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Game Rev

Ash Z Inglés 48 fichas

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  1. 1Demographic Influences:- Age
    - Gender
    - Culture
    - Social Norms are different in each culture
  2. 2Player Types:- Killers
    - Achievers
    - Socializers
    - Explorers
  3. 3Motivation of Games:- Achievement
    - Social
    - Immersion
  4. 4Multiplayer Communities:- Competition
    - Collaboration
  5. 5Toxic Behaviour:- Griefing
    - Cyber bullying
  6. 6Which game industry role has the most employees?- Programmers
  7. 74 Elements of a game:- Mechanics
    - Aesthetics
    - Story
    - Technology
  8. 8Mechanicso Procedures, rules and functions
    o Goals of game
    o How does the game play
  9. 9Aestheticso The look
    o Player immersion
  10. 10Storyo A sequence of events
  11. 11Technologyo Controllers
    o Console
    o Etc.
  12. 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
  13. 13Software Development Life Cycle (SDLC)- Waterfall Model
    - Spiral Model
    - Iterative Model
  14. 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
  15. 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
  16. 16Rule of the loop:The more times you test and improve the design, the better your game will be
  17. 17Spiral Model:- Concept and Design
    - Risk analysis
    - Mitigate risks and prototypes
    - Develop and test prototypes
    - Reflection to improve design
    - Return step 2
  18. 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
  19. 19Iterative Model- Initiation
    - Design
    - Production
    - Testing
    - Beta
    - Release
  20. 20Agile and Scrum- Product Backlog
    - Sprint Backlog
    - Sprint
    - Increment
  21. 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
  22. 22Game Industry Roles- Producers
    - Artists
    - Programmers
    - Designers
    - Quality Assurance
    - Other
  23. 23Producers- Oversees the overall design
    - Umbrella view
    - Production plan
    - Active contributor
    - Focused on product delivery
  24. 24Artists- Develops visual assets
    - 3D
    - 2D
    - Concept
    - Environment
    - Lighting
  25. 25Programmers- Coding game engine
    - Gameplay
    - AI
    - Events
    - Triggers
  26. 26DesignersTaking concept from initial ideas concrete fully fleshed design
  27. 27Audio Engineers- Audio Assets
    - Musicians
    - Singers
    - Sound Effects
  28. 28Quality Assurance- Testing Product
    - Ensuring Quality
  29. 29Other- Management
    - Admin
    - Marketing
  30. 30Story Type:- Linear
    - Branching
    - Open - ended
    - Sandbox
  31. 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
  32. 32Characters:- Can be the player character
    - Need a certain name
    - Needs traits
    - Can be evil or nice
    - Backstory
    - Relationships
  33. 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
  34. 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
  35. 35TimeDiscrete time – Takes turns
    Continuous time – Carries out in real time
  36. 36Design PrinciplesMake early levels act like tutorials
    Explicit tutorial levels
    Implicit tutorial levels (Teaches you as you go)
  37. 37Level Design Layout:- Linear
    - Grid
    - Divided
    - Web
    - Points in space
    - Open Space
  38. 38Logic- Can you swim
    - Do you take damage
    - Must consist throughout the game
  39. 39Unity Components:- Transform
    - Rigidbody – Physics – IsKinematic (Does not react to forces)
    - Sphere Collider
    - Box Collider
    - Camera
    - Text
    - Components give GameObjects function
  40. 40Script Anatomy- Start will be called before the game begins
    - Update will be called every frame
  41. 41Intialisation Events- Awake() Runs a script even if not enabled
  42. 42Triggers EventsOnTriggerEnter – When contact is made
    OnTriggerStay – Called when contact is held
    OnTriggerExit – Called when contact is broke
  43. 43Classes- Classes make a new script essential
    A new profile
  44. 44Unity FunctionsInstantiate – Makes a copy of a specific object in a specified place
  45. 45Code Errors- Syntax errors – Caught by compiler – Grammar error
    - Runtime Errors – Occurs when a program compiles
    - Logic Errors – Hardest ones to find
  46. 46Game Testing Types- Prototypes
    - Focus Groups
    - SQ Testing
    - Beta Testing
    - Playtesting
  47. 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.
  48. 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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Fichas sobre Game Rev, creado por Ash Z el 20/11/2018.
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Ash Z
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