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:

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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.
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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).