-game


Dundoc


Like the trello board we have also used the dundoc as a design document to layout what is in the game.






https://www.dundoc.com/project/1044/unit-75

Above is a link to my dundoc document.

Unreal

https://forums.unrealtournament.com/showthread.php?23280-Vietnam-Jungle





So far I have had no feedback from Unreal.

Conclusion

From research, the presentation and the design documents, I feel like I have a lot to learn when devising ideas for a level/ game.  This unit has been very taxing, frustrating.  So much has to be taken into consideration, with then backing everything you plan with evidence and points to be proven.  My own indecision has left me frustrated through out, but also my lack of appreciation for the unreal tournament.  I can now see at the units end where I could improve upon for future development.  I have felt much like a rabbit in headlights, even more so as the unit progressed.  I do feel like I've hit a wall.  Moving forward, I think further research and and making more decisive decisions when planning, and narrowing ideas down, than being as vague as I have done.