Unit 8 - Games Development Student Book
Unit 8 - Games Development Student Book
Development 8
The UK games industry is one of the fastest growing job markets today.
Assessm ent The UK is a world leader in producing amazing, interactive experiences for
You will be assesse d by a desktop PCs, consoles, and handheld and mobile devices. The computer
games industry is a team-based and fast-moving area that involves
series of assignm ents set
many different job roles. The production of computer games requires an
by your tutor.
understanding of the whole process from concept art through to formal
testing. You may want to become a games programmer, concept artist or 3D
animator but, for whichever role you want to focus on in the future, you will
have to a good understanding of the entire games development process first.
In this unit, you will investigate how and why people play games, what
is changing in games hardware and development, and how to design and
create games.
This table shows what you must do in order to achieve a Pass, Merit or Distinction grade, and where
you can find activities to help you.
C.P7
Review the extent to which the computer
game meets client requirements.
Assessment practice 8.2
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The nature of constant change within computer games, of borrowing of ideas from
Key terms
▸▸ Figure 8.2: Games bring people together as a common interest and popular pastime Casual gamers – people who
only play games for short
Types of player periods of time and prefer
As computer game titles can be categorised into different genres, it is also important to simpler games.
consider different types of player. When a game studio pitches an idea for a new title to Immersive – a term which
a publisher, one of the most important factors they have to consider is the audience of refers to how focused you
the game they want to make. It is impossible to make a game that will please everyone as are on the experience that
players have different tastes and interests, and psychologists such as Richard Bartle and you are having. An immersive
David Keirsey have even made academic studies into how and why people play games. game will keep your attention
The table below (Table 8.1) looks at the main factors that determine the types of player. for long periods of time and
The table above represents basic demographics, that is, measurements used to put block out distractions. It
people into different categories so that their likes and dislikes can be understood more should make you enjoy the
easily. However, there are other considerations to look at when designing games. game more, but only if you
In recent years, as home broadband speeds have increased, online games have soared have the time to spend on it.
in popularity and the previous generation of home consoles (PlayStation 3™, Xbox Franchise – a series of game
360®) were designed to appeal to people who wanted to play together in engaging, titles that feature the same
online worlds. Our most recent generation of consoles (Wii U™, PlayStation 4™ and world, the same characters or
Xbox One™) have all included the ability to play online and stream content so that the same setting.
other people can watch the play and comment on the skills of the players.
▸▸ Table 8.1: Main factors that determine the different types of computer game players
Age range In the UK, games are rated by PEGI. PEGI decide what is appropriate for different age groups. Game designers will tend
to create bright, cartoon adventures for younger players and darker, more realistic worlds for adult players.
Gender Despite being commonly considered to be a ‘boy thing’, gamers are split between male and female, with roughly 60
per cent of players being male and 40 per cent female. Game designers often design children’s games for a specific
gender, but the older the target audience gets, the less targeted to a particular gender the content becomes.
Time Possibly one of the most important factors is how much time a person is willing to spend playing a game. This can
commitment affect the design of a game greatly.
Casual gamers will happily load a game for a few minutes at a time. They may play on mobile devices while
travelling or download digital games that cost a lot less than boxed games. Casual gamers will not be particularly loyal
to one genre, worried about saved games or necessarily interested in sequels.
Players who want a much more immersive experience will spend hours exploring their favourite worlds. They will be
loyal to particular brands and spend a lot of their spare time playing games. Immersive gamers may also be referred to
as ‘hard-core gamers’. Some people may criticise the time they spend on games, but is it any different from spending
hours watching TV?
Theme The content or style of a game and any ideas that tie all of its features together are called its theme. People may choose
choice a game based on its story, setting or design. There are many different game themes: a fantasy adventure, a realistic war
game, a puzzle game with fun characters or a game that follows the stories and characters from a well-known film or
book franchise.
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Steam™ has created its own operating system (OS). Steam MMO game providers can also be the targets of hackers
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CPUs. ‘Overclocking’ means to force the CPU to run faster the more work for the GPU. When playing PC games, the
than its recommended manufacturer speed and, while it GPU can be part of the main motherboard but is more
can be done with stability by changing the voltage, this will commonly a separate card connected to the motherboard
invalidate the warranty and put your PC at risk. through an expansion slot. Most GPUs have their own
separate random access memory (RAM) (see below) and PC
Games consoles are able to use slower CPUs because
games will often specify the minimum power of the GPU
they optimise their games to run with fewer details. For
needed by a game to run. Consoles also have their own
instance, they may use less real-time shadows or lower-
GPUs, as do mobile devices.
resolution textures. They also do not have to worry about
running large operating systems in the background, like
Key term
Windows® or OS X®.
Motherboard – a circuit board within a PC that
Mobile devices, such as smart phones, run with much
connects all the main components.
slower CPUs, which is why they are unable to run large-
scale games with complex graphics.
Memory and storage
Link Memory is split into two different types: read-only
For more information about CPUs, memory (ROM) and random access memory (RAM). ROM
see Unit 4: Programming. is used in games as storage for the game’s software. This is
usually a DVD or Blu-Ray disc, (downloaded games from
Steam or mobile app stores are stored on a hard drive
Graphics processing unit or flash memory) but cartridges were used in the past in
A graphics processing unit (GPU) works alongside the CPU consoles and handheld devices. RAM storage is used to
and its sole responsibility is to manage the production of temporarily store data when the processor is working on
images on the display. The more complex the graphics, it, and the more RAM available, the faster things usually
run. Consoles and mobile devices use the amount of RAM Input
Software
Games are software applications, written using a
programming language, and run on an operating system.
They are a lot more complicated than most software
applications but they are written using many of the same
programming processes and techniques.
Link
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Create a technical specification for both a photorealistic 3D, online FPS game and
P ause point
one for a 2D casual web game. What are the main differences and what decisions
about software do you have to make?
Hint Think about the components that would be required: the basic requirements
are a CPU, GPU and memory, but what extra hardware would make the gaming
experience more complete?
Extend Can you find examples of games that stretch the capabilities of their platforms? Are
there any 3D games for the web? If so, what sacrifices do they seem to make in order
to run smoothly?
Games engines
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Animation
The final responsibility of the games engine is animation.
Animation involves making different elements in the game
move. There are two types of animation: vertex-based
animation (which moves parts of a 3D mesh or 2D sprite)
and skeletal animation (which uses a rigged character and
sets of different animation cycles). An example of vertex-
based animation would be a door opening when the
player approaches it or a floating coin spinning around.
The image below (Figure 8.10) illustrates skeletal animation
in the Persona system within Unreal® Engine. A character
▸▸ Figure 8.9: Character surrounded by capsule-shaped collider created in 3D can be rigged with a set of virtual bones that
in Unreal® Engine to enable collision detection are, in turn, attached to different parts of the mesh. When
Graphical nodes are used to create movement, a virtual bone is moved or rotated, the mesh connected
interaction and game mechanics like health or to it will also move. The player will never see the bones
ammunition. Blueprints is similar to Scratch, a visual but the engine knows that they are there and understands
scripting language used to teach programming, but how they are supposed to act. The 3D character modeller
Blueprints provides a lot more functionality. The downside will rig the character in a design software application such
of using a visual scripting language is that the more as Autodesk® 3D Studio Max, weight the bones so that
the mesh is connected properly and then create different
Key terms animation cycles such as a walk cycle, run cycle, jump
cycle etc. These cycles are a single animation that ends
Scripting language – a programming language that at the same position as it starts so that it can be repeated
requires a separate application to run, such as a games for as long as the game requires the character to do that
engine or web browser. action. For example, when a player is pushing forward on
Graphical nodes – colourful blocks used to represent the gamepad, the game will repeat the run cycle for as
the different functions of a programming language used long as the player pushes forward. When a character is
to add easy interaction. imported into the games engine, the animation cycles will
be imported too.
▸▸ Figure 8.10: Skeletal animation in the Persona system within Unreal® Engine
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Visual styles is a piece of code that defines how the object should be
While there are still a few text-based adventure fans out rendered graphically. It will set out properties such as
there, the majority of games are incredibly visual products the object’s colour, texture, reflections, metallic value
and their individual art styles and design can often be or outlines. Shaders are very important for maintaining
one of the main selling points for the game. For example a consistent graphical style across an entire game. They
Limbo™, by Playdead™, studios is a monochromatic game come into effect during the graphics processing stage
(black and white) with soft lighting and all the characters of designing a game, before all the objects are rendered
are silhouettes (see Figure 8.12). This creates an amazing into 2D images that are then animated onto the screen,
atmosphere of isolation and tension when playing the because the shaders decide how the objects should look.
game and the art style is so important that every person
working on the game had to consider it at all times. This
means that the style guide for the game would have been
of vital importance, especially to the asset designers.
▸▸ Figure 8.12: A screenshot from the Playdead game, Limbo™, Editing techniques
showing its unusual visual style
There are many different visual or art styles used in games
Graphics processing and this is a major part of what makes games so popular
to different audiences. Players may like cel shaded games
Objects in a game will have a texture or sprite applied to
such as Borderlands™, an abstract art style such as The
them via a shader. Also known as a material, the shader
Unfinished Swan™ or a paper craft style such as Tearaway™.
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Forest Jump
Consider a 2D platformer game called Forest Jump where a character must jump forever upwards through a forest
canopy. The image below shows a scene from the game with labels indicating the types of asset involved.
The character is an asset made up of animated sprites that make her appear to jump and run.
The background is a static asset showing the forest background which never changes.
The trees are sprite assets and there are branch assets that have colliders so that the player can land on them.
Each time the player presses the jump button, a springy sounding audio asset is played and when the player reaches
the top of the canopy of trees they pass through an invisible trigger asset that tells the game’s code that the level
has been successfully completed.
The assets are created using various different tools. 3D assets are created in a 3D modelling software package, such
as 3D Studio Max by Autodesk®, and the GDD needs to generate enough concept art for the 3D modellers to be able
to create the assets. There is usually a full asset list in the appendix of a GDD, but additional small environmental
assets are often added during development as long as they conform to the overall visual style of the game.
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game design called Metroidvania where the entirety of the level. Many games allow the player to set the overall level
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In addition, the designers have to consider the gaming The audience for a game is worked out by looking at
experience at all times during the design stage. Why would various demographics, that is, categories of people
people play this game? What is unique about it? How does based on their age, gender, spending power, education,
the level being designed compare to the previous level? location and family status. The amount of time that they
Does it have anything new or interesting for the player to spend playing games and their gaming experience is also
engage with? Bad games are games where these kinds of important. You could design a simple platform game in the
question have not been asked or answered, and where the style of Super Mario Brothers™ for a child based on simple
player is not considered enough. game mechanics, but you could also design a similar game
for a 30–40 year old who had enjoyed the original games
and wanted to enjoy a nostalgic experience. A game studio
Design documentation might identify its audience based on similar titles that a
The game design documentation (GDD) is passed from particular audience has previously enjoyed, sometimes in
team to team throughout the games development a bid to steal market share from a competing publisher or
process. It is of crucial importance and will be referred platform.
to constantly by artists, asset creators, programmers and There may also be a specific purpose to a game as well.
testers. While most games are designed purely for entertainment
purposes, sometimes a developer will create a game that
Audience, purpose and client requirements is designed to introduce a new peripheral device, such as a
The GDD must begin with an overview of the requirements motion controller, educate the player in how to train their
that the client has set out. The client will be the publisher brain or learn to play an instrument, or help to advertise
for most games, but for crowdfunded games it will be a new film or TV series. Creating games for marketing
the backers. Their requirements may include a series of purposes, nearly always creates weak games because
milestones, at certain dates, that the client wants you to their design and development is rushed so that they
meet, or a particular emotion or atmosphere that they can be released in time to advertise the new film or TV
want the game to evoke. series that they are tied into. If you wait too long to release
a game for marketing purposes, then all interest in that
The design will then go on to specify the audience film/TV series diminishes, so games are rushed out to
requirements, that is, who exactly is the game for and market without being properly designed or tested. It is only
why would they want to play it? Pinning down the target when the game is begun at the early stages of a film or
audience is crucial; it is nearly impossible to design a single TV series’ development that it stands a chance of being a
game that will cater for everyone. There are so many quality title.
Case study
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Data dictionary – each level will have the following data requirements.
Algorithm design – the game level will be split into tiles, with 4 rows by 4 columns. Each spilled chemical will start
on one tile and, as the game progresses, will spread onto more tiles until the player becomes stranded.
Pseudocode:
LevelGridArray{0000,0000,0000,0000};
On Game Start
While ChemicalTypes>0 – Set random grid element to 1, ChemicalTypes--
On Game Loop
For Each Chemical – Spread to next available empty grid space till array full
Storyboards – the opening cut scene for the game will be a series of still cartoon panes that tell the story of the first
chemical spills. Additional cut scenes will be made after release, available as downloadable content.
▸▸ Figure 8.16: A storyboard is a visual plan of how aspects of the game should look, usually showing cut scenes
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Full motion video – there will be a cut scene at the start and end of the game. This will be an MP4 containing static
images and the game’s theme tune.
Asset Lists
Gameplay features – the game is puzzle based. The first four levels will contain chemical puzzles where each
chemical has an antidote, made up of ingredients that Hazman must collect, which will be spread around the level.
Once these ingredients are mixed together, the level will be complete. The next four levels will involve escape-the-
room puzzles where there are no antidote ingredients, but Hazman must assemble items to escape from the room.
For instance, he will need to get a key from a monkey in a cage, and, once he opens the cage with a crowbar, the
monkey will jump to a higher shelf out of reach, Hazman must then find a banana to tempt the monkey down and
retrieve the key.
executable application. A games engine will use an IDE to Computer game development kits
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12
software is very expensive, as is graphic design software,
violence in either a fantasy context or
a sporting action, profanity, mild sexual but they can be purchased on a monthly basis which means
references or innuendo, or gambling. that the studio only has to pay for what they need. However,
Suitable for ages 16 and older. May contain this is not a good long-term approach. The PCs required for
18 towards defenceless people’ and ‘multiple, their tasks (see Figure 8.17). They will also require
motiveless killing’, strong language, strong traditional drawing equipment (pencils, pens and paper)
sexual content, gambling, drug glamorisation, and scanners to make these images digital so that they can
or discrimination. be shared.
Animation timeline
Different parts of a game will involve various different
animated sequences. Animated characters will have a
series of animation cycles that they will play on repeat
when the character performs different actions. For
example, walk cycles, run cycles, idle cycles and so on.
The artists will draw single frame images of each position
needed in the animation.
Cut scenes within a game involve assets used within the
game, so the artists will create storyboards that follow the
cut scene and may create a timeline showing the order in
which assets are needed for that scene.
▸▸ Figure 8.17: A graphics tablet is an invaluable tool which
Production schedule provides a lot more accuracy than a mouse
The schedule for a game is recorded in a number of In addition to these resources, a games studio will need a
different ways. The project milestones are set up first. building to work in, and they will need to pay for utilities
The milestones are a list of stages that the project will go such as electricity, gas and broadband internet to function
through, and the dates by which they need to happen. as a business.
The art stage is followed by asset creation, mechanics
implementation, level building and testing. Completion Test plans
of these milestones may trigger the publisher to pay the After a game has been created, it must be tested
development studio a portion of their fee, while any delays thoroughly. Players will not be happy if they have paid for
could result in a reduction in payment. something that does not work properly. Testing is taken
The GDD will contain a more detailed breakdown of the very seriously and, while a lot of people imagine it to be
schedule. This may be a Gantt chart, which is a kind of bar tremendous fun to play games for a living, professional
chart that displays all the different tasks that need to be games testers need to be able to understand both
carried out to complete the project, who is doing them and the design documentation and the programming code
when they need to be completed. The team may use project because this is what they will use as a reference when
they are creating and executing their tests. The test plans scenario that the tester will undertake to try out a feature
Case study
Working out mesh constraints Therefore designers working on mobile games will do
The official documentation for Unreal® Engine 4 states a number of things to make sure that they can have
that the maximum vertex count for a level in a mobile multiple animated characters in their games. First, they
game is 65,000 vertices per mesh. So what does this will design the game with a very basic art style so that
mean? A 3D object in a game is created in software the meshes use as few vertices as possible. The more
such as Autodesk® 3D Studio Max and is referred to curves an object has, the more vertices it will require.
as a mesh. Meshes are made up of single points called So designers will create objects and characters with as
vertices and every vertex in a virtual world has to many straight edges as possible. If you look at 3D games
be calculated and positioned. If a simple cube mesh on old consoles, you will notice how the designers have
has 8 corners, then it has 8 vertices. If you divide the avoided creating curves because they were limited in
maximum possible amount of vertices, 65,000, by 8, the number of vertices they could have.
you get 8125. This means that you could only have 8125 Developers will also use level of detail (LOD) groups.
cubes in a mobile game. This is a process where a simpler version of a 3D model
It does not seem like that big a deal until you consider is put into a game level when it is far away from the
that a typical console character can be over 80,000 player, but, when you get closer to it, a more detailed
vertices: this is too many for a mobile game. Any version of the mesh is swapped in. For example, the
character in a game will instantly increase the vertex less detailed version of a house may be a flat cube
count, especially if they are animated, as this requires with images of windows and doors, but, when the
more vertices in order to stop the mesh looking strange more detailed version is swapped in, the house has
when it moves. doorframes, handles, window ledges and window
frames.
The next consideration is the number of bones used in
animated characters. A standard human skeleton rig in Finally, developers can design their characters so that
an animated 3D character has 60 bones. The upper limit they are either not animated at all (they could still rotate
for bones in a mobile game according to the Unreal® or move), or they have simple skeletal rigs (no finger
Engine 4 documentation is 75 per mesh. This means bones or feet bones, for example). Characters in mobile
that if you use the typical skeleton rig for animated games tend to have cube-shaped feet and hands,
characters, then you may not have enough bones left to which developers tend to get away with because these
have any other animated characters in the game. characters are viewed on small mobile device screens.
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Key term
Prototypes – small test game levels used to make sure
that the key features of the game are working and to
illustrate to clients and potential customers what a
game will be like.
Client communication
Prompt and professional communication with the client is
crucial for the design team to show that they are on top of
the project and that they are not hiding any slipped deadlines
▸▸ Figure 8.18: A 3D Character designed for animation.
or major problems. Whether by email for brief exchanges,
Screenshot provided by Dan Bennett
or face to face with the client for important discussions,
the design team has to be in regular communication with
Platform limitations – software
their client. Many games studios subcontract some areas
The software on a system does not produce as many
of the design and development to different studios and
constraints to games designing as the hardware does,
this can cause a breakdown in communication which may
but the version of an operating system that is being used
result in a weak final product. In 2013, a highly anticipated
may cause some problems. Mobile operating systems are
game received very low review scores and disappointed
updated all the time and if a game is not compatible with a
the gaming public because it did not contain scenes that
few older versions then the designers will lose a portion of
had been in the promotional material. A group of gamers
their target audience. Apple® fans often complain that new
took the developers and publishers to court. The publisher
system updates make their hardware redundant and force
blamed the developer but the developer claimed that it was
them to upgrade, and that this also reduces the number of
the responsibility of the publisher. It is possible that these
games available to them because a newer game, marked
problems could have been avoided if there had been better
on the app store for a higher iOS version, will not even
communication between the developers and the publisher.
appear to them.
Meetings and timescales
Reviewing and refining designs Whenever different teams within a developer are working
Producing the design documentation for a game is not together, and when they are working with a publisher
something that you do once per game and then make no or subcontracting elements of the development, it is
changes. A game’s design should be reviewed as often important to have regular meetings and to keep records of
as possible, and the more time set aside in the schedule these meetings in the form of minutes, decision logs and
for looking at the designs and for seeing if they can be action lists. In the games industry, one form of project
improved, the better. management used is called Agile Scrum. This approach
requires the teams working together on a creative project Refining ideas and solutions
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1 The 3D modeller is given concept art and detailed designs for the player character. As the character seen most
in a third-person perspective game, it will have lots of vertices allocated to it. The modeller will understand, based
on the animation schematics, how the character will need to move so they will create the mesh with movement in
mind. This means that when the animator takes over, they will receive a model that has the rigged bones ready for
animation and is modelled in such a way that allows for all the required animation. Imagine that a human character
had been modelled and nobody had told the modeller that one of the animations sees the character reveal a tail that
they had been hiding. If the tail was not modelled and rigged, it would not be able to feature in the game.
2 The animator will use the animation schematics to create all of the different animation cycles that
have been requested. In photorealistic games with big budgets, the animators will use motion capture
studios, where actors perform the animation movements while wearing motion capture suits. This speeds up
development but costs a lot of money.
3 The animator will then hand the animated rigs over to a technical artist who will put the animated character
into the games engine and create a state machine, which is a system that decides when one animation should
change into another, for example when a character should go from standing to walking and from walking
to running. The technical artist does not need the animator to explain all of the animations created to them
because they can see them in the design documentation and perform their part of the job easily.
4 Once the animations have been completed by the technical artist, they are handed over to the programmer who
has been writing code to make the animations change on the push of a button or pressure on an analogue stick.
This example is for the production of a third-person 3D game using a games engine. The process would differ
depending on the type of game and size of team.
Key terms being shown. It might be a temporary effect tied into the
game’s story or an artistic decision that is made later, but
Schematics – a technical diagram showing the content
post-processing effects can be added to change the overall
and function of game elements.
look and feel of a game. The example in the screenshot
Rendering engine – the software in a games engine shows a film-grain effect being added to make a game
that converts virtual worlds into 2D images which are seem more ‘old world’.
then animated.
Lag – a delay or reduction in the game’s frame rate. Physics engines are an important computational process
that can affect the speed at which a game runs. If a game
3D Modeller – a job role that involves the creation and
uses too many physics objects, then the game can slow
texturing of 3D objects.
quite significantly.
Animator – a job role that involves the creation of
movement in game objects. Lighting is another crucial computational process and the
Technical artist – someone who works between the real-time creation of shadows is a process that can slow
technical and design teams and understands both. a game down significantly or require that it is only played
Animation cycles – different motions that characters on a very powerful machine. Some PC games allow you
will use on repeat such as running and jumping. to change the quality settings in order to run a game on a
slower specification. One of the first things to get turned
Photorealistic games – games that try to look as
off will be real-time shadows. As with game physics,
lifelike as possible.
something that happens easily in the natural world takes a
Motion capture – a process where real-life motion is
massive amount of calculations and processes to simulate
converted into data that can allow game characters to
in a game world. Shadow quality can, usually, be changed.
move in the same way.
A hard-edged shadow looks unrealistic in most situations,
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Research
The next time you play a game, pay attention to the shadows and physics in the
game world and see if you can notice where developers have taken short cuts. For
example, see if the main character has a shadow. Can you see any shadows that
are not affected by the main source of light in a game?
Applying mathematics
When a game is being developed, all the objects which require physics will have it
applied. This is usually done in a games engine but, when the game is written just using
code and assets, the physics will be an API which is then applied to objects that require
physics in the code.
▸▸ Figure 8.20: The barrels have got physics activated in the game engine
The screenshot above (Figure 8.20) shows how a games engine applies physics, with
a simple tick box and then the application of various different settings, such as how
much mass the object has. The image also shows the three different vector values that are
applied to the position, rotation and scale of the object. These vectors all contain three
values which correspond to the x, y and z coordinates of 3D space. The object is selected
using the rotate tool and each of the three axes are presented as a direction in which it
can be rotated.
The application of maths while the game is running is dependent on the features of
the game. One common maths function that is applied to game objects is called lerp,
which stands for linear interpolation. This is movement from one position to another
and is used on moving platforms, simple enemies and health bars, for example.
their success by being able to port games onto multiple platforms, whereas other
Once the games engine has been decided upon, a number of rapid prototypes will
be created to test and show off some of the game’s unique features. These prototypes
will be used to check the feasibility of a feature, explore the timescales needed for
development or to solve problems and to identify issues early on. The prototypes
will sometimes be used to create trailers or promotional materials for the game, but
developers need to be careful because players have long memories and if the final
product seems too different from early footage then complaints will be likely.
▸▸ Figure 8.22: Landscape sculpting can save huge amounts of development time
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Quality assurance
The quality assurance (QA) process begins during the game design with the designing
of the test plans, and as development begins the testing team will start to grow. The
testing process is not just about finding problems – it is also about suggesting potential
fixes and refinements. Testers are more commonly known as QA technicians and it is a
very responsible role that requires people with meticulous attention to detail. Testers
should not just be people who enjoy playing games, but people who are able to think
of all of the different ways that a game can be broken, and are able to follow formal
processes to document every problem that they find in a way that can be understood
by the programmers.
The testing is split into different phases and begins with unit testing all of the individual
technical elements of the game. This is followed by alpha testing the first complete
build, beta testing the next release after bugs have been fixed and then a final quality
test to ensure that everything is working. Sometimes the developers will offer a beta
build to the public for testing, as this gives them the chance to get much more feedback.
Technical constraints
While we have already looked at the design constraints that can affect how the game
will look and feel, a number of technical constraints may affect the development stage.
The game will have a set budget and this will dictate how much time can be spent on
development, as most of the team will be on fixed-term, temporary contracts. Players
often ask why games do not have all the features it is possible to have and budget
constraints are one of the biggest reasons for features being cut back.
The size of the servers will affect the development of an online multiplayer game.
The number of players who can access the game online at one time is known as the
maximum concurrent players. If the server is unable to cope with all of the potential
players across the world, then the workload may be split between multiple servers for
set areas such as, for example, Europe and North America.
Link
▸▸ Figure 8.23: The field of view is set by the camera that follows the player’s character in this third-person game
Input methods
In Jump Chase, the player needs to be able to control the main character as easily as possible and there are a number
of input methods available for this, depending on which controller the game will use. This game is played on PC, which
means that it could be controlled by a keyboard/mouse or by a gamepad.
▸▸ Figure 8.24: Player input can be mapped to keyboard, controllers or even both
The default settings for the third-person template in Unreal® Engine supports mouse and keyboard but it would be
relatively easy to add gamepad support as well. While many different gamepads can be purchased for PC, the majority of
them tend to have the same configuration so that they will work with the bulk of PC games. The code for the character will
not specify a particular key or button but instead it will be named, for example MoveForward, Jump, LookUp. These labels
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Asset integration
Once assets have been created for Jump Chase, they will need to be imported into the games engine. 3D modelling
software exports meshes in a format called FBX that incorporates the mesh, textures and animations all in one file.
•• Graphics:
Graphics can be created in two different ways, using raster images or vector images. Raster images (known as
bitmaps) are made up of a series of pixels and it is important when making games to keep the number of pixels in
an image (its resolution) as low as possible without losing quality. This will
make the game run more smoothly. A raster image with very few pixels will Key term
be a small file size but will have a very blocky style known as pixel-art style. Bitmaps – images that are
The more pixels there are, the smoother the image. In Jump Chase the made up of individual pixels
designers will need to make raster images for the textures applied to the that together display a picture.
3D models and for the game’s interface.
Vector graphics use points and lines to define an image. Vector graphics take more computational power to work
with so are not used as frequently in games, and very few games engines support them. Even though vector graphics
scale better, it takes less memory and processing to use a series of differently sized bitmaps.
•• Texture mapping: All of the meshes that are imported into Jump Chase will have textures applied to them as set in
the software in which they were created. One way to make a game run at a faster frame rate is to have different
assets share the same texture file. This can be done when one asset, say, a floating platform, uses the top half of
an image file for its metal texture and another asset uses the bottom half of the image. This means that two assets
only need one image file. Textures are mapped to 3D meshes, which means that each flat surface on the mesh is
tied to a particular part of an image file. If you think about a textured die, each face of the die would have a square
in the image file and these squares would be mapped to each polygon in the mesh.
•• Animation and video: The main character in Jump Chase is going to have different animation cycles. The default
character has an idle cycle, a jump cycle, a walk cycle and a run cycle. The state machine uses the idle cycle as its
default setting and, when the jump button is pressed, it will transition into the jump cycle.
Key terms
Cycle – instructions or operations which are
repeated.
Idle cycle – the animation that a character
displays when the player is not moving them.
A character in an idle cycle may stand still and
breathe or tap their foot after a few seconds.
Default setting – the setting selected by the
games engine when nothing else has been input
by the developer or, if the game is running, by the
player.
▸▸ Figure 8.25: Game characters can be rigged with bones to allow them to contain multiple animations
▸▸ Figure 8.26: Audio can have 3D properties so that it can become louder the closer you get to an area
Sound assets can be 2D or 3D. 2D sound assets are heard by the player at its volume setting and cued to play as
programmed by the developer. Sounds can use triggers, so when the player steps into a certain area, such as a
creepy forest, they walk through an invisible trigger and a sound effect will play (the cry of an owl, for example).
3D sounds work in the same way but they are location specific, so as the player approaches the sound will get
louder and as they move past it the sound volume will diminish. In Jump Chase, there will be a creepy building
and the sound of someone laughing coming from inside a room that cannot be opened, just to add a sense of
horror to the level and to keep the player motivated to move forward. The sound clips have to be synchronised to
the visual displays so that they happen at the right time. This is especially important when sound is being used for
spoken dialogue as the character mesh has to move its mouth at the same time.
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Key terms
//Loop until node queue is empty
while (!nodeQueue.isEmpty()) { Grid – a network of lines that
//remove node ID from queue is projected onto a game level
in order to split it into logical
int visitedNode = nodeQueue.removeFromQueue();
sections.
//check all connected nodes in a loop
Node – a point where lines
for (int newNode = 1; newNode <= n; ++newNode)
intersect.
{
//check to see if the newNode is connected and if it has been
visited
if (isConnected(visitedNode , newNode) ) {
Link
if(!hasBeenVisited[newNode ]){
//add to queue For more about path-finding
search algorithms, see the
nodeQueue.addToQueueEnd(newNode);
section Search algorithms.
markAsVisited(newNode);
}
}
}
}
This code snippet shows a section of the BFS algorithm where it is checking through all of the nodes connected to the
current node and seeing if they have been visited yet. The robots in Jump Chase will do this before they move. Once
the code loop has finished and created a list of nodes to move through, the robot will then make its moves.
More advanced features
•• 3D rendering: Jump Chase has a 3D environment with sculpted landscape and audio. This is created in Unreal®
Engine and the platforms will be 3D meshes created in Autodesk® 3D Studio Max.
This example is designed to give an overview of a developed game but is too complicated
to be created by a single learner or a small team. The scope of this unit is to provide an
understanding of the whole process and to create a simple working game that will provide
an understanding of how to create something that could be developed into a wider, working
title.
Testing tools
Games engines and IDEs contain tools that help with the testing phase of games
development. Figure 8.28 shows a statistics window that can show details of all of the assets
in the scene and how they are being rendered.
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Other tools include debugging tools like breakpoints and watch values that allow the
Key term programmers to automatically stop the game at certain lines of code within a function
to check to see which values are being stored. This will be useful if a particular game
Bug – a problem in code that feature is not working correctly because it will help the programmer or tester to solve
causes errors or glitches in a the problem (or bug) by processes of elimination. When the programmer knows
game. where the game is going wrong, they can figure out how to fix it.
Feedback
Feedback from testers, clients and players is very important and this is why end user
testing or user acceptance testing is crucial. Testing by players may be done by small
focus groups at the development studio, in larger sessions at games conventions or a
game may be opened up to the public as part of an open beta. It is common for small
testing groups to have to sign non-disclosure agreements (NDAs), which are contracts
that prevent them from revealing details about the game. This way, if anything is taken
out of the final version of a game, the public will never know about it.
End user testers will be asked to consider the following.
▸▸ Effectiveness – how well does the game play? How good are the controls?
▸▸ Presentation – does the game look good? Does the art style work well?
▸▸ Performance – does the game run smoothly? Has it lagged at any points?
▸▸ Accessibility – how easy is the game to control? Is the difficulty level manageable?
▸▸ Portability – does the game work well on different platforms? Does it work well on
different screen sizes?
▸▸ Robustness – can you break the game? Can you get stuck anywhere?
▸▸ Purpose – do you understand what you are meant to be doing in the game? Do you
understand why you are doing it?
Refinements
The feedback gained from users will go into making refinements to the game, but the
scale of refinement depends on how much time is left before the final deadline and
may also be dependent on the budget. Small changes to layout and challenge level can
be considered but anything that requires new meshes or characters will be impossible
after the beta stage of development. Some console games developers, when criticised
Quality
The reviewer will first comment on the quality of the game. How well is it made? They
will consider the textures, the animations, the game mechanics, everything. Players
tend to pay around £40 for a console or PC game or half that for a digital download
game for PC. They expect to get a quality product for their money. This means that all
the controls need to work well with the game, the graphics need to look good and the
challenge levels need to be appropriate for the intended audience. All of these aspects
will be checked by the reviewer.
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Original requirements
The reviewer will also look at the original requirements of the game. They will look
back to the original high-concept design document and comment on whether or
not the game has met the outcomes that it originally set out to achieve. It may be
that changes and refinements during development have changed some things, but a
game should generally end up in a similar state to how it was originally conceived and
designed.
Technology constraints
Once the game has been made, its technical requirements will be confirmed and the
reviewers will be able to check to see if these cause any problems. In the previous
generation of consoles, the Xbox 360® used DVD discs and if a game was too big it
would spill onto a second disc, which meant more expensive boxes were needed and
players would be frustrated at having to change game disc halfway through the game.
PC gamers pay very close attention to the recommended technical specifications so
that they can play their games without having to sacrifice graphics or quality. When the
quality team reviews the game, they will set out the minimum technical requirements
for the game and the recommended requirements, as they will be advertised.
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Now that you have shown your knowledge to the games Plan
publisher about different games platforms, you have been • What am I being asked to do?
asked to design a game. The publisher wants you to create • What sort of game would the audience want?
a game for the web using the recent WebGL plugins that are • What resources do I need to complete the task?
available on the main games engines. Do
Remember that WebGL allows developers to create whole • Have a got a full set of design documents?
2D and 3D games that will run in a web browser • Have I thought about everything that needs to
In your design, you must show that you understand the be designed?
constraints of designing for a web platform and that nothing • I can identify when I have gone wrong in my
is asking too much of the system. game production and get myself back on course.
The game’s design is your choice. The publishers are open • I am recording my own observations and
to seeing your ideas but they have specified the following thoughts in a production diary.
requirements: Review
• a PEGI rating of 7 or lower • I can consider all constraints involved in a web
• either a 2D or a 3D design game.
• a third-person player character. • I realise where I might not fully appreciate how
many assets I need to create to make the game
You should produce a GDD document and a set of design
look professional.
documents that justify your design decisions, showing how
• I can explain the skills that I employed and the
they fulfil the purpose of your game and meet the client’s
new ones which I have developed.
requirements. You will need to review the designs with others
• I can explain what success looks like.
to make refinements.
You might create the following:
• storyboards
• level designs
• a summary of game mechanics
• game screen mock ups.
Having completed the design for your WebGL game, it is
now time to create it. You have been asked to produce two
working levels for the game that you have designed with a
welcome menu and a game over screen.
Remember that you have learnt how long and complicated
the game development process can be. Do not be too
ambitious in your design. You can achieve high grades with a
simple game design that works well.
You must ensure that the game is optimised for web delivery,
which means that textures should be minimal resolution, any
3D meshes should be low poly and any audio should be kept
to a minimum. Keep a production diary of your development
and testing which records your organisation and self-
management.
After you have created the game levels, you must test it
fully and produce a review for the clients that evaluates the
design.
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