Flashcards
Game Rev
Cards in this deck (48)
- 1Demographic Influences:- Age
- Gender
- Culture
- Social Norms are different in each culture - 2Player Types:- Killers
- Achievers
- Socializers
- Explorers - 3Motivation of Games:- Achievement
- Social
- Immersion - 4Multiplayer Communities:- Competition
- Collaboration - 5Toxic Behaviour:- Griefing
- Cyber bullying - 6Which game industry role has the most employees?- Programmers
- 74 Elements of a game:- Mechanics
- Aesthetics
- Story
- Technology - 8Mechanicso Procedures, rules and functions
o Goals of game
o How does the game play - 9Aestheticso The look
o Player immersion - 10Storyo A sequence of events
- 11Technologyo Controllers
o Console
o Etc. - 12Genre:- Classify a game in common categories
- Derived from story and setting
- Derived from game play
- Action
- Adventure
- Casual
- Puzzle
- Racing
- Role-Playing
- Simulation
- Serious Game
- Sports
- Strategy - 13Software Development Life Cycle (SDLC)- Waterfall Model
- Spiral Model
- Iterative Model - 14Waterfall Model- Analysis – Planning the Software Requirement Specifications
- Design – Defining the software architecture
- Development – Developing and testing software
- Testing – Comprehensive testing and bug fixing
- Deploy – Release working software
- Maintenance – Maintain software - 15Waterfall Model Pros and ConsPros:
- Simple to understand
- Linear
- Planning
Cons:
- Timelines under or over estimated
- Hard to adapt to
- If a phase does not work
- Software is complex - 16Rule of the loop:The more times you test and improve the design, the better your game will be
- 17Spiral Model:- Concept and Design
- Risk analysis
- Mitigate risks and prototypes
- Develop and test prototypes
- Reflection to improve design
- Return step 2 - 18Spiral Model Pros and ConsPros
- Less Risk
- Test early and often
- Each spiral reviewed
- Iterate upon previous version
Cons
- Looks complex
- Hard to estimate time
- Not adaptable without redesign - 19Iterative Model- Initiation
- Design
- Production
- Testing
- Beta
- Release - 20Agile and Scrum- Product Backlog
- Sprint Backlog
- Sprint
- Increment - 21Scrum RolesProduct Owner
Stakeholders and the customer
Key stakeholder
Scrum Teams
Multiple small teams
On their own sprints
Scrum Master
Buffer between teams
Distractions
Ensure scrum is followed - 22Game Industry Roles- Producers
- Artists
- Programmers
- Designers
- Quality Assurance
- Other - 23Producers- Oversees the overall design
- Umbrella view
- Production plan
- Active contributor
- Focused on product delivery - 24Artists- Develops visual assets
- 3D
- 2D
- Concept
- Environment
- Lighting - 25Programmers- Coding game engine
- Gameplay
- AI
- Events
- Triggers - 26DesignersTaking concept from initial ideas concrete fully fleshed design
- 27Audio Engineers- Audio Assets
- Musicians
- Singers
- Sound Effects - 28Quality Assurance- Testing Product
- Ensuring Quality - 29Other- Management
- Admin
- Marketing - 30Story Type:- Linear
- Branching
- Open - ended
- Sandbox - 31World Dimensions:- Physical – A space where your character can move around
- Temporal – The time in the world
- Environmental – Describes the worlds appearance and its atmosphere
- Emotional – Emotions of people in the world
- Ethical – Right and wrong - 32Characters:- Can be the player character
- Need a certain name
- Needs traits
- Can be evil or nice
- Backstory
- Relationships - 33Archetypes- Hero – Classic Protagonist
- Herald – provides information that triggers hero in to action
- Mentor – Guide the hero
- Allies – Join the hero on their journey
- Trickster – Comic Relief
- Shape Shifter – Uncertainty and change
- Threshold Guardian – Resolve of hero
- Shadow – Tension and fear - 34Mechanics- Space to play within
- Time conditions
- Objects, their attributes and states
- Actions that can be conducted
- Rules of the game
- Skill required to create challenge
- Change that creates uncertainty - 35TimeDiscrete time – Takes turns
Continuous time – Carries out in real time - 36Design PrinciplesMake early levels act like tutorials
Explicit tutorial levels
Implicit tutorial levels (Teaches you as you go) - 37Level Design Layout:- Linear
- Grid
- Divided
- Web
- Points in space
- Open Space - 38Logic- Can you swim
- Do you take damage
- Must consist throughout the game - 39Unity Components:- Transform
- Rigidbody – Physics – IsKinematic (Does not react to forces)
- Sphere Collider
- Box Collider
- Camera
- Text
- Components give GameObjects function - 40Script Anatomy- Start will be called before the game begins
- Update will be called every frame - 41Intialisation Events- Awake() Runs a script even if not enabled
- 42Triggers EventsOnTriggerEnter – When contact is made
OnTriggerStay – Called when contact is held
OnTriggerExit – Called when contact is broke - 43Classes- Classes make a new script essential
A new profile - 44Unity FunctionsInstantiate – Makes a copy of a specific object in a specified place
- 45Code Errors- Syntax errors – Caught by compiler – Grammar error
- Runtime Errors – Occurs when a program compiles
- Logic Errors – Hardest ones to find - 46Game Testing Types- Prototypes
- Focus Groups
- SQ Testing
- Beta Testing
- Playtesting - 47Introducing Main Character- Direct – Telling you everything about the character at the start
- InDirect – Using objects around the character and not really telling you but showing you how he is. - 48Emergent Gameplay- Emergent game play refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.
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- Flashcards on Game Rev, created by Ash Z on 20/11/2018.
- Created by
- Ash Z
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