Monday, 21 March 2016

Computer Game Design Techniques - Research resources

Through this unit I have been provided with a multitude of research resources, to gather the appropriate info necessary to design a level, these include both word and powerpoint docs. some of them can be seen below;


I have of course, needed to use other resources through my unit, and ended up visiting the ESA's website and utilising their 'essential facts' documentation for information particularly on demographics, this alone has extended my knowledge and I will continue to use documentation like this for both research and for general demographic knowledge purposes going forward, as the industry is forever changing.

(The ESA's 2015 'essential facts' documentation is located HERE)

Computer Game Design Techniques - Posting to UE4

I have posted my map idea to the Unreal forums and am currently awaiting any feedback on the post, with the intention of going back and updating it as I progress through the next unit, as soon as I have blocked out some of the level.

https://forums.unrealtournament.com/showthread.php?23281-CTF-Mill-WIP-project

Computer Game Design Techniques - Agile SCRUM & Trello

In the games industry Agile Scrum is a largely used to track production, it was originally implemented by Toyota as a method of keeping a track of which pieces of a car had been completed.
The structure has been adopted by various industries including the games industry and is structured differently from company to company.

In addition to my design doc, I have been tasked with creating a Trello board, this functions as a method of utilising Scrum, to keep on top of any work and keep a track of what is in progress and what has been completed already.
My current Trello board can be seen below, looking toward the next unit I will be making some slight modifications to the first floor of the map itself and will look to create the second and possibly third floors.

This is a fairly simple board in itself, and will be elaborated on at points through the development process.


Computer Game Design Techniques - Design Document creation.

To aid the presentation of this unit, I have been tasked with creating a design document, these essentially display all the essential information which is necessary to be displayed about the game, I am however, adopting this technique and adapting it to my Unreal Tournament map.

To produce these maps I have used Dundoc.com, a preview of my final design doc can be seen below.


Friday, 18 March 2016

Computer Game Design Techniques - Choosing and Filtering ideas.

Following most brainstorming sessions, groups of game designers have relatively huge lists of possible games to choose from, which then must be put under intense scrutiny before they can be considered worthy of spending time developing.

First of all, a game has to have an artistic impulse, it needs to feel like the core components from the brainstorm belong together. If they do not feel like this they something needs to change, whether it be one core component or more of the brainstorming process, you cannot just throw together a few components and be guaranteed a successful title.
The components may feel like they go together more successfully in your eyes or in one persons head then they necessarily will with another person, this is why it is crucial to have more than one person batting around ideas through any given brainstorming period.

Secondly, a demographic needs to be targeted, to go with the artistic impulse, something not only a developer, but the leader of a studio possibly thinks will sell copies and bring in revenue.
A demographic can be as simple as an age bracket, or as niche as a small cult following of any given fandom, these must be taken into account with regards revenue and titles shipped also, as the smaller the bracket there is to aim at with the title, the less likely the game is to sell well.

The third question which must be asked of any design proposal is the physical design of the proposal itself, how would the title be balanced? How would the game retain a users interest and keep them returning time after time to play again?
These factors are absolutely paramount to modern game design and are pivotal to the success of a videogame in this age.

Fourth, comes the speculation of innovation, does your idea have any innovative elements at all?
Whilst these are not necessarily mandatory it does of course help to have a selling point which has not been hit yet within the market.
This can be seen with Titles suck at Bungie's 'Destiny', which took two core game genres and mixed them together to produce a completely different product altogether, it has attained worldwide acclaim and has millions of players logging in daily to play some 18 months later.
This is a good example of not so much innovation, but taking two already existent products and fusing them together to create a product for a platform on which the type of product did not already exist.



Business and Marketing is the fifth element which factors into the list of filters. This is defined by things like the constant appeal to customers to play, and the design of promotional art, whether posters or physical box art upon release.
If a game can be appealing enough to buy for the average gamer, by simply glancing at the box art, then the marketing strategies have been correctly organised and.
If a piece of box art can tell a story, it is also more likely to drag consumers in, I personally feel as though a good example of this is the original box art for Naughty Dog's 'Uncharted 2: Among Thieves', which features the protagonist, Nathan Drake hanging from what is later known to be a train cart. The box art shows just enough of the image to be intriguing, and draws in consumers to pick up the box and look at the back, of course this is where the marketing methods come in even more, dressing the game up as highly as possible to sell a copy to every consumer possible.


Sixth is Engineering, and whether or not it it is physically possible to create the game generated from the brainstorm session, this includes limitations in both hardware and software, more often software and game engines in recent times, with the latest generational evolution of games consoles.
These limitations are not always a bad thing however, as beyond the face of the issue presented to the designer in the form of limitations, it can expand the title in a different direction if the title has to be adapted to suit certain limitations, providing other potential angles for the game to grow and achieve success.

Seventh in the list are social aspects and community elements to a game's design. Most titles brought to the front of mainstream gaming in this era, and for the past 10 years at least where consoles are concerned, have been focused around getting communities to play together through the implementation of network gaming.
Aside from social aspects coming to the forefront of console gaming within the past 2 years, also heavily influenced by the design of Destiny, there are multiple Role Playing Games which have featured on PC for many years which have successfully drawn together communities in the effort to work together to achieve goals, such as World of Warcraft, which has been running for more than 20 years.


Finally, comes the process of play testing. Play testing is absolutely key to the development of a game, as it helps with not only functionality but helps the developers grasp an idea of how fun the game is to play. As soon as the game reaches a playable state this filter begins.
The addition of this filter, somewhat fluctuates the other filters over time, as with difference in opinions on how well the game plays or on how fun it is, come modifications to the game itself, mechanics, features and visuals alike.

Monday, 14 March 2016

Computer Game Design Techniques - Presentation and Peer Feedback

Today I presented my idea to my peers, receiving a generally positive response all around. I did however receive a couple of pieces of constructive criticism, in that I missed out an outline of what the most crucial part is. Whilst outlining my idea in full, I hadn't defined the 'X' of my game

The only physically negative response was that I had included a little too much text on some slides where visuals were more dominant.

Following this process I created another 3 peer review questions for my map, with two of my peers being assigned to answer my questions, the questions I asked were as follows:

----------------------------------


1. Do you think the overall shape of the map could be improved? bearing in mind I am intending on utilising one or two more floors for extra avenues of attack/escape whilst holding the flag.
2. If you were to implement the same environmental hazard yourself, would you implement it differently to how I have implemented it? (Molten steel containers moving laterally and tipping on players, killing them.)
3. Are there any improvements you can think of to the flow of my map in terms of Capture the Flag gameplay, as I feel the current portrayal of the "X" is not displayed as well as it could be.
----------------------------------
The replies from the two peers questioned were positive overall, with some general ideas which could improve my map and some bits of constructive criticism with regards my level design, such as the use of more cover to facilitate easier close range combat, or modifications made to the steel containers allowing them to be cracked or destroyed and the molten steel to leak through gaps. 
These changes could impact my level positively or negatively and will be taken into account fully as I go forward with this map design through the next unit and will be considered through design, with the 'rule of the loop', and play testing allowing me to gain a real feel for what will work and what will not.

I have subsequently modified my presentation also, having removed a large portion of the text where it is unnecessarily large.

Computer Game Design Techniques - Choosing a final idea from moodboards/Presenting my idea.

After moodboarding a couple of different ideas, I settled on the idea that I would base my map around an industrial Steel Mill, as my SWOT analysis had more strength and not as many threats to this idea as there would have been to the idea of a Deathmatch mkap set in a Sci-Fi lab.
After the decision was final I moved onto presentation planning, the mood boards created for my ideas can be viewed here including the lab, following on from previous work: https://uk.pinterest.com/plissken1989/

Following the mood boarding and final decision on which map I am going top move forward with, I have been working alongside my peers to put together a presentation plan with which I can present my level plan in a week's time.

I began by listing in a group, the things deemed most necessary in a presentation at any level in the games industry.
The qualities deemed most necessary were as follows;
- Not too much text.
- Use only enough imagery to get the point across.
- Use a clean layout.
- Be engaging.
- Communicate clearly.
- Dress appropriately.
- Use correct grammar.
- Do your research.

From here we split up and listed what we thought would be necessary to show in our own presentations.
The image seen below is the list I created, with which I was initially intending on including in my presentation.


I then rejoined with my group and mind mapped another set of important presentation elements, taking elements from everybody's lists and formulating the mind map.


Following the mind map, we then, as a class, built a presentation plan, slide by slide, delegating a percentage of the presentation to each section.
The complete plan for the presentation can be seen below, featuring 5 main sections, each with a possible numerous amount of slides.
The percentages were split 5% introduction, 30% Research, influences and themes, 40% My map idea, 20% "WHY" (Why should people support my idea and/or join my cause, and the final 5% delegated to a possible Q&A session, or a simple summary/conclusion.


From here I will move forward with my presentation, covering as many bases as possible in time to present next week (07/03/16).





Sunday, 7 February 2016

Computer Games Design Techniques - Researching Unreal Tournament.

The 'X' of Unreal Tournament:

The essence or 'X' of Unreal Tournament is to complete the objective, scoring points to win the game.
research on top of this, listing everything in the game, including weapons, game modes, in game elements and more, note some game types are only playable on some maps, others on other maps..

My research is to be finalised by the week after half term, ready for the map planning to begin.

I have been tasked with properly researching and breaking down unreal tournament into its core elements, for this I will need to consider multiple things including the visual appeal of the game, the game style and the logic behind it.

To begin breaking the game down, I jumped into a basic game within Unreal Tournament and began assessing my surroundings, trying to figure out what the 'X' of the game actually is, the X being the reason, or the point in actually playing Unreal Tournament.
Having played many other first person shooter type games in the past, I figured the X would be easily defined and it was, from 5-10 minutes gameplay I had figured that the X of the game is as follows;
  • Complete the objective.
  • Score points.
  • Win the game.
As with any first person shooter, the main aim is to complete a given objective, this varies from game mode to game mode and can be simply shooting target players or capturing a given flag or location for example, performing the actions required by the objective accrues points for the player or the player's team, improving the player or team's chances of winning the game.
This I feel, as with many other shooters, is the 'X' of the game.

The basic elements of a Videogame:

There are four basic elements to a videogame, these are Mechanics, Story, Aesthetics and Technology. Whilst there are generally no story type elements to Unreal Tournament, there are some integrated into certain Titles across platforms.

Whilst all four elements are equally important, the other three elements are present in multiplayer, which is my destination through this project, I will be researching the Aesthetics and Mechanics through this unit.

Aesthetics:

From a visual standpoint, Unreal Tournament has always been at its core, sci-fi styled game with some alternately themed levels appearing throughout, over the years these themes have been replicated many times with other titles, with the modern adaptation of the game however, the style has significantly changed thematically.
There are now multiple different types of level, taking advantage of the new level structuring system, allowing aspiring developers to create maps for the game, developing into full playable releases.
The Aesthetics as such, with the power of the current hardware, can vary a lot, as I have seen with the visual differences between maps like CTF-Volcano, DM-Chill and CTF-Lance.

Mechanics:

The core gameplay mechanics within Unreal Tournament have remained at their core, very similar throughout its lifespan, adapting with more modern hardware and making use of multiple developments in capabilities.
At it's core, the mechanics are as simple as running and shooting, whilst collecting power ups, benefiting the player by extending their health and or armour values.
The more recent iteration of Unreal Tournament however, has seen wall-running and wall-jumping added in to add more varied types of movement, in an effort to keep up to date with other titles and the movement methods within.
These animations, like wall running and sliding is also an example of community based developments, with the animations and mechanic overall being developed by community members and not developers in the Epic team.

The History of Unreal Tournament:

I would like to say Unreal tournament has come a long way since the inception of Unreal in 1998, but it is actually the engine itself on which Unreal is developed which has come a long way.
With massive improvements in both quality and quantity of in-engine features, a developer, with the right knowledge can make virtually any game they can visualise.

The main elements of the game which have progressed with time are the weapons, power-ups and in-game movements, the rest of the core functions have stayed largely the same, as can be seen by playing any of the games released in the Unreal franchise.

Unreal Community:

Demographics:

Demographics vary massively from game to game, and are defined as simply, "who plays a videogame", this can be based on gender, religion, age, and multiple other factors, but most often comes down to age and gender.

Referring to the entertainment Software Association's (ESA) 'essential facts' documentation for 2015, it is easy to see just how large an impact video games now have on society, with 155 million americans playing video games. An average of 2 people per household play and 4 of every 5 houses contains a console to play video games.

(http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf)

As games have progressed through generations, so have the people playing, meaning as people grow older and still play games, the average age of a gamer rises, to a level at which the average gamer is currently 35 years old.
This shows that whilst there are still a large proportion of children playing video games, older people still enjoy video games.
There has also been a huge balancing out over the years in the number of females playing games alongside males, with females now taking up 44% of the 155 million.

Along with the rise of female gamers, has come the rise of smartphone based games, whilst there are a large number of women who play games on a PC or console, there are also a larger number of women then men who play social or puzzle games via a smartphone.

Action games by stereotype have always been aimed at a more male dominant audience, and whilst this has changed significantly in recent years with the evolution of titles such as Tomb Raider, it still shows in more simplistic action based games in the First Person Shooter genre.

The shooter genre, at it's core, has always stereotypically been aimed at teenage boys, through to 30+ men, with a war-based selling point being that of a Neanderthal instinct, hunt prey, kill, win.
This is the same for any first or third-person perspective based shooter, and will be for some time to come.

As such, bearing this in mind, the Unreal franchise has always maintained a highly male dominated audience, and this does not look likely to change an awful lot in the near future.
As such, the map for which I will be proposing creation, will be aimed toward the male demographic, though this is not to say females would not play my map.

Community Maps:

With Unreal Tournament 2015, came the introduction of community made maps, this is of huge benefit to not only the developers of Unreal themselves, but the players alike, as the real-time development and ability to view work in progress maps acts as inspiration for other aspiring map designers, like myself.
The maps that have been designed so far, are far and away from the original sci-fi roots of Unreal Tournament, which provides with a much wider, more diverse array of map types and themes for play, expanding players' experiences indefinitely.

Unreal Marketplace;

The unreal marketplace has been put in place with Unreal Engine 4 and Unreal Tournament 2015, which allows players and developers to buy and sell assets, there are even some free assets for use by aspiring developers.
These can then be used in the design of either personal projects or Unreal Tournament maps, developed by the community for play by the community.

Unreal Features:

Weapons:

As with any first person shooter, weapons, and more specifically guns with regards Unreal Tournament are the primary equippable item, some guns have been a mainstay in the series from Unreal in 1998 forward, such as the Enforcer pistol, whereas some others have only been more recently introduced, the weapon list as it currently stands includes various single fire and fully automatic weapons ranging from pistols, to assault rifles, rocket launcher and even a power up based nuclear missile launcher called The Redeemer, which can cause devastation damage to any enemy within its blast radius.

Power-Ups:

The power-ups within unreal, much like the weapons, have developed over time, granting such abilities as extra damage, extra armour and invincibility to name a few.
Whilst they have developed visually in terms of the physical mesh the player must make contact with in order to pick up, they maintain the same core values and effects to the player possessing them.

Game Modes:

Unreal Tournament, much like the many other classic shooters that have come before it, runs on a set of core game modes, and utilises the power ups and weapon pickups to make these maps as fun as any other shooter on the market.
The game modes within Unreal are as follows;

Teamplay;

Showdown;

Showdown is a mode for the more hardcore contingent of Unreal's player base, as it is a 3-on-3, first to 5 rounds firefight,

Capture the Flag;

Capture the Flag is a 20 minute, timed objective based game mode. It runs ten minutes a half with 7 players on each team, and the objective is to defend your teams flag, whilst obtaining and securing the enemy flag.

Big CTF;

Big CTF is another iteration of Capture The Flag, it runs the exact same as the standard variant, only with 20 players in total as opposed to 14.

Competitive CTF;

Competitive CTF is another variant of Capture the Flag, with 10 players instead of the standard 14 players.

Team Deathmatch;

Team deathmatch is a staple of every shooter in the modern ear of gaming, Unreal's take on Team Deathmatch consists of 14 people again, with a 20 minute time cap, the objective of this game mode is to simply gain points, via killing the enemy team.

DeathMatch:

Deathmatch;

Deathmatch is the standard free-for-all mode which is another staple of any shooter. this consists of 8 players, fighting to a points target via killing the opposition.

Big Deathmatch;

Big Deathmatch is, as Big Capture The Flag, a deathmatch mode with a larger number of players in the same map at one time. In this case, the amount of players present is 16 and it runs on the same 10 minute timer as standard Deathmatch.

Duel;

Duel is a 1 on 1 deathmatch mode, much like Showdown, with no mercy rule and a ten minute timer in place.

Duel Showdown;

Duel showdown is a 1 on 1 'new school' showdown running on duel rules, running 2 minute rounds.

Instagib:

The are instagib modes for each of the following modes;

- Deathmatch
- Team Deathmatch
- Capture the Flag
- Translocator Capture the Flag
- Low Gravity Capture the Flag

In all of these game mode, 'instagib' is a one shot one kill modifier, which makes every player extremely vulnerable to damage, dying from the impact of one bullet.

There are also Custom Match creation options within Unreal, encompassing all of these game modes.

Environments:

The environments within Unreal have become more interactive over the years and have gone from simple kill volumes to fully interactive death traps. For example, a community map in development currently for Capture The Flag has a water volume, with a spinning fan at the top controlled by a button on the outside, this allows users to trap other players cunningly and kill them to stop them stealing their teams' flag.

I am personally intending on inserting an environmental hazard into my level, with the idea being a Steel mill, I could quite easily implement a feature in which multiple steel containers move across the map on a conveyor and tip at a point, spilling molten steel onto the playable area below, killing any players within proximity of the steel.

Computer Game Design Techniques - Planning my project.

To successfully finish this project, and in order to be able to move forward into the physical creation of a level in Unreal Tournament, I must create a time plan to follow, dedicating as much time as I can to this project.

I have created an Excel timesheet to stick to, taking into account the other work I have to complete. As I want to aim realistically, this does contain some instances of potential leisure time, possibly used for relaxing, playing video games or watching sports, if this impacts my workload too heavily however, it can be subsequently changed at any time.



This blog will be updated accordingly with each session.


Computer Game Design Techniques - Skills a game designer needs to possess.

Following the categorising of computer game development processes, my group and I were posed with the question "What is the most important skill for a game designed to possess", and asked to make a list of skills we thought were necessary for a games designer.

Between each group, we discussed the skills we thought were most beneficial and necessary for a games designer to have. We figured Communication, Management and Creativity were three of the most pivotal skills to have.
Upon comparing our lists with a list given to us for reference, the list became much more vast containing roughly 18 skills.

The skills involved are on a much wider spectrum than any group had really thought, and included business skills, creative writing skills, economics skills, public speaking skills and mathematics skills.

I have learned through this process that there are many more elements in which I could better myself, and may indeed need to better myself to become a successful game designer. These will be goals and aims for the future, specifically working on public speaking skills, and other development skills such as Music, sound effects and Psychology.

Computer Game Design Techniques - Computer Game development processes.

In groups, we have been tasked with categorising 23 key processes in computer game development, the categories these are to fall into are Pre-Production, Production and Post-Production.

The list was as follows;
- Analysis of the Brief
- Maintenance
- Research
- Concepts
- Map Development
- Intro/End/Cut Scenes
- Sketched Level Design
- Marketing
- Prototyping
- Scale and Proportion
- Texturing
- Lighting
- Rules and Limitations
- Game Rigging
- Animation
- Artificial Intelligence
- Menus/HUD
- Blocking out the Level
- Testing
- Outsourcing
- Brainstorming
- Localisation
- High Concept

The list was jumbled to make sorting slightly more tricky and the answers were pooled as below;

Pre-Production:
Analysis of the Brief, Research, Concepts, Sketched Level Design, Marketing, Prototyping, Rules and Limitations, Menus/HUD, Blocking out the Level,Outsourcing and Brainstorming.

Production:
Map Development, Intro/End/Cut Scenes, Marketing, Scale and Proportion, Texturing, Lighting, Game Rigging, Animation, Artificial Intelligence, Menus/HUD, Blocking out the Level, Testing, Outsourcing, Localisation and High Concept.

Post-Production:
Maintenance, Marketing, Testing, Outsourcing, Localisation, High Concept.

Three of the categorisations chosen by my group and I were incorrect, in that 'Map Development' is categorised as Pre-Production. 'Rules and Limitations' falls under Production and 'High Concept' also falls under Pro-Production.
My group and I had these categorised under Production, Pre-Production and Production & Post-Production respectively.

Though my group and I had categorised some objects in multiple processes, this exercise has helped me realise that there are more elements or production which can be categorised under all three stages.
These include for example, Localisation, Outsourcing, Marketing and Testing.

More specifically analysing Localisation, this can include certain regional ethic obligations, which certainly falls under all three categories, any developer should always pay attention to any worldwide situations which may be happening in effort to avoid any upset with potential customers and players from varying parts of the world.

Computer Game Design Techniques - Introduction/The Unreal Brief

Through this assignment I have been tasked with analysing the gameplay structure of Unreal Tournament in all its elements, with an eye to creating a level further down the line.

To begin with, I will be analysing the elements of game production and whereabouts in the overall process they occur, and also trying to define the skills necessary to make a good game designer.

From here I will be going on to research game design via route of researching Unreal Tournament, defining key features and elements which are vital to any first person shooter multiplayer experience, taking them forward with me as I progress into the tasks ahead.

The following task will consist of proposing a multiplayer map design for a game mode of my choice, (eg Deathmatch, Capture the Flag etc). Working either on my own or with peers, this is to be conceptualised properly and presented to my peers to receive critical feedback, with any information being fed back to this blog.

The next step in this process will be subscribing to Unreal Tournament, and within the community forums, presenting the map idea to the community of Unreal Tournament users in its full capacity, with many maps already being in creation already. Once again, feedback from the community will be fed back here, regardless of positive or negative outcomes.

I will also be tasked with using Scrum time management methods and creating a project plan to go with it, as these are mandatory processes within games design.
All of this will be recorded via this blog for future reference.

All of this must be in accordance with the Unreal brief, which has been outlined here: https://www.unrealengine.com/blog/the-future-of-unreal-tournament-begins-today.
This encompasses the inclusion of the community of Unreal Tournament Designers and UE4 developers moving forward with the title, which has allowed epic to make Unreal Tournament free of charge. It also brings forth a wider variation in map design, as the older Unreal maps were mainly sci-fi, but already there are a wide selection of maps which have been created in different styles.