Taxonomy of Creative Expressions Art beauty Creative Expression
Taxonomy(분류) of Creative Expressions Art beauty Creative Expression money Movies, Books, etc. non-interactive Entertainment interactive Toys Puzzles no goals no competitor Playthings goals Challenges competitor Competitions no attacks Conflicts (경쟁) Attacks allowed Games
게임산업의 역사 �Spacewar �첫번째 대화적(interactive) 컴퓨터 게임 � 1961 by Steve Russell (MIT) �현재, $6 -7 billion industry, 20% growth per year �빠르게 성장하는 오락 산업
Milestone Games �Space Invaders � 1978년 Toshihiro Nishikado 개발
Milestone Games �Moria, 1978 -84 �Dungeons & Dragons을 기반으로 구현 �주어진 Map을 탐험 �Plato networked computer system 상에서 구현 �플라즈마 패널, 60 lines/sec
Milestone Games �The 7 th Guest �퍼즐을 해결하는 모험(adventure) 게임 �Playing video from the CD
Engineering: Traditional vs. Games �Traditional �Games �High precision �High speed �Realism/precision �Believability (믿음) �Fixed reality boundaries �Unbounded creativity �Low hardware expectations �Low resource usage �Well known and defined interfaces �Tight development cycles
게임 개발 기본 전략 �게임 개발 방법의 선택은 프로젝트와 회사의 규모 에 관계 �Use spiral development model �코드관리 방법의 사용: source control + code review �Don’t treat “…development like an art when it should be a science, [and] …creativity like a science when it should be an art. ” - Rollings & Morris
게임 개발의 최근 경향 �Outsourcing/licensing code from another developer �Concurrent development for multiple platforms (다수 플랫폼의 동시 출시)
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