CH 1
CH 1
and
Animation
INTRODUCTION TO
COMPUTER GAMES AND
ANIMATION CSE 5304
D A N IEL M ITIKU
Fundamental Elements
of Game Design
CORE GAME DESIGN CONCEPTS:
Contents
Core Elements
Flow
1.1 Core Game Design Concepts:
Game Design is the craft of creating the structure and rules of a Game Mechanics refer to the rules and systems that govern how the
game to make it enjoyable and engaging. It's about shaping player game works and how players interact with it. It's the machinery
experiences and interactions within a virtual world. behind the scenes that makes the game function.
In Game Design, we focus on three key elements: Game Mechanics consist of two main components:
1. Player Abilities: The skills and capabilities players bring to the 1. Rules: These are the established guidelines that define the
game, influencing their actions and decisions. structure of the game. Rules dictate what players can and cannot
do, providing a framework for a fair and consistent gaming
2. Challenges: Obstacles or tasks that players must overcome, experience.
adding excitement and satisfaction.
2. Player Interaction: This involves how players engage with the
3. Environment: The virtual space where the game unfolds, game. It includes the actions, decisions, and reactions of players
including settings and landscapes affecting player experiences. within the defined rule set. Player interaction shapes the dynamic
and immersive nature of the gaming experience.
Gameplay Game Types
Gameplay is the overall experience of playing a game, •Various types of games cater to different preferences and
encompassing the interactions, challenges, and activities within the playstyles. Some of the most famous types include:
game world. It's the dynamic and interactive aspect that keeps • Action Games: Focused on physical challenges, reflexes, and
players engaged. hand-eye coordination.
• Role-Playing Games (RPGs): Emphasize character
Three Ways to Enhance Gameplay: development, storytelling, and player choices.
• Strategy Games: Require strategic thinking and planning to
1) Immersion: This is the level of engagement and absorption a achieve objectives.
player feels within the game world. Immersive gameplay creates
a sense of being part of the virtual environment, enhancing the
NPCs and Open World Games:
overall experience. 1. NPCs (Non-Player Characters): These are characters
controlled by the game's artificial intelligence rather than by
2) Emotion: Gameplay that evokes emotions contributes to a
a player. NPCs contribute to the game's story, challenges, or
memorable gaming experience. Whether it's excitement, fear, provide assistance.
joy, or sadness, emotional engagement adds depth and resonance
to the player's journey. 2. Open World Games: In these games, the virtual
environment is expansive and allows players to explore
3) Player Agency: Player agency refers to the degree of control freely. Open world games offer a sense of freedom and often
and influence a player has over the game. Games with strong feature a variety of activities beyond the main storyline.
player agency allow individuals to make meaningful choices,
affecting the narrative and outcomes.
Hardware for Games Software for Games
Internal hardware: essential for running computer-based games. Game APIs (Application Programming Interfaces): are sets of tools and
These components include: protocols that allow software applications to communicate with each
other.
GPU (Graphics Processing Unit): Responsible for rendering graphics
and images. - DirectX: is a prominent API, particularly for Windows-based gaming.
CPU (Central Processing Unit): The brain of the computer, handling • Unified Graphics and Multimedia: DirectX provides a comprehensive
overall processing tasks. set of APIs for graphics, audio, and multimedia tasks.
RAM (Random Access Memory): Provides temporary storage for data • Compatibility: It offers a standardized interface, ensuring games can run
efficiently on various hardware configurations.
actively used by the system.
SSD/HDD (Solid State Drive/Hard Disk Drive): Store game data, Game Engines: are software frameworks that streamline game
files, and the operating system. development. Notable examples include:
PPU (Physics Processing Unit): Specialized for handling physics • Unity
calculations in some systems. PPU is not as universal, it enhances • Unreal Engine
physics-related calculations in some gaming systems.
• These engines simplify the creation of games by providing pre-built
External Hardware: These devices are dedicated gaming platforms components, rendering systems, and scripting languages.
with their own integrated hardware, designed specifically for gaming
experiences. These systems include • Besides game engines, developers can use programming languages like
C++, Java, or Python to create games. These languages offer flexibility
PlayStation and control, allowing developers to build games from the ground up. But
Xbox with the hinderance of having to develop every logic from scratch
Nintendo
History of Games Level Design in Games
1. Console Output: In the early days, games were text-based and Sequence of Challenges: Crafting a compelling progression of challenges to
displayed through console output with gameplay primarily driven by engage players gradually.
text commands and simple visuals.
Player Objective: Clearly defining the player's purpose within each level for
2. GUI: The introduction of Graphical User Interfaces (GUI) marked a enhanced gameplay direction.
significant shift. Gameboy, a handheld console, played a pivotal
Reward: Strategically placing rewards to serve as motivational milestones,
role. Games became more visually engaging with the use of
reinforcing player accomplishments.
graphics and icons, enhancing the overall gaming experience.
3. Console: The emergence of dedicated gaming consoles like Player Preference Matrix: Understanding player preferences is essential for
Nintendo brought gaming to living rooms. Enhanced graphics, more creating a tailored gaming experience.
complex gameplay, and iconic franchises defined this era.
Single Player (setting) Multiplayer (setting)
4. 3D Games: The transition to 3D gaming provided a more Single Player Compete(time): COD SP Compete(Players): Call
immersive and realistic gaming experience. (Call of Duty SP) of Duty MP - Non-Team
Multiplayer Racing (Blur): (time) Not COD MP-Team (Call of
5. VR and New Advances: The present era witnesses the rise of Necessarily Against Duty MP - Team)
Virtual Reality (VR). Leveraging VR headsets and advanced Player
graphics for an unparalleled level of realism.
This table assists in designing games that align with player preferences,
offering varied experiences based on the number of players and the gaming
setting.
1.2 Flow
an optimal psychological state (Csikszentmihalyi)
a state of total focus on the task at hand; being in the
present moment
associated with positive experiences and performance
outcomes
The Science behind Flow
The human Nervous System is incapable of processing more
than 110 bits of information per second
Just to listen and understand it takes ~60 bits/s
That’s why its hard to understand more than two people talking
at the same time.
In flow All Info Stream is Engaged, and nothing is left to
monitor Physical Feeling (hunger, pain), problems at home and
other important things.
Body & Identity Disappear from Consciousness
Components of Flow
Challenge-Skill Balance.
A balance between the demands of the situation and personal skills.
Action-Awareness Merging.
Deep involvement that makes actions seem automatic.
Clear Goals.
Certainty about what one is going to do.
Unambiguous Feedback.
Immediate and clear feedback that reaffirms actions.
Concentration on Task at Hand.
Feeling focused.
Sense of Control.
Happens without conscious effort.
Loss of Self-Consciousness.
Concern for self disappears as person becomes one with activity.
Transformation of Time.
Time passes faster, slower, or there is unawareness of time.
Autotelic Experience.
Feeling of doing something for its own sake, with no expectation of future reward A challenging computer game can make us feel overwhelmed, and
more likely to give up. Similarly, a computer game that is too
easy can induce boredom. To trigger flow, a good computer game
should be halfway between these two extremes.
The Game method Vs Education for flow
Education: Only one trial, all preparation done once.
[low flow]
The Game Method: develop skill and increase challenge
[optimizes flow]
While !done:
Try: Task
Except: Continue
Iteration and Prototyping: In the game rule creation process, Ludonarrative Dissonance: describes the conflict between a game’s narrative told
iteration and prototyping are essential for refining mechanics and through the story and the narrative told through the gameplay.
identifying improvements. Emergent Gameplay: is a concept where the game is designed to allow players to
approach tasks from a variety of angles, rather than forcing a specific solution - this
Game Design Core Ideals: Aligning rules with core game design often leads to unexpected outcomes, adding to the replayability of the game. This is
ideals, including player ability, environment, and challenges, ensures a particularly evident in Open-World Games, where players are given the freedom to
harmonious gaming experience. explore and impact the game world, promoting a sense of agency.
Test (Build-PlayFeel-Modify) Repeat: The iterative loop of The User Interface (UI) and Audio design: An intuitive and aesthetically pleasing UI
building, playing, modifying, and repeating allows for can contribute to a seamless gaming experience. Similarly, well-designed audio,
especially surround sound, can provide players with important auditory cues and create
continuous refinement based on player feedback. a more immersive environment.
Harmony: Central to successful game rules is the pursuit of Challenge Design: involves creating tasks or obstacles for the player to overcome. It’s
fairness, preventing frustration or boredom, and maintaining a important to balance the difficulty of these challenges to ensure player engagement
without causing frustration. This includes maintaining a balance of power between the
power balance for a satisfying and challenging gameplay.
player’s abilities and the challenges they face in the game.
Player Preferences: involves recognizing the diverse preferences players have for
different genres and game styles, as well as understanding the appeal of both
multiplayer and single-player modes, and catering to these varied interests.
Game Theory Essential Math for Game Design
1. Shapley Value and Harsanyi Dividend (Subset Explanation) • Pythagorean Theorem: 𝑐 2 = 𝑎2 + 𝑏2
Shapley Value: Evaluates the contribution of each player to a coalition,
considering all possible player permutations. where c is the length of the hypotenuse, and a and b are the
Harsanyi Dividend: Focuses on the subset of players who have the potential
to form a coalition, assessing their contributions.
lengths of the other two sides.
2. Nash Equilibrium and Coordination • Angles and Trigonometry: The sine, cosine, and tangent
Nash Equilibrium: A state where no player has an incentive to deviate from of an angle θ in a right-angled triangle are defined as
their chosen strategy, ensuring stability. When we are only considering 2
players it is called coordination. (if 3 or more only collaboration)
follows:
𝑜𝑝𝑝𝑜𝑠𝑖𝑡𝑒 𝑎𝑑𝑗𝑎𝑐𝑒𝑛𝑡
Ex: Prisoner's Dilemma & Car-Crash (Symmetric Vs Asymmetric Game) sin 𝜃 = cos 𝜃 = tan 𝜃
ℎ𝑦𝑝𝑜𝑡𝑒𝑛𝑢𝑠𝑒 ℎ𝑦𝑝𝑜𝑡𝑒𝑛𝑢𝑠𝑒
P/Dilemma Stay Silent (Cooperate) Confess (Betray)
𝑜𝑝𝑝𝑜𝑠𝑖𝑡𝑒 sin 𝜃
Stay Silent 3/3 5/0 = =
Confess 0/5 1/1 𝑎𝑑𝑗𝑎𝑐𝑒𝑛𝑡 cos 𝜃
Car Crash Go (Drive through) Stop Vectors: A vector in 2D space is represented as v = (x, y)
Go (Drive through) -5/-5 1/-1
Stop -1/1 -1/-1 |𝑣| = 𝑥2 + 𝑦2
Zero Sum Games: is a situation in game theory where one person’s gain is
equivalent to another’s loss, they are called zero-sum because the total amount
Vector Normalization: The normalization of a vector v =
of value in the game remains constant. The only thing that changes is its (x, y) results in a unit vector u = (x/||v||, y/||v||)
distribution among the players. Gambling, Trading etc…
Essential Math for Game Design
• Pythagorean Theorem: 𝑐 2 = 𝑎2 + 𝑏 2 • Vectors: A vector in 2D space can be represented as v = (x, y), where x and y are the
horizontal and vertical components respectively. The magnitude (or length) of this
where c is the length of the hypotenuse, and a and b are the lengths of the other vector can be calculated using the Pythagorean theorem:
two sides. Usage Case, if a character is at point (3, 2) and its target is at point (6, 6),
the distance d between them can be calculated as: |𝑣| = 𝑥2 + 𝑦2
𝑑= 6−3 2 + 6−2 2 = 9 + 16 = 5 For example, if a character moves from point A(1, 1) to point B(4, 5), the movement
vector v is (3, 4) and the distance travelled is:
• Angles and Trigonometry: The sine, cosine, and tangent of an angle θ in a
right-angled triangle are defined as follows: |𝑣| = 32 + 42 = 5
𝑜𝑝𝑝𝑜𝑠𝑖𝑡𝑒 𝑎𝑑𝑗𝑎𝑐𝑒𝑛𝑡 𝑜𝑝𝑝𝑜𝑠𝑖𝑡𝑒 sin 𝜃 Vector Normalization: The normalization of a vector v = (x, y) results in a unit vector u
sin 𝜃 = cos 𝜃 = tan 𝜃 = =
ℎ𝑦𝑝𝑜𝑡𝑒𝑛𝑢𝑠𝑒 ℎ𝑦𝑝𝑜𝑡𝑒𝑛𝑢𝑠𝑒 𝑎𝑑𝑗𝑎𝑐𝑒𝑛𝑡 cos 𝜃 = (x/||v||, y/||v||). For example, the unit vector of v (3, 4) is:
For example, if the sun is at an angle of 45° from the character, the length L of the 3 4
shadow of a character of height h can be calculated as: 𝑢= ,
5 5
𝐿 = ℎ ⋅ tan 45° = ℎ
Assuming this vector is for a game character that can either walk or run along a path. This
We also use Vectors for distance calculations and rate of motion management. By unit vector u represents the direction of the path. Now, if the character is walking, we might
multiplying unit vectors of positions by different scalars (for example 3 for walking, say it moves at a speed of 3 units per move. So, the walking vector w would be 3 * u:
5 for running), we can control the speed of a character along the path. 9 12
𝑤 = 3𝑢 = ,
5 5
If the character is running, it might move at a speed of 5 units per move. So, the running
vector r would be 5 * u:
15 20
𝑟 = 5𝑢 = , = 3,4
5 5
Fundamentals of Game
Development
E S S E N T I A L A S P EC T S O F G A M E D E S I G N , G R A P H I C S , A N D P R O G R A M M I N G
F O U N DAT I O N S .
GDD General Components
Game Design Principles 1. Introduction: This is where you provide a high-level overview of your game. It should include
the game’s title, genre, and a brief description of the gameplay.
Game Conceptualization
2. Goals: This section outlines the objectives of the game from both the player’s perspective (what
Defining a Game Concept they’re trying to achieve) and the developer’s perspective (what you hope to achieve with the
game).
Identify Target Audience and Genre: Before diving into the
design process, it's crucial to define the target audience and the 3. Game World: This section describes the setting and environment of the game. It can include
genre of the game. This understanding forms the foundation for details about the game’s universe, the physical and social rules that govern it, and the overall
creating an engaging and suitable gaming experience. aesthetics.
Brainstorming Game Ideas: Generate creative concepts to 4. Mechanics: This is where you detail the rules and systems that govern how the game works. It
ensure a diverse range of ideas for gameplay. This includes everything from character movement and combat mechanics to how the game’s economy
brainstorming phase sets the stage for innovative and functions.
captivating game development.
5. Game Elements: This section covers the various elements that make up your game, such as
Concept Refinement characters, items, enemies, and levels. It should detail their properties, behaviors, and how they
interact with each other.
Create a Game Design Document (GDD): Develop a
comprehensive Game Design Document (GDD) that outlines 6. User Interface: This section outlines how the player will interact with the game. It includes
the game's vision, objectives, and mechanics. The GDD serves details about the game’s controls, menus, HUD, and any other elements the player will use to
as a guiding document throughout the development process. interact with the game.
Iterative Conceptualization and Feedback: Embrace an 7. Audio: Here, you’ll detail the audio elements of the game, including background music, sound
iterative approach to conceptualization, incorporating feedback effects, and any voice acting.
from team members and stakeholders. This continuous
refinement ensures the game concept evolves into its most 8. Prototyping: This section is where you outline your plans for creating a prototype of your game.
It should include what aspects of the game you plan to include in the prototype, how you’ll test it,
polished and engaging form.
and what feedback you’re looking to gather.
Game Design Principles
Storytelling and Narrative structures in Games:
Importance of Narrative in Games
Establishing a Compelling Story: The narrative is the heart of a
game, drawing players into the immersive world.
Understanding Player Agency: The significance of player
agency—the player's ability to influence the story is Crucial.
Designing with player agency in mind adds depth and
engagement to the narrative.
Narrative Structures
Linear vs. Non-linear Narrative: Linear has a Chronological A storyboard: is a visual representation of a narrative, concept, or script,
path while Non-Linear is mostly implemented in OpenWorld divided into sequential scenes, often referred to as panels. It's to pre-
games for Emergent Gameplay. Understand the benefits of each visualize a motion picture or sequence. key components of a storyboard:
approach and how they impact player engagement and immersion. 1. Title: a title that briefly describes the scene or action taking place.
Interactive Storytelling Techniques. Personalization techniques 2. Sketches: These visually represent each frame or scene.
Branching Narrative by Player Choice (FarCry3-Kill Her),
3. Dialog/Action: This is a description of the action, dialogue, or any
Environmental (Clue Battleground 2042 Guns),
relevant information about what's happening in the scene¹⁴.
Non-Linear (GTA- Franchise),
Character Dev ( GTA-Girlfriend ) 4. Specs: details like shot size, lens length, two-shot and arrows used to
show camera and/or character movement or how each shot connects
to the next.
Introduction to Computer Graphics for Games
Fundamentals of Computer Graphics:
Pixels, Resolution, and Color Models:
Pixels: Pixels are the smallest units of a digital image.
Understanding them is essential for creating detailed and
vibrant graphics. Each pixel contributes to the overall
composition of an image, and a higher density of pixels
results in sharper visuals.
Resolution: Resolution defines the clarity and detail of an
image. It is usually expressed as the total number or density
of pixels in the image. with higher resolutions we get finer
details.
Color Models: Some common color models include RGB
(Red, Green, Blue) [0-255] and CMYK (Cyan, Magenta,
Yellow, Black) [0-100]. RGB is used for screen displays,
while CMYK is used for print.
Rendering Pipeline: The rendering pipeline is the step-by-step
process of creating visuals in a game. From modeling to displaying
images on the screen, each stage plays a vital role in bringing the
game world to life. We will explore the rendering pipeline stages in
the 3rd chapter, but generally it includes geometry processing,
rasterization, and pixel shading.
Introduction to Computer Graphics for Games
b. Graphic File Formats:
Common Image Formats: Familiarize yourself
with widely used image formats like PNG (Portable
Network Graphics) and JPEG (Joint Photographic
Experts Group). Knowledge of the strengths and
weaknesses of each format are necessary to make
informed decisions about image storage and
quality.
Scalable Vector graphics (SVG). Unlike raster
graphics, which use pixels, vector graphics use
mathematical equations to represent images. Learn
the advantages of vector graphics, such as
scalability without loss of quality, making them
ideal for logos and illustrations
Principles of 2D Graphics:
Sprite Animation:
Frame-by-Frame Animation: This technique involves
creating the illusion of motion by displaying a sequence of
individual frames. Each frame contains slight changes, and
when played in rapid succession, they create smooth
motion. By following up frame-by-frame pictures an
animation is created to bring characters and objects to life
in 2D games.
Principles of Motion in 2D: Understand fundamental Easing: This principle is centered around the ways we can interact with time. For instance, if
principles governing motion in 2D graphics. This includes you have a heavy, plodding beat, movements that correspond with the downbeats of the song
concepts like easing, anticipation, and follow-through, can make the contents of the video feel epic, confident, and powerful. Eases control exactly how
which contribute to conveying realistic movement. quickly and smoothly something changes in a video. For example, when you throw a ball, it
Implementing these principles enhances the fluidity and does not instantly stop at a place but gradually rests in motion.
believability of animations.
Anticipation: Anticipation is basically the action before the main action. examples include a
character's heel pressing down before a step, or a character's mouth slightly tightening before
These principles of Motion help to convey the illusion of opening to speak.
physical laws such as inertia and momentum, and they add
depth and complexity to the movement of characters and Follow-Through: Follow-through action is critical while producing any form of animation,
objects. By carefully considering and applying these whether 3D or 2D. This requires animators to animate the people and objects in such a way that
principles, animators can create more engaging and realistic their movement appears lifelike and smooth. For example, if a character with a scarf is running,
animations. then they stop suddenly, the scarf will fly forward past the body, then fall back where the
character stopped. If a car stops moving, the antenna on top will keep moving for a second.
Principles of 2D Graphics:
2D Graphic Design Principles:
Composition and Layout: Composition refers to the arrangement
and organization of visual elements within a 2D space. It involves
balancing and harmonizing elements to create a visually appealing
and well-structured design.
Typography and Font Selection: Typography is the art and
technique of arranging type to make written language legible,
readable, and visually appealing. Choosing fonts that align with the
mood and purpose of the design is crucial for Aesthetics.
Thank You!