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Tiêu đề Game Development and Production
Tác giả Erik Bethke
Trường học Wordware Publishing, Inc.
Chuyên ngành Game Development and Production
Thể loại Sách môn học
Năm xuất bản 2003
Thành phố Plano
Định dạng
Số trang 30
Dung lượng 426,47 KB

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xxi Part I—Introduction to Game Development Chapter 1 What Does This Book Cover?.. 14 Chapter 3 What Makes Game Development Hard?.. 75 Business Context Shapes Design, or Does Design Shap

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TE AM

Team-Fly®

Trang 2

Game Development and

Production

Erik Bethke

Wordware Publishing, Inc.

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Library of Congress Cataloging-in-Publication Data

Bethke, Erik.

Game development and production / by Erik Bethke.

p cm.

ISBN 1-55622-951-8

1 Computer games Design 2 Computer games Programming.

3 Project management I Title.

QA76.76.C672 B47 2002

CIP

© 2003, Wordware Publishing, Inc

All Rights Reserved

2320 Los Rios BoulevardPlano, Texas 75074

No part of this book may be reproduced in any form or by any means

without permission in writing from Wordware Publishing, Inc

Printed in the United States of America

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Foreword xvii

Preface xix

Acknowledgments xxi

Part I—Introduction to Game Development Chapter 1 What Does This Book Cover? 3

How to Make a Game 3

First Have a Plan 3

Organize Your Team Effectively 4

Game Development Is Software Development 4

Where to Turn for Outside Help 4

How to Ship a Game 5

Post-Release 5

Success and the Long Race 5

How to Use This Book 6

Chapter 2 Why Make Games? 7

To Share a Dream 7

Games Teach 7

Game Genres Satisfy Different Appetites 8

Gambling, Puzzle, and Parlor Games 8

Military and Sports Simulations 10

Role-Playing Games 12

Youth Making Games 13

On Money 13

Why Make Games? 14

Chapter 3 What Makes Game Development Hard? 15

The Importance of Planning 15

Very Few Titles Are Profitable 15

500,000 Units to Break Even? 16

Employee Compensation and Royalties 17

What Are the Financial Expectations for Your Game? 17

The Scope of the Game Must Match Financial Parameters 17

Why Your Game Should Profit 18

Feature Storm 18

If the Game Is Worth Making, Make It Excellent 19

iii

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Excellence in Spades 19

Game Making Is a Long Race of Many Game Projects 20

A Brief History of Software Development 21

Overly Long Game Projects Are Disastrous 21

What Late Games Do to the Publisher 22

Our Project Plan Behind Starfleet Command 22

The Vision for Starfleet Command 23

Constraints Give Much Needed Focus 24

On Bugs Shipped in Starfleet Command 24

Well-Met Goals Enable Future Successes 25

Strong Game Developers Have Strong Foundations 25

The Tension between Preproduction and Production 25

The Power of the Console 26

Why Aren’t All Publishers Using Preproduction? 27

The Process Is Changing 27

A Strong Plan Makes Game Development Easy 28

The Gravitational Pull of Feature Creep 28

Task Visibility for Team Motivation and for Progress Tracking 29

Use Your Core Competencies and Outsource the Rest 29

A Pitfall of Success—Fan-Requested Features and Changes 29

The Relentless Pace of Technology 30

The Art of War and Games 32

Chapter 4 Game Project Survival Test 33

The Game Project Survival Test 33

Game Requirements 33

Planning 33

Project Control 34

Risk Management 35

Personnel 35

Calculating Your Project’s Score 35

What Does My Score Mean? 36

Part II—How to Make a Game Chapter 5 What Is a Game Made Of? 39

The Extended Development Team 39

Game Production Parts 39

Design Parts 39

Where Do Lead Designers Come From? 40

How Do You Nail Down the Game Mechanics? 40

Who Are the Level and Mission Designers? 40

Story and Dialogue Writers Are Writers for Interactivity 41

Coding Parts 41

Lead Programmers and Technical Directors 42

Game Mechanics Programmer 43

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3D Graphics Programmer 43

Artificial Intelligence Programmer 43

User Interface Programmer 44

Audio Programmer 44

Tools Programmer 44

Mission/Level Editor Programmer 44

Network, Server, or Client Programmer? 45

Art Parts 45

Art Director 46

Concept Artist 46

2D Artist/Interface Designer 47

3D Modeler 47

Character Modeler 47

Texture Artist 48

Animator/Motion Capture Studio 48

Storyboarder 49

Audio Parts 49

Voice-Overs 49

Sound Effects 49

Music 50

Management Parts 50

Line Producer 50

Associate Producer 50

Studio Head/Executive Producer 51

Producer 51

Quality Assurance Parts 52

Publisher QA Parts 52

QA Lead 52

Main Team 53

Multiplayer Team 53

Fresh Teams 53

Compatibility Team 53

Localization Team 53

Beta Testing 54

Beta Testers 54

Beta Testing Program Manager 54

Business Parts 55

Business Development Parts 55

Business Development Executive 55

Publisher CEO and President 55

Studio Heads 55

Lawyers 55

Licensing Parts 56

Promoting, Buying, and Selling Parts 56

Sales Executive 56

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Sales Force and Retail Purchasing Agents 57

Press Relations Manager 57

Trade Shows 57

Other Trade Shows and Events 58

The Marketing of a Game 59

Hardcore Fans 59

Manuals and Strategy Guides 60

Manual 60

Strategy Guide 60

Manufacturing Parts 61

Hardware Manufacturer Parts 61

Console Manufacturers 61

Hardware Representatives 61

Post-Release Parts 62

Chapter 6 Business Context First 65

The Project Triangle 65

Implications of the Project Triangle 66

Various Games and the Project Triangle 67

Questions for You to Answer 70

What to Do with These Answers 70

An Ultra-Low Budget Game 70

Fixed Budget, Fixed Deadline 72

High-Profile/High-Quality Projects 73

Walk Away 74

Chapter 7 Key Design Elements 75

Business Context Shapes Design, or Does Design Shape the Business Context? 76

Reconcile the Business Context and Game Idea Early 76

The Effects of a Slipped Game 77

Methods and the Unified Development Process 81

What Is a Development Method? 81

Why Use the Unified Software Development Process? 81

Requirements Capture 82

Use Cases 82

Case Studies 87

Case Study I—Diablo 87

Use Cases of Diablo 88

Quick Analysis of the Use Cases of Diablo 89

Case Study II—Gran Turismo 90

Use Cases of Gran Turismo 92

Quick Analysis of the Use Cases of Gran Turismo 93

The Key Design Elements of Your Game 94

The Battle of the Counterterrorists Games 94

The Key Design Elements of Rainbow Six 95

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Are We Playing a Mission or Planning a Mission? 95

The Key Design Elements of Counter-Strike 96

Most Popular Multiplayer Game 96

Of Intersecting Sets and Elite Forces 97

Some Straight Questions to Ask Yourself 99

What Genre or Genres Does Your Game Feature? 99

Will the Game Be Single-Player, Multiplayer, or Both? 99

What Is the Platform? 99

What Is Your Target Market? 100

What Major Technologies Are You Using? 100

Now What? 100

Chapter 8 Game Design Document 101

What Is a Game Design Document and What Does It Do? 101

What About the Proposal Document? 102

When Do You Write the Game Design Document? 103

What Should Go into a Game Design Document? 105

Section One: Defining the Game 106

Articulate What the Game Is as Clearly as Possible 106

Set the Mood 107

Section Two: Core Gameplay 107

The Main Game View 108

Core Player Activity 108

The Controller Diagram 108

In-Game User Interface 108

Section Three: Contextual Gameplay 109

Shell Menus 109

The Nuts and Bolts of Game Mechanics 109

Tutorial Mechanics 109

Multiplayer Mechanics 110

Section Four: Talk Story 111

World Backstory 112

Character Backgrounds 112

Level, Mission, and Area Design 113

Cut Scene Descriptions 114

Section Five: Cover Your Assets 115

2D Sprites or 3D Models 115

Missions, Levels, or Areas 115

Voice 116

Key Framing and Motion Capture 117

Sound Effects 121

Music 121

Special Effects 125

Stepping Back a Bit 127

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Chapter 9 The Technical Design Document 129

Object-Oriented Design 129

Purpose of the Technical Design Document 130

Why Have a Software Development Process? 132

The Unified Software Development Process 133

Core Workflows of the Unified Process 134

Phases of a Workflow in the Unified Process 134

When Should the Technical Design Document Be Written? 135

What Goes into the Technical Design Document? 136

Requirements Capture 136

Reverse Engineering 143

Nonobvious Requirements 143

Requirements Analysis 144

Class Diagram 145

Relationships 146

Drawing “is a” and “has a” Relationships and Ordinalities 146

Adding Annotation 147

Other UML Diagram Types 147

Dynamic Modeling 148

Architectural Diagrams 149

Large-Scale Planning and the Evil of a Long Build Time 150

Refactoring 150

Insulation 151

Forward and Backward Code Generation with a Modeling Tool 154

Testing Plan 154

Unit Testing and White Box Testing 154

Black Box Testing 155

Beta Testing 155

From Use Cases to Test Cases 155

Chapter 10 The Project Plan 157

What Is the Project Plan? 157

How Do We Create the Project Plan? 157

Gantt and PERT Charts for Organizing Project Tasks 158

Focusing on the Gantt Chart 160

Using the Technical Design Document 161

Task Granularity and Task Leveling 163

How Long Will That Task Take? 163

Short Time Estimate Possibilities 165

Estimating Research Tasks 165

Task Prioritization 166

Resource Leveling 171

Task Dependencies 172

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The Top Ten Risks Document 174

The Non-Zero Chance of Delivery 175

Chapter 11 Task Tracking 177

Production Begins—Now What? 177

Task Visibility 177

The Wall 177

Journals 179

The Cult of the Yellow Notebook 179

Walk Around 180

Milestone Orientation Meetings 180

Praise People Publicly 180

Maintain the Gantt Chart 181

Update the Risks Chart 182

Chapter 12 Outsourcing Strategies 183

Why Outsource? 183

When to Think About Outsourcing 184

What to Outsource 185

Do Not Outsource Programming—Exceptions Noted 185

On Outsourcing Art 186

Movies, Cut Scenes, or Full Motion Video 186

3D Models—Modeling 187

Animation and Motion Capture 187

User Interface Art 188

Audio 188

Music 188

Sound Effects 189

Voice-Over 190

What Else to Outsource 190

Chapter 13 Shipping Your Game 191

Shipping Is a Phase 191

How Do You Ship a Great Game? 191

Alpha—Feature Complete 192

What Is Feature Complete? 192

Additional Content 192

Feature Trimming 192

Testing Plan 193

Publisher QA 193

Team Testing 194

Project Leader Testing 195

Automated Testing 195

Focus Group Testing 195

Beta Testing 196

Open or Closed Beta Test? 196

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Manufacturer Testing 197

Licensor Testing 198

How Do You Balance a Game? 198

Final Candidate Cycle 200

Transition, Ship, and Point Release 200

Part III—Game Development Chapter 14 The Vision Document 205

Write the Vision Document Twice 205

So Is the Vision Document a Proposal? 206

Only 1 Percent Catch the Eye 206

What About the Precious Game Secrets? 207

Visuals 207

Tactile 208

What About the Words? 208

Contact Information 209

Chapter 15 Requirements Gathering 211

The Flavors of Requirements 211

Creative/License Requirements 211

Technical Requirements 212

Fiscal and Temporal Requirements 213

Use Case Diagrams 213

Chapter 16 The Design Document 215

What Does the Game Design Document Do? 215

The Game Design Document as a Process 216

Game Concept 216

Brainstorm 216

Delegate Design 217

Managing the Design Document 218

60 Seconds of Gameplay 218

Core Gameplay 219

The Walkthrough 220

Asset Lists 221

Use of Other Games 222

Menu Design 222

Game Mechanics Detail 223

Write the Manual? 223

Concept Sketches and Art Style Guide 224

On Completeness and Uncertainty 224

Cut Features Even Before Considering the Schedule 224

Maintain the Game Design Document 225

On Fulfilled Expectations 225

Team-Fly®

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Chapter 17 Unified Modeling Language Survival Guide 227

Use Cases Deliver Requirements 227

Class Diagrams Are the Keystone of Design 228

Detailed Syntax of the Class Diagram 230

Associations 231

Attributes 232

Operations 232

Forward and Reverse Engineering of the Class Diagram 233

The Other Seven Diagrams of UML 238

Static Diagrams 238

Dynamic Diagrams 240

Chapter 18 Technical Design 245

Nominate Functional Leads 245

Synthesize Use Cases and Nonvisible Requirements 247

Start with the Use Cases 247

Casual, Frequent Design Review 247

Nonvisible Requirements 247

Measure Twice, Cut Once 249

Specify Tools, Languages, and Processes 250

Goals for the Architecture 251

Identify Areas of Likely Change 252

The Quality Assurance Plan 252

Defect Tracking 252

Defect Tracking Software 253

The Testing Plan 253

How Many Bugs Are Left to Find? 254

Defect Pooling 254

Defect Seeding 255

Political Resistance 255

Automated Testing 256

Beta Testing 256

When to Release the Game 257

Chapter 19 Time Estimates 259

Two Ways to Estimate a Task 260

Time Boxing 260

Task Estimating 261

Art 261

Design 261

Programming 262

Each Shall Estimate Thy Own Tasks 264

Save Your Plans and Compare 264

Making the Plan 264

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Chapter 20 Putting It All Together into a Plan 265

Let’s Create a Schedule for FishFood! 266

Create a New Project File 266

What Is a PERT/Gantt Chart Anyway? 266

Start Entering Tasks 268

Tasks Are Performed by Resources 269

Where Does All of This Task Information Come From? 269

Organizing Tasks 270

Task Granularity 270

How to Account for Vacation and Sick Time 271

Remember Odd Tasks 271

Time Leveling in Project 271

Let it Jell 273

How to Distribute the Schedule to the Team 273

Chapter 21 Measuring Progress 275

On Leadership 275

Know What Your Goal Is at All Times 275

Set Goals, Not Hours 277

Task Tracking 278

Only Visible Tasks Are Completed 279

The Daily Journal 279

The Wall 282

Team Meetings 285

Of Leaves and Gutters 286

Chapter 22 Controlling Feature Creep 287

Great Games Satisfy Player Expectations 287

Feature Creep Occurs During Design 288

Primary, Secondary, and Tertiary 288

Feature Walking 288

Publisher-Suggested Features 289

Push Independent Tasks to the End 290

Regularly Practice Feature Cutting 290

Chapter 23 Alpha, Beta, Go Final! 293

The Test of Well-Laid Plans 293

On Alpha 294

On to Beta 294

The Finale 295

Chapter 24 Point Releases vs Patches 299

Software Complexity and the Fragility of Computers 299

How About Those Console Games—They Don’t Patch!? 301

Online Games—the Perpetual Beta? 302

Point Release as a Sugarcoated Term for Patch 302

Fan Requests 303

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The Publisher-Developer Post-Release Relationship 303

Tools for Creating Patches 304

User Extensibility—The Magical Patch 305

Chapter 25 Garage Development Spans the Internet 307

Silver Creek Entertainment 307

Part IV—Game Development Resource Guide Chapter 26 Getting a Job in the Game Industry 313

Who Is Trying to Get into Games? 313

You Want Me to Do What? Oh, I Would Rather Do This 314

Hours of the Game Industry 314

You Did Not Scare Me—I Love Games AND I Want In! 315

How to Get a Job as a Programmer 316

Artists and Their Portfolios 317

How Do I Become a Tester? 318

I Have a Great Idea for a Game—I Want to Be a Designer! 318

So You Want to Be a Producer 318

Go to GDC—Free! 319

What About Those Recruiters? 320

Resumes, Demo Reels, and the Interview 320

Honesty vs Modesty 320

Chapter 27 Starting a Game Development Company 323

Find a Path 324

I Have a Plan; Now How Do I Get Started? 324

Rounding Out Your Development Team 325

Where to Locate Your Game Company 326

Lawyer and Accountant 328

Deciding on the Type of Company 329

Non-Corporation 329

Corporation 330

Taxes 331

Buy-Sell Agreements 331

Insurance 332

Workman’s Compensation 332

Liability Insurance 332

Employee Compensation Programs 332

Medical/Dental/Optical/IRA 334

401K/IRA/Retirement Benefits 335

Project Bonuses 335

Milestone Bonuses 335

Royalties 335

Stock Options 335

Trademarks and URLs 336

War Chests 336

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Chapter 28 Outsourcing Music 339

Music for Games 339

When to Think About Music 339

Music Formats 340

What Is Better Than MIDI? 341

Digitized Sound Formats 342

How Do You Break Down the Music Bid? 343

Score Music for Triggered Events 344

Exploration and Ambient Music 344

Chase/Battle/Hunting Music 345

Jump Lists 345

Menu Music 345

How Many Minutes Do You Really Need? 345

Live Performance? 346

Chapter 29 Outsourcing Voice 353

Interview with Chris Borders 353

Voice-Over Script for the Orc Peon from Warcraft III 360

Chapter 30 Outsourcing Sound Effects 363

Interview with Adam Levenson 363

Chapter 31 Outsourcing Writing 369

Computer Game Writing 369

Know Your Game; Know Your Business 369

Brevity is Bliss 370

Speak the Speech I Pray You 370

On Dialogue Trees 371

Use Story as a Reward 371

The 80 Percent Stereotype Rule 371

Hint, Hint, and Hint 372

Expect Schizophrenia 372

If You Have Time in a Bottle, Don’t Uncork It 373

Chapter 32 Outsourcing Cinematics and Models 375

Interview with Mark Gambiano 376

Chapter 33 Outsourcing Motion Capture and Animation 381

Animation in Games 381

Key Framing 381

Motion Capture 382

How Does Motion Capture Work? 382

Cleaning up the Motion Data 383

Planning Your Motion Capture Shoot 384

Best Use of Motion Capture 384

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