Insights into Marc Olano's Game Development Journey

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Dive into the fascinating world of game development through Marc Olano's experiences, from his background in graphics hardware shading to team collaboration and project challenges. Get a glimpse of the evolution of game programming, customer-focused projects, and industry demos, all shaped by years of expertise and mentorship. Discover the key principles of creating successful game prototypes and the importance of meeting customer needs in game design.


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  1. ART 488 / CMSC 493 Game Project Class

  2. Introduction Game programming experience Team development Customers Adversity Cancelled projects, reassignment Success Demo for professional game developers

  3. Who am I? Marc Olano BS EE, University of Illinois Plus Visualization, Theatre Lighting Design PhD CS, University of North Carolina First graphics hardware shading Normal maps, Some ideas used on GPUs 4 years Silicon Graphics Cramming shading into non-programmable hardware Here since 2002 Sabbatical at Firaxis Games (Civilization V) Work w/ Activision, Treyarch, 2K

  4. In the beginning This class in 2009 AAA tools, AAA complexity Gamebryo + WWise + Scaleform All used in some real AAA games All poorly documented, steep learning curve 1 person-month to integrate Scaleform & Gamebryo Legal encumbrance No charge! Unless you sell it!

  5. Riding the pendulum This class in 2010 Tiny teams, Tiny 2D games Some awesome, some less awesome Maybe too tiny Little programming complexity I ve seen High School students do better OK, so they were Imagine Cup finalist HS students

  6. The Goldilocks Version? Survival of the fittest Just like the real world :) Best ideas get 2-3 person 2-week prototype Best prototypes get 6-8 person team 6 weeks development 2 weeks to refine it 2 weeks to make it bulletproof Industry demo

  7. Game Mentors Prototypes demos for real developers They will help me pick the ones to green light They ll each pick one to adopt Meet them every two weeks Follow their advice (unless you are really, really sure it is wrong & can defend your choice)

  8. New: Customers Two customers Customers have a need & goal You can still define the game that fits that need All games and pitches this year must fit a customer need

  9. Customer: Anne Rubin History Professor @ UMBC Game to teach civil war history Focus on Pratt Street Riot in Baltimore What happened? What did people involved actually know at the time? Should be designed to for later extension to other events Work with history graduate students

  10. Pratt Street Riot 1stbloodshed in Civil War (Only self-inflicted casualties at Ft. Sumter) Massachusetts Soldiers marching from Camden Station to President St. Station Protected by Baltimore Police Blocked by anti-war supporters and confederate sympathizers

  11. Customer: Signature Theatre Tony-award winning theater in Arlington, VA Known for producing new musicals Game for marketing and audience development For example: get something in the game for attending a show at the theater. Prefer mobile Thinking tycoon-style game

  12. Non-profit Theater Production Director, Designers (Set, Lights, Costumes, Props) Actors, Musicians Stage Manager, Crew Administration Artistic Director, Managing Director Marketing, Fundraising. Ticket Sales

  13. How to Pitch Look at rubric, due midnight THURSDAY Create five slide pitch in Google Docs Share it with me I will merge into one mondo presentation 3 minute presentations Over 3 minutes = -10% +1 minute question(s)

  14. Your Pitch Slide 1: Elevator pitch 2 sentences, 10 seconds Slide 2: Demographics Who is your target player, why will they like it? Similar games that succeeded Potential festivals or contests Slide 3: Mechanic What do your players do? Why is that fun? Slide 4: Technical Time and resources Slide 5: Screen Mockup What will the game look like? What is the artistic style?

  15. Considerations Can this game be finished in a semester? Does something about it stand out Artistic style Unique or unusual tech Theme or gameplay Will it enhance your portfolio?

  16. Unity3D / Unreal In the lab: Unity 4 pro in the lab $99 student price from studica Unreal 4 You ll each get a code I ll select the tool I think will work best for you Unless you have a compelling reason to use something else And can convince me

  17. Ethics You can use external toolkits and code If you have the rights And you credit them But you need to make your own game The design must be yours The art must be yours The core game code must be yours

  18. Grading Personal Team 10% Pitch 10% Prototype Due 2/18 10% URCAD Draft 2/18, Final 2/25 Attend 4/22 35% Sprints Every two weeks 10% Final demo Schedule in finals week Due Monday 10% Portfolio & Site Due 4/29 10% Perf. & Attendance All semester Your teammates are depending on you! No text, no final = you must attend

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