The Game Development Process Introduction What to Expect

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The Game Development Process: Introduction

The Game Development Process: Introduction

What to Expect o These lectures are mainly about the process of successfully bringing

What to Expect o These lectures are mainly about the process of successfully bringing a game from idea to delivery n Major "players" in the process n Steps in the development lifecycle n What makes a good (and bad!) game o Presupposed background n Not much! 2

Instructor Background (Who Am I? ) o Dr. Mark Claypool (Prof, “Mark") n Professor

Instructor Background (Who Am I? ) o Dr. Mark Claypool (Prof, “Mark") n Professor of Computer Science o Operating Systems, Distributed Computer Systems, Multimedia, Networks n Director of Interactive Media and Game Development o The Game Development Process o Technical Game Development o Research interests n Networks, Multimedia, Network games, Performance o Like to play n n RTS (Battle for Middle Earth, Warcraft, …) Sports (FIFA, Madden, Strikers, …) FPS (Battlefield, Doom, …) Adventure (Uncharted, Indigo Prophecy, Fable II…) 3

Student Background (Who Are You? ) 1. School (grad or ugrad) 2. Year (freshman,

Student Background (Who Are You? ) 1. School (grad or ugrad) 2. Year (freshman, sophomore, …) 3. Major (Biology, CS, …) 4. Programming: (none) 1 to 5 (master) a) Language? Java, C++, Flash… 5. Gamer: (casual) 1 to 5 (hard-core) 6. Number of Games Built (zero is ok!) 7. Other … 4

Course Materials o http: //www. cs. wpi. edu/~claypool/courses/osaka-10/ o Slides n On the Web

Course Materials o http: //www. cs. wpi. edu/~claypool/courses/osaka-10/ o Slides n On the Web (ppt and pdf) o Timeline n Planning o Project writeups o Resources n Game creation toolkits, documentation, etc. o Email: claypool@cs. wpi. edu 5

Projects o 4 projects o Project 1: Making Games in Game Maker n 3

Projects o 4 projects o Project 1: Making Games in Game Maker n 3 parts n Done solo o Groups! (2 is good) o Project 2: Game Inception and Design o Project 3: The Game o Project 4: Play Testing 6

Overall Lecture Topics o Industry o Game Design o Artistic Content Creation o Programming

Overall Lecture Topics o Industry o Game Design o Artistic Content Creation o Programming 7

Before We Proceed … Any Questions? 8

Before We Proceed … Any Questions? 8

What Do You Think Goes Into Developing Games? o Consider a video game you

What Do You Think Goes Into Developing Games? o Consider a video game you want to build (or, one you like that has been built) o Assume you are inspired (or forced or paid) to engineer the game o Take 3 -4 minutes to write a list of the tasks required n Chronological or hierarchical, as you wish n Include your name and name of game o (I’ll collect and read, but not grade) o What do we have? 9

Project 1 Details 10

Project 1 Details 10

Game Maker Demo 11

Game Maker Demo 11

The Game Development Process: The Game Industry

The Game Development Process: The Game Industry

Hit-Driven Entertainment o Games are emotional, escapist, fantasy- fulfilling, stimulating entertainment o Causes of

Hit-Driven Entertainment o Games are emotional, escapist, fantasy- fulfilling, stimulating entertainment o Causes of success or failure are often intangible (but quality matters a lot) n Consumers are smart o Hits come from individuals with skill, instinct, creativity, and experience (and some luck), not from marketing 13

Costs o Powers of 10 n $50 K - cell phone (Bejeweled knockoff) n

Costs o Powers of 10 n $50 K - cell phone (Bejeweled knockoff) n $500 K – indie (Bomberman Live), nice casual game (Peggles) n $5 M - “A” (Titan Quest) n $50 M - “AAA” title (Wo. W) o Wo. W – costs and revenue n $50 Million to make n 6 Million players @ average of about $12 / month for 2 -3 months = $200 million a year n (Less the cost of running those servers) 14

Roles o Developer o Publisher o (Distributor) o Retailer o Service Provider 15

Roles o Developer o Publisher o (Distributor) o Retailer o Service Provider 15

Development Studios? 16

Development Studios? 16

Developers o Design and implement games o Responsible for the content n Including: programming,

Developers o Design and implement games o Responsible for the content n Including: programming, art, sound effects, and music o Historically, small groups but now often larger o Analogous to book authors n Sometimes first party (part of publisher) n Or third party (independent business) o (More later -- most of this class!) 17

Publishers? 18

Publishers? 18

Publishers o “To find the publisher in any deal, look for the one who’s

Publishers o “To find the publisher in any deal, look for the one who’s got negative cash-flow during development” n. Dan Scherlis (Turbine, Ether. Play, …) o Handle manufacturing, marketing, PR, distribution, support o Typically specialized in certain markets o Assume the risk, reap the profits o Might also handle QA, licensing, project management 19

Publishers relationship to developers o Star developers can bully publishers, because publishers desperate for

Publishers relationship to developers o Star developers can bully publishers, because publishers desperate for good content o But most developers are bullied by publishers, because developers are desperate for money o Publishing swings from big to small and back depending on the market o Most publishers also have in-house developers 20

Distributors o Move software from publisher to retailer o Modeled on book distribution o

Distributors o Move software from publisher to retailer o Modeled on book distribution o Pubs like them because they manage relationship with many small stores o Stores like them because they manage relationship with many pubs o Compete on price, speed, availability o Very low margins (3%) -- dying breed 21

Game Retailers? 22

Game Retailers? 22

Retailers o Sell software to end users n But really sell shelf space to

Retailers o Sell software to end users n But really sell shelf space to publishers n Compete on price, volume of product o Shift in 80’s to game specialty stores, especially chains (today ~25%) n EB Games, Game. Stop o Shift in 90’s to mass market retailers (today ~70%) n Target, Wal. Mart, Best Buy o Retailers earn 30% margin on a $50 game o Electronic download of games via Internet still in infancy n Big but not huge (today ~5%) 23

Service Providers o Sound, Music, Voiceover o Artists (2 D, 3 D, concept) o

Service Providers o Sound, Music, Voiceover o Artists (2 D, 3 D, concept) o QA o PR o Advertising o Middleware 24

Traditional Game Development o Developer creates concept o Developer builds demo for pitch o

Traditional Game Development o Developer creates concept o Developer builds demo for pitch o Developer pitches to publishers o Publisher agrees to fund it (advance against royalty) o Project gets developed o Publisher boxes it, ships it, markets it o Publisher collects money o Developer MIGHT make more money. . . if advance is earned out 25

Traditional Model: Cross Between Books and Movies o 1 in 10 - less than

Traditional Model: Cross Between Books and Movies o 1 in 10 - less than 10% of published titles break even! o Sequels very popular o Development costs rising o Self-publishing is nearly suicidal o Retail and distribution control access to customers 26

Pokémon – Gotta Catch them All o Pikachu o Pigeon o Raichu o Koratta

Pokémon – Gotta Catch them All o Pikachu o Pigeon o Raichu o Koratta o Lizardon o Arbok o Zenigame o Pippi o Caterpie o Poppo o Purin o Nyarth o Cocoon o Mew 27

Exercise: Allocate Points o You have 14 points o Allocate 0 -6 points for

Exercise: Allocate Points o You have 14 points o Allocate 0 -6 points for each of the following facets: n P: Prototype/Pitch (not important) o How much effort you place on developing a solid prototype to pitch to publishers n D: Development (important) o How much effort you place on development n M: Marketing/Sales (not too important) o How much effort you place on marketing your project n F: Fun (important) o How effective your design is in terms of how much consumers like your product 28

Exercise: Roll the Dice! o Everyone stand up o For each roll of the

Exercise: Roll the Dice! o Everyone stand up o For each roll of the die, please sit down if the number is greater than the points you allocated for that facet n. P: n. D: n. M: n. F: Prototype/Pitch -2 Development +1 Marketing/Sales -1 Fun +1 29

Exercise: How Many are Left? o Yes, luck is a factor (the roll) o

Exercise: How Many are Left? o Yes, luck is a factor (the roll) o You can control it some n with skill (knowing which is most important) n and money (getting more points to allocate) o But there’s never enough of either to make it a sure thing 30