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Lecture 1

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0% found this document useful (0 votes)
21 views

Lecture 1

Uploaded by

suirikkulbai
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Astana IT University

Department of Computer Engineering

Game Development

Talgat Sembayev
PhD, Assistant-Professor
Warm-Up Questions (Icebreakers)

 What do you think game development means?


 Have you ever tried using any game engines like Unity, Unreal,
or Godot? If so, what was your experience like?
 What is the first video game you ever played, and what made it
memorable for you?
 Which do you think is more important in a game: story, game-
play, or graphics? Why?
 Can you name a multimedia element that makes a game feel
more immersive?
Game Development


is the art of creating games and describes the design, de-
velopment and release of a game. It may involve concept
generation, design, build, test and release. While you cre-
ate a game, it is important to think about the game me-
chanics, rewards, player engagement and level design
Game development process
The game development process can take anything from a few weeks to
over a decade. It can be broken down into 7 main stages:

Pre-Pro- Pre- Post-


Planning Production Testing Launch
duction Launch Launch
1. Planning

 What genre will your game be? *Ideas will chop and
 change routinely in the
Will it be 2D or 3D?
planning stage, and the
 What art style will you use? concept you come up
 What gameplay mechanics do you want to include? with today may be
 Who’s the hero and who’s the villain? unrecognizable tomorrow
 Which game engine will you use?

Proof of con-
cept
2. Pre-production
You really hits the road in the second stage of game development, known as
the pre-production phase. You’ll scope out the work, create storyboards and
prototypes, and decide which ideas are winners and which are destined for
the cutting room floor.

 Artists need to make sure the art style and color palette match the game’s theme and
genre.
 Developers need to lock down the mechanics and physics of the game, and how it’ll
process models and objects. Some of these decisions will need to involve artists, writers,
and engineers, depending on how those decisions affect the script or gameplay
 Engineers will need to tell the team what their limitations are. The writing team might want a
big cinematic finale that the game engine can’t render. Developers may want a mechanic
that could cause performance issues. Now’s the time to set the boundaries
 Project leads are the piggy in the middle, balancing the demands of each team, making final
decisions, removing hurdles, and keeping everyone on the same page
 Writers need to settle on the script, the characters, and the world they live in. The script will
impact the art, the mechanics, and the environments that need creating
3. Production
Production is the longest and most important stage of game development.
This is where the lion’s share of your time and money will be spent, and
your game truly starts to come to life

When games are in production:


 Developers and designers create your game’s world, crafting and coding dynamic
environments that complement the story, art direction, and gameplay mechanics
 Models of main characters and NPCs are designed, rendered, and animated
 Voice actors record (and quite often re-re-re-record) scripts and lines of dialogue
to find the perfect tone
 Sound designers create soundtracks and in-game effects, ranging from the
bleeps and bloops of menu navigation to the creaky floorboards under your
characters’ feet
 Writers tidy scripts and take care of all the little copywriting tasks that crop up, like
naming NPCs and writing item descriptions
4. Testing
At this stage, you need to test every single aspect of your game to hunt
down any bugs, glitches, exploits, or softlocks that may have crept in

Some of the problems you’ll need to test for include:

 Solid environments
 Rendering and performance issues
 Exploits
 Softlocks
 Difficulty Fun factor
 Scripting and acting errors
5. Pre-launch 6. Launch 7. Post-launch
The pre-launch is It’s time. Your game’s Congratulations - you’ve
where your marketing release day is just completed the game
kicks into gear. By now, around the corner. development process and
you should have a Now’s the time to give made your own game!
stable beta build of your game its final coat Soaring sales figures and
your game that’s ready of polish swathes of positive
to present to the public reviews are sure to follow.

You may decide to make


trailers, demos, or release
your game in Early Access.
This is one of the most
exciting and nerve-wracking
stages of the game
development process - you’re
finally ready to show off all
your hard work, but you’ve no
way of knowing what kind of
reception it’ll get.
Astana IT University
Department of Computer Engineering

Introduction to Unity: Installation. Unity Hub. Interface Over-


view

Talgat Sembayev
PhD, Assistant-Professor
Unity


Unity is a cross-platform game engine developed by Unity Technologies,
first announced and released in June 2005 at Apple Worldwide Develop-
ers Conference as a Mac OS X game engine. The engine has since been
gradually extended to support a variety of desktop, mobile, console,
augmented reality, and virtual reality platforms. It is particularly popular
for iOS and Android mobile game development, is considered easy to use
for beginner developers, and is popular for indie game development.
The engine can be used to create three-dimensional (3D) and two-di-
mensional (2D) games, as well as interactive simulations. The engine has
been adopted by industries outside video gaming, such as film, automo-
tive, architecture, engineering, construction, and the United States
Armed Forces.

LINK: https://unity.com
Create with Unity in three steps

Download the Choose your Start your


Unity Hub Unity version project
• Follow the in- • Install the • Begin creat-
structions latest version ing from
onscreen for of Unity, an scratch, or
guidance older release, pick a tem-
through the or a beta fea- plate to get
installation turing the lat- your first
process and est in-devel- project up
setup opment fea- and running
tures quickly
Starting Unity for the first time
Starting Unity for the first time
Starting Unity for the first time
Setting Function
Project Set the name of your Project. This names the folder which stores the Assets, Scenes
name and other files related to your Project. This defaults to New Unity Project, and you can
change it at any time.
Location Use this to define where in your computer’s file system to store your Project. The
location of your Project defaults to the home folder on your computer. To change it,
type the file path to your preferred storage location into the Location field.
Alternatively, click the three blue dots in the Location field. This opens your
computer’s file browser (Explorer, Finder or Files, depending on your computer’s
operating system). In your file browser, navigate to the folder that you want to store
your Project in, and click Select Folder or Open.
3D / 2D Choose whether your project is in 2D or 3D. This sets up various presets in Unity to
make getting started easier. This is set to 3D by default. If you aren’t sure which to
choose, leave it as 3D. To change this setting in the Editor later, click the 2D button in
the Scene view.
Add Asset If you want to, you can use this to add pre-made content to your Project. The Asset
Package Packages provided with Unity include pre-made models, particle effects and example
scripts, along with other useful tools and content.
To import Unity-provided Asset Packages into your Project, click the Add Asset
Package button, then tick the checkbox to the left of each Asset Package you want to
import, and click Done. Unity automatically imports the selected Assets when your
Learning the interface
The main editor window is made up
of tabbed windows which can be
rearranged, grouped, detatched and
docked.
This means the look of the editor
can be different from one project to
the next, and one developer to the
next, depending on personal
preference and what type of work
you are doing.
The default arrangement of windows
gives you practical access to the the
most common windows. If you are
not yet familiar with the different
windows in Unity, you can identify
them by the name in the tab. The
most common and useful windows
are shown in their default positions
Learning the interface
The Project Window displays your library of assets that are available to use in your project.
When you import assets into your project, they appear here.
Learning the interface
The Scene View allows you to visually navigate and edit your scene. The scene view can show a
3D or 2D perspective, depending on the type of project you are working on.
Learning the interface
The Hierarchy Window is a hierarchical text representation of every object in the scene. Each
item in the scene has an entry in the hierarchy, so the two windows are inherently linked. The
hierarchy reveals the structure of how objects are attached to one another.
Learning the interface
The Inspector Window allows you to view and edit all the properties of the currently selected
object. Because different types of objects have different sets of properties, the layout and
contents of the inspector window will vary.
Learning the interface
The Toolbar provides access to the most essential working features. On the left it contains the
basic tools for manipulating the scene view and the objects within it. In the center are the play,
pause and step controls. The buttons to the right give you access to your Unity Cloud Services
and your Unity Account, followed by a layer visibility menu, and finally the editor layout menu
(which provides some alternate layouts for the editor windows, and allows you to save your own
custom layouts).

The toolbar is not a window, and is the only part of the Unity interface that you can’t rearrange.
Learning the interface
Thank you
for your attention!!!

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