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gamedesigninitiative
at cornell university
the
Game Components
Lecture 4
gamedesigninitiative
at cornell university
the
Starting Prompt
— What exactly is a game engine?
— What libraries does it have to provide?
— What tools need to come with it?
— What skills should an engine require?
— Extensive programming experience (3110+)?
— Minimal programming experience (1110)?
— No programming experience?
— Artistic ability (vs. paying for assets)?
Design Elements
2
gamedesigninitiative
at cornell university
the
So You Want to Make a Game?
— Will assume you have a design document
— Focus of next week and a half…
— Building off the ideas of previous lecture
— But now you want to start building it
— Need to assign tasks to the team members
— Helps to break game into components
— Each component being a logical unit of work.
Design Elements
3
gamedesigninitiative
at cornell university
the
Traditional Way to Break Up a Game
— Game Engine
— Software, created primarily by programmers
— Rules and Mechanics
— Created by the designers, with programmer input
— User Interface
— Coordinated with programmer/artist/HCI specialist
— Content and Challenges
— Created primarily by designers
Parts of a Game
4
gamedesigninitiative
at cornell university
the
Features of Game Engines
— Power the graphics and sound
— 3D rendering or 2D sprites
— Power the character and strategic AI
— Typically custom designed for the game
— Power the physics interactions
— Must support collisions at a bare minimum
— Describe the systems
— Space of possibilities in game world
Parts of a Game
5
gamedesigninitiative
at cornell university
the
Commercial Game Engines
— Libraries that take care of technical tasks
— But systems always need some specialized code
— Game studios buy source code licenses
— Is LibGDX a game engine?
— It has libraries for graphics, physics, and AI
— But you still have to provide code for systems
— Bare bones engine: graphics, physics, audio
Parts of a Game
6
gamedesigninitiative
at cornell university
the
Game Engines: Graphics
— Minimum requirements:
— API to import artistic assets
— Routines for manipulating images
— Two standard 3D graphics APIs
— OpenGL: Unix, Linux, Macintosh
— Direct3D: Windows
— But the future is Vulkan…
— For this class, our graphics engine is LibGDX
— Supports OpenGL, but will only use 2D
Parts of a Game
7
gamedesigninitiative
at cornell university
the
Game Engines: Physics
— Defines physical attributes of the world
— There is a gravitational force
— Objects may have friction
— Ways in which light can reflect
— Does not define precise values or effects
— The direction or value of gravity
— Friction constants for each object
— Specific lighting for each material
Parts of a Game
8
gamedesigninitiative
at cornell university
the
Game Engines: Systems
— Physics is an example of a game system
— Specifies the space of possibilities for a game
— But not the specific parameters of elements
— Extra code that you add to the engine
— Write functions for the possibilities
— But do not code values or when called
— Programmer vs. gameplay designer
— Programmer creates the system
— Gameplay designer fills in parameters
Parts of a Game
9
gamedesigninitiative
at cornell university
the
Systems: Super Mario Bros.
— Levels
— Fixed height scrolling maps
— Populated by blocks and enemies
— Enemies
— Affected by stomping or bumping
— Different movement/AI schemes
— Spawn projectiles or other enemies
— Blocks
— Can be stepped on safely
— Can be bumped from below
— Mario (and Luigi) can be small, big, or fiery
Parts of a Game
10
gamedesigninitiative
at cornell university
the
Characteristics of an Engine
— Broad, adaptable, and extensible
— Encodes all non-mutable design decisions
— Parameters for all mutable design decisions
— Outlines gameplay possibilities
— Cannot be built independent of design
— But only needs highest level information
— Gameplay specification is sufficient
Parts of a Game
11
gamedesigninitiative
at cornell university
the
Data-Driven Design
— No code outside engine; all else is data
— Purpose of separating system from parameters
— Create game content with level editors
— Examples:
— Art, music in industry-standard file formats
— Object data in JSON or other data file formats
— Character behavior specified through scripts
— Major focus for alpha release
Parts of a Game
12
gamedesigninitiative
at cornell university
the
Design Elements
13
Popular Indie Engines
— Use data-driven design
— All code is in “scripts”
— Core code is inaccessible
— But can be a problem!
— Most systems are built-in
— Changing can be a fight
— Or extremely inefficient
— Designer has less control
— Why AAAs moved away
— In past, source code license
— Now engines all in-house
gamedesigninitiative
at cornell university
the
Traditional Way to Break Up a Game
— Game Engine
— Software, created primarily by programmers
— Rules and Mechanics
— Created by the designers, with programmer input
— User Interface
— Coordinated with programmer/artist/HCI specialist
— Content and Challenges
— Created primarily by designers
Parts of a Game
14
gamedesigninitiative
at cornell university
the
Rules & Mechanics
— Fills in the values for the system
— Parameters (e.g. gravity, damage amounts, etc.)
— Types of player abilities/verbs
— Types of world interactions
— Types of obstacles/challenges
— But does not include specific challenges
— Just the list all challenges that could exist
— Contents of the palette for level editor
Parts of a Game
15
gamedesigninitiative
at cornell university
the
Rules: Super Mario Bros.
— Enemies
— Goombas die when stomped
— Turtles become shells when stomped/bumped
— Spinys damage Mario when stomped
— Piranha Plants aim fireballs at Mario
— Environment
— Question block yields coins, a power-up, or star
— Mushroom makes Mario small
— Fire flower makes Mario big and fiery
Parts of a Game
16
gamedesigninitiative
at cornell university
the
Rules: Super Mario Bros.
— Enemies
— Goombas die when stomped
— Turtles become shells when stomped/bumped
— Spinys damage Mario when stomped
— Piranha Plants aim fireballs at Mario
— Environment
— Question block yields coins, a power-up, or star
— Mushroom makes Mario small
— Fire flower makes Mario big and fiery
Parts of a Game
17
Will be the topic of next few lectures
gamedesigninitiative
at cornell university
the
Game AI: Where Does it Go?
— Game AI is traditionally placed in mechanics
— AI needs rules to make right choices
— Tailor AI to give characters personalities
— But it is implemented by programmer
— Search algorithms/machine learning
— Shouldn’t these be in game engine?
— Holy Grail: “AI Photoshop” for designers
— Hides all of the hard algorithms
Parts of a Game
18
gamedesigninitiative
at cornell university
the
Traditional Way to Break Up a Game
— Game Engine
— Software, created primarily by programmers
— Rules and Mechanics
— Created by the designers, with programmer input
— User Interface
— Coordinated with programmer/artist/HCI specialist
— Content and Challenges
— Created primarily by designers
Parts of a Game
19
gamedesigninitiative
at cornell university
the
Interfaces
— Interface specifies
— How player does things (player-to-computer)
— How player gets feedback (computer-to-player)
— More than engine+mechanics
— Describes what the player can do
— Do not specify how it is done
— Bad interfaces can kill a game
Parts of a Game
20
gamedesigninitiative
at cornell university
the
Interface: Dragon Age
Design Elements
21
gamedesigninitiative
at cornell university
the
Interface: Dead Space
Parts of a Game
22
gamedesigninitiative
at cornell university
the
Designing Visual Feedback
— Designing for on-screen activity
— Details are best processed at the center
— Peripheral vision mostly detects motion
— Visual highlighting around special objects
— Designing for off-screen activity
— Keep HUD elements out of the center
— Flash the screen for quick events (e.g. being hit)
— Dim the screen of major events (e.g. low health)
Design Elements
23
gamedesigninitiative
at cornell university
the
Interface: Witcher 3
Design Elements
24
gamedesigninitiative
at cornell university
the
Other Forms of Feedback
— Sound
— Player can determine type, distance
— In some set-ups, can determine direction
— Best for conveying action “off-screen”
— Tactile (e.g. Rumble Shock)
— Good for proximity only (near vs. far)
— Either on or off; no type information
— Limit to significant events (e.g. getting hit)
Design Elements
25
gamedesigninitiative
at cornell university
the
Traditional Way to Break Up a Game
— Game Engine
— Software, created primarily by programmers
— Rules and Mechanics
— Created by the designers, with programmer input
— User Interface
— Coordinated with programmer/artist/HCI specialist
— Content and Challenges
— Created primarily by designers
Parts of a Game
26
gamedesigninitiative
at cornell university
the
Content and Challenges
— Content is everything else
— Gameplay content defines the actual game
— Goals and victory conditions
— Missions and quests
— Interactive story choices
— Non-gameplay content affects player experience
— Graphics and cut scenes
— Sound effects and background music
— Non-interactive story
Parts of a Game
27
gamedesigninitiative
at cornell university
the
Mechanics vs. Content
— Content is the layout of a specific level
— Where the exit is located
— The number and types of enemies
— Mechanics describe what these do
— What happens when player touches exit
— How the enemies move and hinder player
— Mechanics is the content palette
Design Elements
28
gamedesigninitiative
at cornell university
the
Mechanics vs. Content
Design Elements
29
gamedesigninitiative
at cornell university
the
Mechanics vs. Content
Design Elements
30
palette
gamedesigninitiative
at cornell university
the
Why the division?
— They are not developed sequentially
— Content may requires changes to game engine
— Interface is changing until the very end
— Intended to organize your design
— Engine: decisions to be made early, hard-code
— Mechanics: mutable design decisions
— Interface: how to shape the user experience
— Content: specific gameplay and level-design
Parts of a Game
31
gamedesigninitiative
at cornell university
the
Milestones Suggestions
Nondigital Gameplay Technical Alpha Beta Release
Pre-Engine
Tech
Completed
Game Engine
Mechanics (Design)
Mechanics
(Implementation)
Interface
(Functional Mock-up)
Interface (Polishing)
Content
Design Elements
32
gamedesigninitiative
at cornell university
the
Summary
— Game is divided into four components
— Should keep each in mind during design
— Key for distributing work in your group
— But they are all interconnected
— System/engine limits your possible mechanics
— Content is limited by the type of mechanics
— Once again: design is iterative
Parts of a Game
33

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Components of Computing Game

  • 2. gamedesigninitiative at cornell university the Starting Prompt — What exactly is a game engine? — What libraries does it have to provide? — What tools need to come with it? — What skills should an engine require? — Extensive programming experience (3110+)? — Minimal programming experience (1110)? — No programming experience? — Artistic ability (vs. paying for assets)? Design Elements 2
  • 3. gamedesigninitiative at cornell university the So You Want to Make a Game? — Will assume you have a design document — Focus of next week and a half… — Building off the ideas of previous lecture — But now you want to start building it — Need to assign tasks to the team members — Helps to break game into components — Each component being a logical unit of work. Design Elements 3
  • 4. gamedesigninitiative at cornell university the Traditional Way to Break Up a Game — Game Engine — Software, created primarily by programmers — Rules and Mechanics — Created by the designers, with programmer input — User Interface — Coordinated with programmer/artist/HCI specialist — Content and Challenges — Created primarily by designers Parts of a Game 4
  • 5. gamedesigninitiative at cornell university the Features of Game Engines — Power the graphics and sound — 3D rendering or 2D sprites — Power the character and strategic AI — Typically custom designed for the game — Power the physics interactions — Must support collisions at a bare minimum — Describe the systems — Space of possibilities in game world Parts of a Game 5
  • 6. gamedesigninitiative at cornell university the Commercial Game Engines — Libraries that take care of technical tasks — But systems always need some specialized code — Game studios buy source code licenses — Is LibGDX a game engine? — It has libraries for graphics, physics, and AI — But you still have to provide code for systems — Bare bones engine: graphics, physics, audio Parts of a Game 6
  • 7. gamedesigninitiative at cornell university the Game Engines: Graphics — Minimum requirements: — API to import artistic assets — Routines for manipulating images — Two standard 3D graphics APIs — OpenGL: Unix, Linux, Macintosh — Direct3D: Windows — But the future is Vulkan… — For this class, our graphics engine is LibGDX — Supports OpenGL, but will only use 2D Parts of a Game 7
  • 8. gamedesigninitiative at cornell university the Game Engines: Physics — Defines physical attributes of the world — There is a gravitational force — Objects may have friction — Ways in which light can reflect — Does not define precise values or effects — The direction or value of gravity — Friction constants for each object — Specific lighting for each material Parts of a Game 8
  • 9. gamedesigninitiative at cornell university the Game Engines: Systems — Physics is an example of a game system — Specifies the space of possibilities for a game — But not the specific parameters of elements — Extra code that you add to the engine — Write functions for the possibilities — But do not code values or when called — Programmer vs. gameplay designer — Programmer creates the system — Gameplay designer fills in parameters Parts of a Game 9
  • 10. gamedesigninitiative at cornell university the Systems: Super Mario Bros. — Levels — Fixed height scrolling maps — Populated by blocks and enemies — Enemies — Affected by stomping or bumping — Different movement/AI schemes — Spawn projectiles or other enemies — Blocks — Can be stepped on safely — Can be bumped from below — Mario (and Luigi) can be small, big, or fiery Parts of a Game 10
  • 11. gamedesigninitiative at cornell university the Characteristics of an Engine — Broad, adaptable, and extensible — Encodes all non-mutable design decisions — Parameters for all mutable design decisions — Outlines gameplay possibilities — Cannot be built independent of design — But only needs highest level information — Gameplay specification is sufficient Parts of a Game 11
  • 12. gamedesigninitiative at cornell university the Data-Driven Design — No code outside engine; all else is data — Purpose of separating system from parameters — Create game content with level editors — Examples: — Art, music in industry-standard file formats — Object data in JSON or other data file formats — Character behavior specified through scripts — Major focus for alpha release Parts of a Game 12
  • 13. gamedesigninitiative at cornell university the Design Elements 13 Popular Indie Engines — Use data-driven design — All code is in “scripts” — Core code is inaccessible — But can be a problem! — Most systems are built-in — Changing can be a fight — Or extremely inefficient — Designer has less control — Why AAAs moved away — In past, source code license — Now engines all in-house
  • 14. gamedesigninitiative at cornell university the Traditional Way to Break Up a Game — Game Engine — Software, created primarily by programmers — Rules and Mechanics — Created by the designers, with programmer input — User Interface — Coordinated with programmer/artist/HCI specialist — Content and Challenges — Created primarily by designers Parts of a Game 14
  • 15. gamedesigninitiative at cornell university the Rules & Mechanics — Fills in the values for the system — Parameters (e.g. gravity, damage amounts, etc.) — Types of player abilities/verbs — Types of world interactions — Types of obstacles/challenges — But does not include specific challenges — Just the list all challenges that could exist — Contents of the palette for level editor Parts of a Game 15
  • 16. gamedesigninitiative at cornell university the Rules: Super Mario Bros. — Enemies — Goombas die when stomped — Turtles become shells when stomped/bumped — Spinys damage Mario when stomped — Piranha Plants aim fireballs at Mario — Environment — Question block yields coins, a power-up, or star — Mushroom makes Mario small — Fire flower makes Mario big and fiery Parts of a Game 16
  • 17. gamedesigninitiative at cornell university the Rules: Super Mario Bros. — Enemies — Goombas die when stomped — Turtles become shells when stomped/bumped — Spinys damage Mario when stomped — Piranha Plants aim fireballs at Mario — Environment — Question block yields coins, a power-up, or star — Mushroom makes Mario small — Fire flower makes Mario big and fiery Parts of a Game 17 Will be the topic of next few lectures
  • 18. gamedesigninitiative at cornell university the Game AI: Where Does it Go? — Game AI is traditionally placed in mechanics — AI needs rules to make right choices — Tailor AI to give characters personalities — But it is implemented by programmer — Search algorithms/machine learning — Shouldn’t these be in game engine? — Holy Grail: “AI Photoshop” for designers — Hides all of the hard algorithms Parts of a Game 18
  • 19. gamedesigninitiative at cornell university the Traditional Way to Break Up a Game — Game Engine — Software, created primarily by programmers — Rules and Mechanics — Created by the designers, with programmer input — User Interface — Coordinated with programmer/artist/HCI specialist — Content and Challenges — Created primarily by designers Parts of a Game 19
  • 20. gamedesigninitiative at cornell university the Interfaces — Interface specifies — How player does things (player-to-computer) — How player gets feedback (computer-to-player) — More than engine+mechanics — Describes what the player can do — Do not specify how it is done — Bad interfaces can kill a game Parts of a Game 20
  • 23. gamedesigninitiative at cornell university the Designing Visual Feedback — Designing for on-screen activity — Details are best processed at the center — Peripheral vision mostly detects motion — Visual highlighting around special objects — Designing for off-screen activity — Keep HUD elements out of the center — Flash the screen for quick events (e.g. being hit) — Dim the screen of major events (e.g. low health) Design Elements 23
  • 25. gamedesigninitiative at cornell university the Other Forms of Feedback — Sound — Player can determine type, distance — In some set-ups, can determine direction — Best for conveying action “off-screen” — Tactile (e.g. Rumble Shock) — Good for proximity only (near vs. far) — Either on or off; no type information — Limit to significant events (e.g. getting hit) Design Elements 25
  • 26. gamedesigninitiative at cornell university the Traditional Way to Break Up a Game — Game Engine — Software, created primarily by programmers — Rules and Mechanics — Created by the designers, with programmer input — User Interface — Coordinated with programmer/artist/HCI specialist — Content and Challenges — Created primarily by designers Parts of a Game 26
  • 27. gamedesigninitiative at cornell university the Content and Challenges — Content is everything else — Gameplay content defines the actual game — Goals and victory conditions — Missions and quests — Interactive story choices — Non-gameplay content affects player experience — Graphics and cut scenes — Sound effects and background music — Non-interactive story Parts of a Game 27
  • 28. gamedesigninitiative at cornell university the Mechanics vs. Content — Content is the layout of a specific level — Where the exit is located — The number and types of enemies — Mechanics describe what these do — What happens when player touches exit — How the enemies move and hinder player — Mechanics is the content palette Design Elements 28
  • 30. gamedesigninitiative at cornell university the Mechanics vs. Content Design Elements 30 palette
  • 31. gamedesigninitiative at cornell university the Why the division? — They are not developed sequentially — Content may requires changes to game engine — Interface is changing until the very end — Intended to organize your design — Engine: decisions to be made early, hard-code — Mechanics: mutable design decisions — Interface: how to shape the user experience — Content: specific gameplay and level-design Parts of a Game 31
  • 32. gamedesigninitiative at cornell university the Milestones Suggestions Nondigital Gameplay Technical Alpha Beta Release Pre-Engine Tech Completed Game Engine Mechanics (Design) Mechanics (Implementation) Interface (Functional Mock-up) Interface (Polishing) Content Design Elements 32
  • 33. gamedesigninitiative at cornell university the Summary — Game is divided into four components — Should keep each in mind during design — Key for distributing work in your group — But they are all interconnected — System/engine limits your possible mechanics — Content is limited by the type of mechanics — Once again: design is iterative Parts of a Game 33