5. Game Concept and Idea (1 of 6)
• Game used SMS as a tools to play
• User can chat and interact to each other by
sending their SMS
• 3D Design view of the game
• User had their own character to choose from
• Can put object for commercial purpose
• Themes can be changed
• Game displayed on commercial TV Stations
• Timeline 4 weeks for commercial used
6. Development Team Assembled (2 of 6)
• Team
2 Programmers
1 3D Animator
1 Project Manager
1 Design Artist
7. Setup Engine & Development Tools (3
of 6)
• Engine
Using “true-vision” 3D game engine
• Tools
.NET Framework and SQL Server
3D-Max Software and Adobe
8. Define Modules (4 of 6)
• Programmer
Desktop User Interfaces
3D World programming
Object Behaviors
Object Attributes
3D Actor programming
Actor Behaviors
Actor Attributes
Artificial Intelligence (interaction between object)
Anti collision between object
Shortest Path
SMS Systems
9. Define Modules (4 of 6)
Receiver
Transmitter
Controller
3D Max Animator
Actor
Actor 3D Design
Actor Animation
Object
Object 3D Design
Design Artist
Banner design
Texture design
10. Testing (5 of 6)
• Deployment and Testing on Global TV station
• Run on-air for 1 hours every-day at 2 am for 2
months
11. Production and Distribution (6 of
6)
• Distribute to all over Jatis local TV stations
client
• Themes are created based on local interest
• Create manual documents for TV operators to
teach them how to operate the game
12. Summary
Concept Development
Game
World
Game Play Character
Timeline and Propose Team
Budget
Production and Distribution
Assembled
Team
Engine
and Tools
Testing
Modules / Phase
Setup
Package
Distribute to Clients
Themes
Document
ation
14. The Idea (1 of 8)
• Concept for a new game
• Clearly described
3-10 pages
Outlining the game world, characters, challenges
Lose-or-win scenarios, basic mechanics
• Becomes the pitch document
Gets the game accepted or rejected by the
publisher
15. The Pitch (2 of 8)
• Idea presented to publisher (maybe
manager, depending on game author)
• If idea captures interest, usually includes
suggested revisions
• Idea is finally accepted
16. Proof of Concept (3 of 8)
• Designer gets budget to build a prototype
Will be thrown away before game done
• Game design expanded to larger document
Focusing on details of gameplay (play mechanics)
Avoid focusing too much on user interface
• Budget proposed
Including time and money
• Game will be developed using the prototype and the design
document as guidance
• Not guaranteed to go to development yet
That determined by success of this stage
17. Start of Development (4 of 8)
• Development team assembled
Uses design document that is 90% done
• Process broken into milestones
Milestones for measuring progress
Game is tested for gameplay and quality
• How many milestones are there?
Number depends on the size of the project
• Typically fixed from the beginning
Need to avoid urge to add features (creep) during milestone
cycles!
18. Stages of Game Development (5 of 8)
Milestone 1
• Most critical milestone
• Game should have functional (not complete)
art, sound and code
• Can assess feasibility and budget
Make changes, as appropriate
• Then, rushes headlong into development!
19. Stages of Game Development (6 of 8)
Alpha
• Lot of variation as to what is an Alpha
• Complete with Art, Sound and Code
• Not fully tested
• Some tuning, last minute additions and
changes can still be done
20. Stages of Game Development (7 of 8)
Beta
• Finished game, all features tested and tuned
• External testing to check compatibility issues
• Users play free of charge in exchange for
reporting bugs
• (Hopefully) no changes to any art, sound or
code
Only bug fixes
21. Stages of Game Development (8 of 8)
Gold Master
• Accepted as complete
• Includes known bugs
Distribution
• Game is mass produced
• Put into boxes, shrink-wrapped and shipped to
retailers
22. Summary
• The Idea
• The Pitch
• Proof of Concept
• Start of Development
– Milestone 1
– Alpha
– Beta
– Gold
• Distribution