UGDP - Understanding the Game Development Process Module Overview

 

Understanding the Game Development Process Module Overview

Introduction

Where and how do games start, and what are the processes for bringing them to reality? What are some core principles to become successful in completing a game that people will want to play?

Understanding the Game Design Process Intro ImageIn this module you will learn the primary steps in the game development process at a very general but universal level. We will understand how narratives and stories are used in the development of these games from concept to game release, and learn about the roles and processes needed to go from game idea to game reality. We will also evaluate basic games types: a 2D vs. a 3D game, single user vs. multi-user games, game genres and more. You will learn about who gamers are, the psychology factors that drive gaming, and the trends in the industry. This module will ask you to demonstrate the steps needed to create and execute a game and understand the common industry software tools used to develop games. Don't worry, you don't have to make a game yet, just understand the steps.

 

Essential Questions

  1. How does the game design process facilitate the development of a game?
  2. What questions do game designers need to ask before they start to work on the design of a game?
  3. What are the key roles in the game design and development process?
  4. How does the testing phase help in the development of a game?
  5. What are the types of games that can be made, and the tools that make them?
  6. Do games need a narrative in order to be a successful?

 

Key Terms

  1. Multi-User: This denotes a computer game in which several players interact simultaneously using the Internet or other communication between devices.
  2. Single User: A computer game in which only one player interacts with a gaming platform either on the Internet or locally.
  3. Game Design: To draw or lay out the plans for a game, including rules of play, art, sound and more.
  4. QA Testing: A subset of game development, game testing is a process for quality control of video games; the primary function of game testing is the discovery and documentation of software defects (aka bugs), but can also include discovery of game advantages and disadvantages that need to be corrected.
  5. Game Tester: The quality assurance (QA) is carried out by game testers, someone who uses a specific series of actions to analyze a video game in order to document software and logical defects as part of a quality control; testing is a highly technical field requiring computing expertise, and analytic competence.
  6. Game Designers: Team members that devise what a game consists of and how it plays, defining but not necessarily developing all the core elements, are the game designers.
  7. Programmer: The person who writes the computer code that supports and regulates how the game is played with interactions, scoring, and more.
  8. Artist: Creates all art for the game, from the initial concept art to game assets and more.
  9. Audio Engineer: Finds or develops sounds, music, sound effects for the game.
  10. Level Designer: Creates the worlds in which the games are played.
  11. Genres: Categories of games, determined by how the game is played.
  12. Platforms: Types of devices that are used for gameplay, such as personal computer, smartphone, etc.
  13. Game Console: A machine specifically made for game play, usually connected to a television, monitor or projector; examples include XBox, Playstation, Nintendo Wii.
  14. 2D: Two-dimensional, meaning that you cannot rotate around another character or object in the game, only see it from one angle given to you.
  15. 3D: Three-dimensional, which allows you to rotate and move around other items, that you have more choice of how to view the game.
  16. Isometric: A blend view between 2D and 3D, which allows limited 3D involvement in a primarily 2D game.
  17. Augmented Reality (AR): The combination of a simulated or virtual view and the real world surroundings, seen as one using headsets or other devices.
  18. Virtual Reality (VR): A completely virtual world where the player is immersed in the game, usually with some type of headset or helmet, where they cannot see the real world at all.
  19. Personal Computer: A dedicated desktop or laptop computer.
  20. Dedicated Game Console: A machine created specifically for game play, connected to a monitor or TV (XBox, Playstation, Wii, etc.).
  21. Smartphone: A device whose primary use is a phone, but has game playing capabilities (iPhone, Android).
  22. Wireless Device: A device that is neither a smartphone nor a game system, best example is a tablet (iPad, Kindle, etc.).
  23. Dedicated Handheld System: A system that is portable and made specifically for gaming (Nintendo, Gameboy, etc.).
  24. Audience: The people who play your game, the general term for all players of your game.
  25. Asset: Anything used in your game, such as an audio effect, a character, a simple item.
  26. Concept Art: The initial art developed in game design, that is used as a motivator and guide for the game.
  27. Narrative: A story that becomes the basis of a game.
  28. Prototype: The first version of something, that tests the basic function before a lot of time is spent on developing the real product.
  29. Dependency: When one item or task requires another to be completed, it depends on its completion for its own completion.
  30. Parallel: Working at the same time, toward the same goal or objective, usually intended to combine at an agreed upon.
  31. Raster Image: An image that is created by coloring pixels, usually looking more photo-like.
  32. Vector Image: An image type that is based on filling a geometric shape with colors, and can stretch sizes we well.

 

Vocabulary Review

Use the following flashcard activity to help you review the vocabulary terms for this module.

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