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Game Design (spilldesign Våren 2018)
#1 Game Design (spilldesign Våren 2018)
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Om faget Foreleser: Jarl Schjerverud
Hjemmeområde: XBL: Jarls PSN: Jarls
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Jobber daglig som prosjektleder ved Sykehuset Østfold - Forskning og Innovasjon
Foreleser også 3D-modllering ved HiØ (3. år)
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Jobbet i Funcom fra 1994 til 2008 Lead game designer Dreamfall Anarchy Online Age of Conan The Secret World
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13 x 4 timer – Fredager kl 1215 til 1600
Siste forelesning 27. April Dvs. noen Fredager det IKKE er forelesning – tidsplan kommer
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Eksamensform Mappevurdering av 3 obligatoriske gruppeoppgaver
Dvs. alle må levere 3 obligatoriske oppgaver i løpet av semesteret Hver oppgave vil få karakter Karakter i faget vil bli basert på en helhetsvurdering av de 3 oppgavene Oppgavene skal løses i grupper
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Plan for obligatoriske oppgaver kommer
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Pensumslitteratur Det er ingen pensumslittertatur!
Det vil derfor være ekstra viktig å være på forelesningene! Frivillig litteratur (anbefalinger): Andrew Rollings and Ernest Adams “on Game Design” Andrew Rollings, David Morris “Game Architecture and Design: A New Edition”
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Språk Allt skriftlig vil være på Engelsk (dvs. Obligene)
Forelesning muntlig på Norsk (nei – ingen muntlig eksamen)
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Synopsis The design process Design documents The designers role
Design challenges Development process Development challenges
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Focus on the game designer role
Focus on process up to the point where actual implementation begins Focus on "major" games development
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The parts that make up a game & The Development Team
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Art Lead graphics Art director Concept artists 3D modelers Animators
Character artists Texture artists Interface artists CG
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Programming Lead programmer Game- play/mechanics AI 3D 2D Interface
Networking Editor Sound & Music Physics
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Sound & Music Director Sound effects (foley) Music Voice Cinematic
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Design Lead designer System Level Item NPC Writers
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The Game Director Responsible for the game ”creatively”
Final say in all things creative
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The Project Manager Responsible for time, money and people
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”Extra-team” relations
Management Marketing Quality Assurance Tech department Sound & Music dept. Community & Web
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External relations Publisher External production resources
Platformer owner/developer Technology resources Music talent Voice talent Motion capture studio
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Rough guideline Typical core teams
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Core team = hands on development
Core team = hands on development. Present for majority of implementation
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Small game 6-12 months production Designers: 1-2 Programmers: 2-3
Gfx artists: 1-3 Sound & music: 1 (part time)
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Normal game 16-24 months production Designers: 3-6 Programmers: 5-15
Gfx artists: 7-20 Sound & music: 2
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Large game 18-36 months production Designers: 5-10 Programmers: 15-25
Gfx artists: 20-50 Sound & music: 3
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The core teams size and composition changes throughout the projects lifespan.
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Basic team structure
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