Introduction to Game Design. Playing: Galaxy Trucker Watching: The Big Bang Theory Reading: Master Thesis! Listening: Slayer
|
|
|
- Kellie Bennett
- 10 years ago
- Views:
Transcription
1 Introduction to Game Design and Development Playing: Galaxy Trucker Watching: The Big Bang Theory Reading: Master Thesis! Listening: Slayer
2 Game Design: What is it?
3 Game Design is Design Design is concerned with the conception and planning of all the instances of the artificial or human-made world: signs and images, physical objects, activities, and services and systems or environments Richard Buchanan
4 Game Design is Design Every design is in some sense a social communication, and what matters is... The emotional intensity with which the essentials have been explored and expressed George Nelson
5 Game Design: Working Definition Game Design is the processof coordinating the evolutionof the design of a game Bateman e Boon
6 Game Development: What is it?
7 Game Development: Working Def. Game Developmentis the process by which a game is produced Wikipedia Design and Development are integrated processes!
8 Game Design and Development
9 Game Design and Development The goal of game development is to create the user experience (fun) Not the designer/developer experience (fun) Game Design must be egoless, balancing the desires and needs of all participants Bateman e Boon
10 Designing Interactive Experiences Designers User Experience Interaction Mechanics Donald Norman Users
11 Designing Interactive Experiences Five design principles Visibility Making the relevant parts visible Mappings Establish relationships between controls and actions Establish relationships between controls and actions Affordances Establish perceived use of items Constraints Prevent players from doing what they shouldn t Feedback Report what players have done and accomplish
12 Game Design and Development Is teamwork Gameplay Designers Lightning Designers 3D Programers AI Programers Sound Programers Game Logic Programers Character Designers Strory Writers Texture Designers Actors 3D Modelers Level Designers Character Animators Producers Sounds Designers Music Designers User Interface Designers Marketing Team User Interface Programers Financial Advisors Media Publishers License Holders Playtesters Players
13 Teamwork: Main Roles Game Designer Promote the discussion of concepts Create low-fi prototypes Write the design documents Communicate the vision to the entire team Create levels Act as advocate of the player
14 Teamwork: Main Roles Producer Main communication link with the publisher Manage the schedule and the budget Manage contracts Get the resources Track and allocate resources Act as team leader Motivate the team
15 Teamwork: Main Roles Programer Draft technical specifications Implement all technical aspects Software prototypes Software tools Game modules and engines Data structures Communication aspects Documenting code
16 Teamwork: Main Roles Artist Create concept art Create art assets Characters and animations World Objects Cut scenes Interfaces Sound and music
17 Teamwork: Main Roles Quality Assurance (QA) Engineer Create test plan Execute tests Includes play-testing Record and analyse players data Report bugs Report design problems
18 The Process of Game Development
19 The Process of Game Development Keywords Creativity Communication Iteration Planning Players...
20 Game Development Phases 1. Concept 2. Preproduction 3. Production 4. Postproduction
21 Concept Phase
22 Concept Phase Goal Get the idea through Where concepts came from?
23 Zen Game Design (Bateman e Boon) 2 Base Principles There is not a single method for game design Game design should reflect the needs of all stakeholders Implicit Principle There are methods for Game Design and Development
24 Game Design Methods M1 First Principles Goals World Abstraction Design Game
25 Black and White First Principles
26 Game Design Methods M2 Clone and Tweak Existing Design Modified Design Game
27 Clone and Tweak Warcraft Civilization 2
28 Game Design Methods M3 Use of Meta-rules Rules Design Game
29 Use of Meta-Rules Project 400 Dogma 2001
30 Game Design Methods M4 Expressing Technology Technology Design Game
31 Expressing Technology Far Cry Wii Sports
32 Game Design Methods M5 The Frankenstein Aproach Materials Design Game
33 Frankenstein Approach Conkers Twelve Tales Conkers Bad Fur Day
34 Game Design Methods M6 Story Driven Design Narrative Design Game
35 Broken Sword Story Driven Design
36 Game Design Methods M7 The Branding Approach Brand World Abstraction Narrative Design Game
37 Franchise Approach Lord of the Rings: The Battle for Middle-Earth
38 Game Design Methods M8 Iterative Design Discussion Design Game
39 Game Design Methods Goals Existing Design Materials World Abstraction Technology Design Rules Game Brand Narrative Others
40 Concept Phase Producing the Conceptual Design First Design Document Proof of Concept Mock-up Get the Green Light Publishers, Producers Executives from Distribution, Licensing, Marketing, Financial
41 Preproduction Phase
42 Preproduction Phase Goals Plan the work Prove that you can do it Refine the Design Document Build the Team Define Schedule and Budget
43 Build the Team What makes a good team? Senior members are important Add experience to the team Include young/new members Often bring new perspectives Give them the opportunity to grow Heterogeneity Someone that knows the Audience
44 Build the Team The producer s view Create job descriptions Fill these descriptions Search company employers Allow for bidding Choose to subcontract Confidentiality and Nondisclosure Agreements Call For Proposals» The bid package The Development Agreement» Milestones
45 Scheduling (1) Programming milestones Creation of all visual assets Creation of all audio assets Creation of a demo version (for E3, etc...) Play-testing License approvals (platform holders, etc...) Vacations and Holidays
46 Scheduling (2) Delivery of assets for marketing Creation of package Creation of manuals Creation of strategy guides ESRB rating Green light meetings
47 Scheduling: Good Practices Have a detailed game design document Have a team selected Schedule backwards Shipping to Beta Then, schedule forward Probably will move the shipping date Identify bottlenecks Prioritize features
48 Budget Profit and Loss Analysis Costs Production costs Salaries, meals, equipment, travel Marketing Royalties Revenues Sales Merchandise
49 Pre-production Phase The Green Light Kickoff Team Schedule Budgets Design Documents
50 Production Phase
51 Production Phase The work begins! Critical Issues Art assets Team dynamics Design problems Technology problems Money problems => Red Flags
52 Production Phase Art assets List everything Track everything Establish approval cycles Establish delivery formats
53 Production Phase Team dynamics Keep the team cohesion Manage expectations Avoid the prima donna attitude Everybody is important Everybody is important Promote communication The programer vs artist issue Make everybody play the game Keep the momentum Don t let the team relax after a major success
54 Production Phase Design problems Create playable releases often Give the deserved importance to play-testing Reduce game features Iterate the development process Design by committee Listen to everyone's suggestions
55 Production Phase Technology problems Reuse technology Use agile development Identify problems as early as possible Build tools Create playable releases often On the target platform
56 Production Phase Money problems Produce a promotional demo Expect the unexpected Reduce game features Delay the shipping date
57 Postproduction Phase
58 Postproduction Localizations ESRB Rating Boxing and Packaging Merchandise Documents Manual and guides
59 Postproduction Quality Assurance Testing Write a Post Mortem report Support the community Patches and modding tools
60 Bibliography 21th Century Game Design, Chris Bateman and Richard Boon. Charles River Media Introduction to Game Development, Steve Rabin. Charles River Media Game Design Workshop, Tracy Fullerton. Morgan Kaufmann Rules of Play, Katie Salen and Eric Zimmerman. MIT Press. 2003
(adapted from Introduction to Game Development by Steve Rabin) Game Production
Game Production (adapted from Introduction to Game Development by Steve Rabin) Game Production Developer s view Publisher s view Production Marketing Intellectual Property 101 2 1 Video Game Industry Development
Play has a tendency to be beautiful. The focus of a game designer is the designing of play
Game Design as Art Practice Fall 2004 San Francisco Art Institute Instructor: Jane McGonigal MW 4:15 7:00 PM (CDM2) Email: [email protected] / Course site: www.artpractice.blogspot.com Play has a tendency
The Design Document. Videogame Design and Programming. Prof. Pier Luca Lanzi
The Design Document Videogame Design and Programming Reference 2 Chapter 14 The Design Document of the course textbook: Tracy Fullerton. Game Design Workshop, Second Edition. Morgan Kaufmann 2008. Chapter
Preproduction in the Game Development Process
Preproduction in the Game Development Process From Proposal to Prototype Instructor Sara R. Farr Preproduction At this point, you already have an approved game proposal outlining your game. Preproduction
Mike Cohn - background
Scrum for Video Game Development 1 Mike Cohn - background 2 What is Scrum? One of the agile processes Iterative and incremental Produces demonstrable working software every two to four weeks Results- and
Level Design. Characters vs Levels. Level Design. Case Study: Matchstick puzzle
Level Design Characters vs Levels Characters and levels are essentially the main user interface of your game. Levels present the challenge or problem to solve, Characters present the tools to solve them.
IMGD 1001: Game Development Timeline
IMGD 1001: Game Development Timeline by Mark Claypool ([email protected]) Robert W. Lindeman ([email protected]) Outline Game Timeline Team Sizes (next) Claypool and Lindeman, WPI, CS and IMGD 2 1 Game Development
The Art Institute of Philadelphia Catalog Addendum GAME ART & DESIGN
The Art Institute of Philadelphia Catalog Addendum GAME ART & DESIGN See AiPrograms.info for program duration, tuition, fees, and other costs, median debt, federal salary data, alumni success, and other
Game Development Fundamentals
Game Development Fundamentals Levels: 9-12 Units of Credit: 0.5 CIP Code: 11.0803 Core Code: 35-02-0000-045, 35-02-0013-045, Prerequisite: recommended Computer Programming 1, Digital Media1 Skill Test:
Game Development. What is a game?
Game Development Doron Nussbaum COMP 3501 - Game Development 1 What is a game? Doron Nussbaum COMP 3501 - Game Development 2 Books/Movie vs. Game Good books have Place Era Plot Characters Relationships
CHAPTER 3 : AGILE METHODOLOGIES. 3.3 Various Agile Software development methodologies. 3.4 Advantage and Disadvantage of Agile Methodology
CHAPTER 3 : AGILE METHODOLOGIES 3.1Introductions 3.2 Main Stages in Agile project 3.3 Various Agile Software development methodologies 3.4 Advantage and Disadvantage of Agile Methodology 3.1Introductions
Advanced Diploma of Professional Game Development - Game Art and Animation (10343NAT)
The Academy of Interactive Entertainment 201 Advanced Diploma of Professional Game Development - Game Art and Animation (10343NAT) Subject Listing Online Campus 0 Page Contents 3D Art Pipeline...2 Grasping
AGILE GAME DEVELOPMENT WITH SCRUM
AGILE GAME DEVELOPMENT WITH SCRUM CLINTON KEITH r A TT YAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid Capetown Sydney Tokyo
Game Design Document and Production Timeline. John Laird and Sugih Jamin University of Michigan
Game Design Document and Production Timeline John Laird and Sugih Jamin University of Michigan Game Production Timeline Inspiration (1 month) Results in game treatment/concept paper Conceptualization (3-5
Ludology. Ludology: Psychology of fun. Remembering from last time. Thinking like a gamer
Ludology: Psychology of fun Ludology The fundamental purpose of games is fun! So what makes them fun, exactly? Remembering from last time nobody wants to make a bad game. ( go to shaqfu.com) Famous game
Agile & Scrum: What are these methodologies and how will they impact QA/testing roles? Marina Gil Santamaria Summer 2007
Agile & Scrum: What are these methodologies and how will they impact QA/testing roles? Marina Gil Santamaria Summer 2007 The idea behind the Agile approach is that instead of building a release that is
Work for play: Careers in video game development
Work for play: Careers in video game development Video games aren t only for play; they also provide work. The workers, known as game developers, make a living creating the games you enjoy playing. Making
Research and Digital Game- based Play: A Review of Martha Madison
Research and Digital Game- based Play: A Review of Martha Madison White Paper Compiled by Anne Snyder, Ph.D. Second Avenue Learning is a certified women- owned business, specializing in the creation of
The Game Development Process. Slides: largely based on Mark Claypool (WPI, USA) course on game development
The Game Development Process Slides: largely based on Mark Claypool (WPI, USA) course on game development Outline Introduction Game Business Overview Stats Shape Game Companies Structure Timeline References
iappfusion s Waterfall Product Cycle Process A Comparison to the Microsoft Solutions Framework (MSF) By Rob Walrath
iappfusion s Waterfall Product Cycle Process A Comparison to the Microsoft Solutions Framework (MSF) By Rob Walrath 1.0 Document Overview 1.1 Purpose This document establishes the Waterfall style software
Film Production. Areas of Focus. Master of Fine Arts Degree Program. Story Development & Preproduction
Areas of Focus Film Production Story Development & Preproduction Film Production Techniques & Technology Marketing, Pitching, & Distribution Graduate-Level Portfolio Master of Fine Arts Degree Program
Bachelor of Creative Design. Game Art. www.mediadesign.com. Course Components
Course Components Game Art Bachelor of Creative Design www.mediadesign.com Year One 01 Interdisciplinary Components Theoretical Foundations of Art and Design: GA1A01 GA1A01 utilises traditional art theories
ROOT OF PLAY GAME DESIGN FOR DIGITAL HUMANISTS
ROOT OF PLAY GAME DESIGN FOR DIGITAL HUMANISTS Andy Keenan, University of Toronto Matt Bouchard, University of Toronto INTRODUCTORY ESSAY This exercise is a game development approach embedded within a
Video Games and Education Syllabus MSTU 4039.001 Jessica Hammer
Course Overview Video Games and Education Syllabus MSTU 4039.001 Jessica Hammer This course is called Video Games in Education, taught by Jessica Hammer. We will meet every Monday from 3pm until 4:40pm.
GAMES DEVELOPMENT. CREATIVE INDUSTRIES WORKFORCE SKILLS QUALIFICATIONS MEDIA & COMMUNICATIONS Competency Map
GAMES DEVELOPMENT CREATIVE INDUSTRIES WORKFORCE SKILLS QUALIFICATIONS MEDIA & COMMUNICATIONS Competency Map Effective Date : 26 June 2014 1 INTRODUCTION GAMES DEVELOPMENT INTRODUCTION TO THE GAMES DEVELOPMENT
When User Experience Met Agile: A Case Study
When User Experience Met Agile: A Case Study Michael Budwig User Experience Manager PayPal 2211 North 1 st Street, San Jose, California 95131 USA [email protected] Soojin Jeong Manager, User Interface
The Board Game Development Kit. Joseph Collard. [email protected]
The Board Game Development Kit Joseph Collard [email protected] Executive Summary Currently, there are many applications that board game developers use when they develop board, card or table top games;
Getting Started with Scratch
Getting Started with Scratch a guide to designing introductory Scratch workshops draft version, september 2009 Overview There s no one way to host a Scratch workshop. Workshops can take on a variety of
Game Design as a Writing Course in the Liberal Arts
Game Design as a Writing Course in the Liberal Arts Amber Settle School of Robin Burke School of Lucia Dettori School of Abstract - School of Computer Science, Telecommunications, and Information Systems
Agile Testing. What Students Learn
Agile Testing Transition sound traditional test practices into an Agile development environment. By using a step-by-step approach, this course documents how to transition from traditional test practices
Advanced Diploma of Screen - 3D Animation and VFX (10343NAT)
The Academy of Interactive Entertainment 2013 Advanced Diploma of Screen - 3D Animation and VFX (10343NAT) Subject Listing Online Campus 0 Page Contents 3D Art Pipeline...2 Modelling, Texturing and Game
the gamedesigninitiative at cornell university Lecture 1 Course Overview
Lecture 1 Course CS/INFO 4152: Advanced Topics Sequel to CS/INFO 3152 Prereq unless you a non-cornell Meng (or exempt) Similar format and structure as Intro Game Design Covers topics not touched in Intro
3D Animation & Video Production Powerful solutions for corporate marketing, training & communication.
3D Animation & Video Production Powerful solutions for corporate marketing, training & communication. executive summary Provis Media Group produces engaging 3D animation and video for a variety of industries
Agile extreme Development & Project Management Strategy Mentored/Component-based Workshop Series
Overview This is a 15-day live facilitator-led or virtual workshop is designed to prompt your entire team to work efficiently with Microsoft s Application Lifecycle Management solution based around Visual
Implementing Continuous Integration Testing Prepared by:
Implementing Continuous Integration Testing Prepared by: Mr Sandeep M Table of Contents 1. ABSTRACT... 2 2. INTRODUCTION TO CONTINUOUS INTEGRATION (CI)... 3 3. CI FOR AGILE METHODOLOGY... 4 4. WORK FLOW...
Animation and Visual Effects New Official University Degree
Animation and Visual Effects New Official University Degree BARCELONA CAMPUS KEY POINTS OF THE UNIVERSITY DEGREE IN ANIMATION AND VISUAL EFFECTS Thorough education Active professors We offer you a complete
Software Development Lifecycle. Steve Macbeth Group Program Manager Search Technology Center Microsoft Research Asia
Software Development Lifecycle Steve Macbeth Group Program Manager Search Technology Center Microsoft Research Asia About Me Currently manage a team of 10 Program Managers at Microsoft Research Asia Over
New York City College of Technology The City University of New York. Department of Communication Design. COMD 3708 Game Design Concepts II
New York City College of Technology The City University of New York Department of Communication Design Course Description This course is designed to apply game design theory (MDA), learned in the previous
game development documentation game development documentation: concept document
topics: game design documents design document references: cisc3665 game design fall 2011 lecture # IV.1 game development documentation notes from: Game Design: Theory & Practice (2nd Edition), by Richard
YOU THINK YOU MIGHT WANT TO STUDY:
YOU THINK YOU MIGHT WANT TO STUDY: ANIMATION DIGITAL MEDIA DESIGN PRODUCT DESIGN VISUAL COMMUNICATION MOTION GRAPHICS 70 DESIGN & CREATIVE MEDIA Course LISTING Bachelor of Arts in Animation Bachelor of
ANIMATION, MOTION GRAPHICS, POST & VFX
ANIMATION, MOTION GRAPHICS, POST & VFX ABOUT DEEP SKY STUDIOS Passion for design. Creativity at the core. Welcome to Deep Sky Studios. We are designers, illustrators, animators, editors, producers and
APP IDEATION. Understanding client vision. Exchange of idea s. Finalizing an outline. Deliverables:
Development Process APP IDEATION Understanding client vision Exchange of idea s Finalizing an outline We use our app development experience and couple it with your research to help the idea evolve through
Information Technology Career Cluster Game Design: Animation and Simulation. Course Standard 1
Information Technology Career Cluster Game Design: Animation and Simulation Course Number: 11.42900 Course Description: Students completing this course will gain an understanding of the fundamental principles
Script Cards: A Visual Programming Language for Game Authoring by Young People
Script Cards: A Visual Programming Language for Game Authoring by Young People Katy Howland University of Sussex Judith Good University of Sussex Judy Robertson Heriot-Watt University Outline Background
Multimedia Product Development - A Practical Approach
AVICENNE WBT: DESIGN & IMPLEMENTATION STRATEGIES II TOPIC OUTLINE IDI 4 Development Phases Objectives of Lesson 4.1. Phases of Multimedia Development 4.2. Who is Client? 4.3. Discovery Phase 4.3.1 Letter
Software Life Cycle. Management of what to do in what order
Software Life Cycle Management of what to do in what order Software Life Cycle (Definition) The sequence of activities that take place during software development. Examples: code development quality assurance
Neomancer: An Exercise in Interdisciplinary Academic Game Development
Neomancer: An Exercise in Interdisciplinary Academic Game Development Michael Katchabaw Department of Computer Science The University of Western Ontario London, Ontario, Canada Tel: +1 519-661-4059 [email protected]
20 Producing a Video. Media 20
LESSON PROJECT IDEAS COPY MASTER Video Book Report Choose a key scene from a story you have read. Write a script for the scene, sticking closely to what happens in the story. Then prepare a storyboard
Designing a Pixar Film
At Pixar Animation Studios, we think our entire filmmaking process is a design process, alternating iterations of planning and implementation, all centered on storytelling. Like a painter, imagining the
Why is the design of a computer game important?
Why is the design of a computer game important? Arcade reaction speed Puzzle clever thinking / brain improvement (Angry Birds, Myst) Role Playing steer a character through a world Management build a empire
Bloomfield College Staff Employee Performance Review 2014-15
Bloomfield College Staff Employee Performance Review 2014-15 Employee Name: Position: Evaluator: Department: Date of Evaluation: Date of Hire: 1. Summary of departmental mission and customer service philosophy:
Design for Interactive Media
Design for Interactive Media USC School of Cinematic Arts, CTIN 541 Meeting Times: Wednesdays 1-3:50pm, SCI L114 Professor: Tracy Fullerton Office: SCI 201M Phone: (213) 740-6981 [email protected]
The Three P s of Sim Development ROI: Prototype, Prototype, and Prototype
507 The Three P s of Sim Development ROI: Prototype, Prototype, and Prototype Nathan Kracklauer Director of Content Development, Enspire Learning Shon Bayer Managing Partner, Enspire Learning WWW.eLearningGuild.com
Software Development Life Cycle (SDLC)
Software Development Life Cycle (SDLC) Supriyo Bhattacharjee MOF Capability Maturity Model (CMM) A bench-mark for measuring the maturity of an organization s software process CMM defines 5 levels of process
Product Development Best Practices
Product Development Best Practices An Agile, User-centric Software Development Lifecycle Marc Nadeau, Senior Director, QA, Blackboard Thursday, July 12, 2007 Agenda Introduction to the Blackboard SDLC
GAMIFY ONLINE SAFETY TRAINING
GAMIFY ONLINE SAFETY TRAINING Case studies from Roche and Regis Corporation Presented by: Leanne Batchelder VP of Client Relations ABOUT ME Mom, wife, writer, pop-culture fanatic, die-hard Colts fan, vice
Games Development Education to Industry. Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems
Games Development Education to Industry Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems How do they get from inspiration to destination? Where do they
Moderator: Albert Jeffrey Moore, ASA, MAAA. Presenters: Albert Jeffrey Moore, ASA, MAAA Kelly J. Rabin, FSA, MAAA Steven L. Stockman, ASA, MAAA
Session 59 PD, The Need for Agile Actuaries: Introduction to Agile Project Management Moderator: Albert Jeffrey Moore, ASA, MAAA Presenters: Albert Jeffrey Moore, ASA, MAAA Kelly J. Rabin, FSA, MAAA Steven
The USER & The Design Process
The USER & The Design Process Jane Pirone User Friendly User Centered Design UX (User Experience) User Testing Usability UI (User Interface) why should we care so much about the USER? oh and what about
Agile and Secure: Can We Be Both?
Agile and Secure: Can We Be Both? OWASP AppSec Seattle Oct 2006 Keith Landrus Director of Technology Denim Group Ltd. [email protected] (210) 572-4400 Copyright 2006 - The OWASP Foundation Permission
Agile for Product Owners
Agile for Product Owners Quickly grasp the keys to Agile practice and become an empowered product owner and a supportive partner of your Agile development team. Utilizing an Agile approach effectively
New for 2015-2016. 2015-2016 Topic: Sitting is Death: All About Physical Activity
Public Service Announcement New for 2015-2016 A Round One and Round Two have been added. Round One will be the viewing of the PSA only. Selected top competitors will advance to Round Two to present their
CURRICULUM VITAE. Composer Sound Designer Foley Artist Voice Actor
CURRICULUM VITAE Composer Sound Designer Foley Artist Voice Actor SUMMARY I m a self-taught composer and a graduate of audio production from SAE Institute. I have a strong passion for music composition
Introduction to Agile and Scrum
Introduction to Agile and Scrum Matthew Renze @matthewrenze COMS 309 - Software Development Practices Purpose Intro to Agile and Scrum Prepare you for the industry Questions and answers Overview Intro
NetEase Games - Paid Internship Program
NetEase Games - Paid Internship Program About NetEase, Inc. NetEase, Inc., is a leading game developer and publisher based in China. Founded in 1997, the company has been listed on NASDAQ in the US since
MEDIA OCR LEVEL 2 CAMBRIDGE TECHNICAL. Cambridge TECHNICALS 2D GAMES DEVELOPMENT CERTIFICATE/DIPLOMA IN K/504/0852 LEVEL 2 UNIT 60
Cambridge TECHNICALS OCR LEVEL 2 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN MEDIA 2D GAMES DEVELOPMENT K/504/0852 LEVEL 2 UNIT 60 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 2D GAMES DEVELOPMENT K/504/0852
Ken Detzner, Secretary of State. Dr. Gisela Salas, Director Division of Elections F S A S E S U M M E R C O N F E R E N C E 2 0 1 2
Ken Detzner, Secretary of State Dr. Gisela Salas, Director Division of Elections F S A S E S U M M E R C O N F E R E N C E 2 0 1 2 TODAY S MEDIA Technology has dramatically changed information sharing
Game Design and Programming
CS 673: Spring 2012 Game Design and Programming Nintendo Introduction Andy Nealen, Rutgers, 2012 1/19/2012 1 What is this class about? Game design Real world abstractions Visuals Interaction Design iterations
A DIGITAL SOLUTIONS AGENCY. 2212 Queen Anne Ave N. Ste. 337 Seattle WA, 98109 206.280.3422 [email protected] www.peelinteractive.
A DIGITAL SOLUTIONS AGENCY We are an Enteractive Agency! We are a full service digital production agency located in Seattle Washington. We specialize in developing digital marketing for the entertainment
Improving Video Game Development: Facilitating Heterogeneous Team Collaboration Through Flexible Software Processes
Improving Video Game Development: Facilitating Heterogeneous Team Collaboration Through Flexible Software Processes Jürgen Musil Angelika Schweda Dietmar Winkler Stefan Biffl 1 Christian Doppler Laboratory
KIPP King Leadership Class: Individual Learning Plan
School Focus : HIGH EXPECTATIONS. Expresses high expectations for all teammates and expresses belief in their potential to grow. : STUDENT BEST INTERESTS. Seeks to understand the needs and motivations
not think the same. So, the consumer, at the end, is the one that decides if a game is fun or not. Whether a game is a good game.
MR CHU: Thank you. I would like to start off by thanking the Central Policy Unit for the invitation. I was originally from Hong Kong, I left Hong Kong when I was 14 years old, it is good to come back with
How$Spotify$builds$products$
How$Spotify$builds$products$ Henrik Kniberg Version 1.1 2013-01-18 Product development isn t easy. In fact, most product development efforts fail, and the most common reason for failure is building the
Chapter 6. Iteration 0: Preparing for the First Iteration
Chapter 6. Iteration 0: Preparing for the First Iteration People only see what they are prepared to see. Ralph Waldo Emerson There are no secrets to success. It is the result of preparation, hard work,
DAE- ANIMATION FILM MAKING -
DAE- ANIMATION FILM MAKING - Animation means, literally, to breathe life into something. A transformation is involved, what were still, now moves. Animation is that stimulus to the mental, physical, and
The Thinking of Animation: Conflict of 3D and 2D. Shih-Ting Tsai, Ming-Hsiu Mia Chen Tatung University, Taiwan
The Thinking of Animation: Conflict of 3D and 2D Shih-Ting Tsai, Ming-Hsiu Mia Chen Tatung University, Taiwan 0180 The Asian Conference on Ethics, Religion & Philosophy 2013 2013 Abstract The computer
The Media Strategy Game
The Media Strategy Game Fostering discussion on communication strategy Harry van Vliet, Charlotte van Nus, Rogier Brussee, Jeroen Nobel [email protected], [email protected], [email protected],
DIGITAL VIDEO PRODUCTION
DIGITAL VIDEO PRODUCTION There is no denying the society. With this event you can demonstate your mastery of this powerful tool in any way you choose. Note: The video production may be animated. OVERVIEW
Computer Game Design in Middle School. Jill Denner & Teale Fristoe
Computer Game Design in Middle School Jill Denner & Teale Fristoe Brief Bio! 1989: BA Psychology, UCSC! 1995: PhD, Developmental Psychology, Columbia University! 1996-98: Post Doc, Psychology, UCSC! 1998-now:
Our Process: Website Design & Development
Our Process: Website Design & Development HOW WE BUILD YOUR VIRTUAL HABITAT The process for building your website is a lot like building a new home. Like any good architect, this means asking questions
Prototyping Techniques for
Prototyping Techniques for Better Web Design Billie Johnson, CBAP, CSM [email protected] Agenda Overview of Prototyping Technique Prototyping Progression Paper vs. Digital Prototypes Conclusion Seminar
