IMGD 4000 Game Project: Overview and Team Formation Details

Game Project
IMGD 4000
Due Dates:
 
Form Teams
  
March 18
 
Treatment
  
March 22
 
Website
  
March 29
 
Tech milestone
 
April 7
 
Alpha
   
April 14
 
Beta
   
April 29
 
Final
   
May 3
 
Presentation
  
May 5
Overview
Build a game!
Using UE4
In a team of 
artists
 + 
programmers
Of your own choosing, but with constraints
Specific 
tech
 required
Specific 
art
 elements
Milestones provided (as per previous slide)
(Details next)
Form Teams (1 of 2)
First Wednesday!  2-2:50pm, FL222
All 
IMGD 4500 
and 
IMGD 4000 
must
 attend!
You should pair up with 1 other tech before
You will then pair up with 2 other artists
Team of 
4
Note, artists will be supporting 2 teams!
There is a 2-1 ratio of IMGD 4000 to IMGD 4500
But using 
same
 art assets for both teams
Form Teams (2 of 2)
Fill out:
What is your favorite game(s) to play?
In your view, what game has most impressive art and/or tech?
What game development role(s) are you most interested in this term?
What are your strongest game development skills?
What genre(s) of game are you most interested in this term?
What roles do you usually play in teams you are part of?
(visionary/detail person/community builder/get-stuff-done-er/other)
When you have an assignment due, are you more likely to get it done
a week early, stay up all night before it is due, or something else?
How important is this class to you and how does it fit in with your
other commitments this term?
Use to help make 
compatible
 team (don’t worry about ideal team)
Staff will be on hand to help facilitate matchmaking
Outcome
 
 
team members + email, team name to Farbrook and
Claypool
Design Constraints (1 of 3)
Game design is constrained
In our case, for educational reasons
In many cases, financial, legal, or market
Setting, narrative, character personality, game
mechanics are 
not
 constrained
Designed by 
Art
 and 
Tech
Not necessarily role of any one person
Design Constraints (2 of 3)
The game 
must
 have…
1+ fully-animated biped
or quadruped 
character
.
Player avatar or NPC
One central “
hero
” object
1
st
 or 3
rd
 person
Must be 3
rd
 if animated
character is hero
One level
Indoor or outdoor
3+ non-character objects
1+ moving (e.g., bird
flapping, vehicle spinning
wheels)
All tech features:
Physics
Force-based steering
Simple pathfinding
State-based AI
5+ sounds
2 ambient, 3 triggered
Design Constraints (3 of 3)
IMGD 4500 Artists
produce:
2 rigged and animated
characters (1 per student)
2 static models (1 per
student)
2 static models with
simple animations (1 per
student)
1 environment, either
interior or terrain
1 “
hero
” object (large,
detailed static model that
students work on
together)
4-8 sound files, at least 2
triggerable and rest
environmental
Extra assets possible, but
must be attributed!
Design Constraints – Tech Options
“A” grade on tech
Excellent Soft Eng (modularity, documentation, testing)
Each tech implements one (so, solo):
1.
an advanced pathfinding feature
2.
an advanced camera control feature
3.
a non-trivial shader
4.
flocking
5.
procedural content generation
6.
two-player networking - reuse character model for both
players in first-person mode  (can count for both)
7.
another significant technical element requiring a comparable
amount of programming (with prior approval of instructor)
Treatment Document (1 of 2)
Short document providing
information on game
Game Title
Project Folder Name
Group Leader (+ email)
IMGD 4000 team (+ emails)
IMGD 4500 team (+ emails)
Elevator Pitch – max 2-3
sentences, e.g., "A first-person
shooter using rotten vegetables
that takes place in the
supermarket produce section.
You win the game by hitting your
opponent with a complete salad."
Where and when does game take
place?
Who/what are protagonist and
adversary (which one is player)?
Explain primary objective of
player and how wins
Explain the general game
narrative (if any) in 1-2
paragraphs
What is basic game mechanic?
Is the game first or third person?
Briefly describe each game asset
Treatment Document (2 of 2)
Briefly describe tech in
game
Physics
Force-based Steering
Simple Pathfinding
State-based AI
Optional technical
element(s), if any?
Include all sketches,
images, and concept art
Due Sunday!
Email PDF to Claypool
and Farbrook
Note, not a "contract",
but chance for team to
think through most
aspects of game before
starting!
Source Control
As for Quickstart
FusionForge
Git or SVN
Directory for assets (on
right)
Other folders for tech, as
appropriate
Help Artists, as needed
Concept-art
Text
Images
Character-sculpt
Character-complete
Animations
Static-models
Static
Movable
Hero-object
Environment
Audio
Environmental
Triggerable
Final-game
Website
For development of game
Include information on right
Hosting up to you (e.g.,
WPI)
Consider links from past
offerings
D12
B12
Team
 (e.g., members, roles,
contact information)
Documents
 (e.g., game
treatment)
Artistic content 
(e.g.,
Concept Art, Model
Renders)
Releases 
(Tech, Alpha, Beta)
Promotional materials 
(e.g.,
Trailer)
Final game!
Professional, outward
representation of game
development effort
Technical Milestone
Short (~5 minute) demo in
class
Visiting
 Website
Clicking
 on link
Make sure to test ahead of
time!
As in “real world”, get only
one shot at interview/funding
README
Describes technical
components
Attribute authors, if not equal
Demonstrate
implementation of:
Basic physics (Rigid Body,
Collider and Mesh Collider)
Two force-based steering
behaviors
Basic A* pathfinding (see
IMGD 3000 lectures)
Hierarchical state machines
Alpha Release
All 
required features 
implemented
May not be working entirely correctly
Game code tested to eliminate critical gameplay
flaws
Minor glitches/bugs present
Compile cleanly, runnable
May have separate levels for separate parts (e.g.,
some illustrating weapons, other bad guys)
Not yet balanced, nor levels designed
Placeholder assets 
ok
 (e.g., simple cube)
Beta Release
Playable by users outside team
No new features or major code changes
Focus on fixing bugs that affect players
Make it more playable/fun
Compile cleanly and be runnable
Separate features of game demonstrable
Near-final versions of art-assets
Fairly balanced, suitable for players of various
skill levels, with only tweaks needed to make
game more fair/fun
Final Release
Your final release is like Beta, but
With 
more bugs fixed
With 
more balance
Polish, polish, polish
Don’t forget opening/splash
Don’t forget credits
Presentation
Present final game in class
Intro
Introduce team
High concept of game
Summary of major features core ideas
Most time spent demonstrating game! (show, don’t tell)
Highlighting technical aspects needed as show them
Both team members should talk
Arrange in advance who says what
Bring laptop/ test on podium computer ahead of time!
Embarrassing things can happen when you don't try out!
Total time 
5 minutes
Plan accordingly
Practice!
  Many times 
 
 content, timing and transitions down
Hints
Consider design constraints
Check out 
UE4 resources
 that we have
collected
If you find other really good ones, let us know!
Design software classes
Use iterative development
Should always have build that compiles, plays
Concentrate on 
core
, then 
required
, then
desired 
(if time)
Submission
TBD
Grading
 
Rubric available online
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Create a game project using UE4 in a team of artists and programmers. Form teams with specific constraints and required elements. Important dates include milestones for alpha, beta, and final presentations. Detailed instructions provided for team formation, design constraints, and project overview.

  • Game development
  • Team formation
  • UE4
  • Project milestones
  • Design constraints

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  1. Game Project IMGD 4000 Due Dates: Form Teams Treatment Website Tech milestone Alpha Beta Final Presentation March 18 March 22 March 29 April 7 April 14 April 29 May 3 May 5

  2. Overview Build a game! Using UE4 In a team of artists + programmers Of your own choosing, but with constraints Specific tech required Specific art elements Milestones provided (as per previous slide) (Details next)

  3. Form Teams (1 of 2) First Wednesday! 2-2:50pm, FL222 All IMGD 4500 and IMGD 4000 must attend! You should pair up with 1 other tech before You will then pair up with 2 other artists Team of 4 Note, artists will be supporting 2 teams! There is a 2-1 ratio of IMGD 4000 to IMGD 4500 But using same art assets for both teams

  4. Form Teams (2 of 2) Fill out: What is your favorite game(s) to play? In your view, what game has most impressive art and/or tech? What game development role(s) are you most interested in this term? What are your strongest game development skills? What genre(s) of game are you most interested in this term? What roles do you usually play in teams you are part of? (visionary/detail person/community builder/get-stuff-done-er/other) When you have an assignment due, are you more likely to get it done a week early, stay up all night before it is due, or something else? How important is this class to you and how does it fit in with your other commitments this term? Use to help make compatible team (don t worry about ideal team) Staff will be on hand to help facilitate matchmaking Outcome team members + email, team name to Farbrook and Claypool

  5. Design Constraints (1 of 3) Game design is constrained In our case, for educational reasons In many cases, financial, legal, or market Setting, narrative, character personality, game mechanics are not constrained Designed by Art and Tech Not necessarily role of any one person

  6. Design Constraints (2 of 3) The game must have 1+ fully-animated biped or quadruped character. Player avatar or NPC One central hero object 1stor 3rdperson Must be 3rdif animated character is hero One level Indoor or outdoor 3+ non-character objects 1+ moving (e.g., bird flapping, vehicle spinning wheels) All tech features: Physics Force-based steering Simple pathfinding State-based AI 5+ sounds 2 ambient, 3 triggered

  7. Design Constraints (3 of 3) IMGD 4500 Artists produce: 2 rigged and animated characters (1 per student) 2 static models (1 per student) 2 static models with simple animations (1 per student) 1 environment, either interior or terrain 1 hero object (large, detailed static model that students work on together) 4-8 sound files, at least 2 triggerable and rest environmental Extra assets possible, but must be attributed!

  8. Design Constraints Tech Options A grade on tech Excellent Soft Eng (modularity, documentation, testing) Each tech implements one (so, solo): 1. an advanced pathfinding feature 2. an advanced camera control feature 3. a non-trivial shader 4. flocking 5. procedural content generation 6. two-player networking - reuse character model for both players in first-person mode (can count for both) 7. another significant technical element requiring a comparable amount of programming (with prior approval of instructor)

  9. Treatment Document (1 of 2) Short document providing information on game Where and when does game take place? Who/what are protagonist and adversary (which one is player)? Explain primary objective of player and how wins Explain the general game narrative (if any) in 1-2 paragraphs What is basic game mechanic? Is the game first or third person? Briefly describe each game asset Game Title Project Folder Name Group Leader (+ email) IMGD 4000 team (+ emails) IMGD 4500 team (+ emails) Elevator Pitch max 2-3 sentences, e.g., "A first-person shooter using rotten vegetables that takes place in the supermarket produce section. You win the game by hitting your opponent with a complete salad."

  10. Treatment Document (2 of 2) Briefly describe tech in game Physics Force-based Steering Simple Pathfinding State-based AI Optional technical element(s), if any? Include all sketches, images, and concept art Due Sunday! Email PDF to Claypool and Farbrook Note, not a "contract", but chance for team to think through most aspects of game before starting!

  11. Source Control As for Quickstart FusionForge Git or SVN Directory for assets (on right) Other folders for tech, as appropriate Help Artists, as needed Concept-art Text Images Character-sculpt Character-complete Animations Static-models Static Movable Hero-object Environment Audio Environmental Triggerable Final-game

  12. Website For development of game Include information on right Hosting up to you (e.g., WPI) Consider links from past offerings D12 B12 Team (e.g., members, roles, contact information) Documents (e.g., game treatment) Artistic content (e.g., Concept Art, Model Renders) Releases (Tech, Alpha, Beta) Promotional materials (e.g., Trailer) Final game! Professional, outward representation of game development effort

  13. Technical Milestone Short (~5 minute) demo in class Visiting Website Clicking on link Make sure to test ahead of time! As in real world , get only one shot at interview/funding README Describes technical components Attribute authors, if not equal Demonstrate implementation of: Basic physics (Rigid Body, Collider and Mesh Collider) Two force-based steering behaviors Basic A* pathfinding (see IMGD 3000 lectures) Hierarchical state machines

  14. Alpha Release All required features implemented May not be working entirely correctly Game code tested to eliminate critical gameplay flaws Minor glitches/bugs present Compile cleanly, runnable May have separate levels for separate parts (e.g., some illustrating weapons, other bad guys) Not yet balanced, nor levels designed Placeholder assets ok (e.g., simple cube)

  15. Beta Release Playable by users outside team No new features or major code changes Focus on fixing bugs that affect players Make it more playable/fun Compile cleanly and be runnable Separate features of game demonstrable Near-final versions of art-assets Fairly balanced, suitable for players of various skill levels, with only tweaks needed to make game more fair/fun

  16. Final Release Your final release is like Beta, but With more bugs fixed With more balance Polish, polish, polish Don t forget opening/splash Don t forget credits

  17. Presentation Present final game in class Intro Introduce team High concept of game Summary of major features core ideas Most time spent demonstrating game! (show, don t tell) Highlighting technical aspects needed as show them Both team members should talk Arrange in advance who says what Bring laptop/ test on podium computer ahead of time! Embarrassing things can happen when you don't try out! Total time 5 minutes Plan accordingly Practice! Many times content, timing and transitions down

  18. Hints Consider design constraints Check out UE4 resources that we have collected If you find other really good ones, let us know! Design software classes Use iterative development Should always have build that compiles, plays Concentrate on core, then required, then desired (if time)

  19. Submission TBD

  20. Grading Treatment Web Tech Milestone Alpha Beta Final Final Quality 2.5% 2.5% 10% 20% 20% 35% 10% Rubric available online

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