Desain Game Proses: ➲ Imagining a game. ➲ Defining the way it works. ➲ Describing the elements that make up the game (conceptual, functional, artistic,

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Desain Game Proses: ➲ Imagining a game. ➲ Defining the way it works. ➲ Describing the elements that make up the game (conceptual, functional, artistic, and others). ➲ Transmitting that information to the team that will build the game.

Seni atau Sains? ➲ Seni yang membutuhkan kreatifitas super yang hanya dimiliki orang berbakat. ATAU ➲ Sains yang memerlukan matematika, bagaimana menetapkan aturan2, keseimbangan peran, persamaan2, dan aliran serta pembagian sumber daya. Memandang hanya dari masing2 satu sisi ini saja ternyata tidak komplit.

Mix antara Seni dan Sains (Multi disiplin ilmu)‏ ➲ Desain game tidak sepenuhnya seni yg berupa konsep awal dan ide-ide kreatif. ➲ Define and refine, implement --> rekayasa perangkat lunak ➲ Nor is game design purely a science; it doesn't posit hypotheses or seek truth. It's not bound by rigorous standards of logic or formal methods. ➲ Designing a game requires both creativity and careful planning.

Pentingnya Desain ➲ Ambil Mc Donald sebagai contoh. Warna kuning dan merah yang mencolok. Psikilogi mengatakan warna kuning merangsang lapar, sedang merah meningkatkan anxiety dan kebutuhan untuk bergegas. Konsep untuk fast-food, makan cepat, dan pergi. Tersedia pula fasilitas drive-thru, take- away (selain dine-in). ➲ Games boleh jadi terlihat sangat menarik, tetapi bila tidak ada gameplay, maka itu bukan game; demo yg menarik. Contoh: Quake versi asli dg teknologi yg menakjubkan, kualitasnya buruk sebagai sebuah single-player gameplay.

➲ The rules that define the operation of the game world make up the core mechanics of the game, or the foundations of gameplay. ➲ All games tell a story. The complexity and depth of that story depends on the game. In adventure games such as Grim Fandango, the game is the story. At the other extreme, it's the player who tells the story by the act of playing, for example Tetris. ➲ Interactivity is the way that the player sees, hears, and acts within the game's world—in short, the way the player plays the game: graphics, sounds, user interface—everything that comes together to present the gaming experience.

Element Game (1)‏ ➲ Nonton tivi, film bioskop dan membaca bersifat pasif. Passive entertainment disajikan dan Anda tidak perlu berpartisipasi. ➲ A game is a form of participatory, or interactive entertainment. When people play a game, they are being entertained by actively participating. ➲ A game takes place in an artificial universe that is governed by rules. The rules define the actions; boleh dan tidak boleh/bisa. ➲ Kebanyakan dari aturan2 ini justru tidak eksplisit. Computer games generally allow you to try anything you want.

Element Game (2)‏ ➲ The rules also define the obstacles, or challenges, that the players must overcome to win the game. ➲ Victory conditions. Loss conditions Eksplisit atau implisit ➲ Some computer games have no victory condition. Civilizations: sim-city tujuan akhir di-set sendiri oleh player. Tetris: tiap level makin sulit dan player akhirnya terpaksa menyerah kalah. Memiliki scoreboard (top ten players).

Element Game (3) Setting, Model Interaksi dan Perspective ➲ Setting = World = Dunia ➲ Model Interaksi: Jika seorang pemain di dunia mengendalikan satu karakter atau satu keping/unit yg mewakili dirinya, dan jika karakter itu ada di satu tempat saja dan hanya mempengaruhi local area di sekitarnya, character itu disebut avatar. Contoh: mario bros Jika player dapat melihat banyak tempat di dunia, bertindak (dan mempengaruhi komponen2 lain), disebut omnipresent. Contoh: catur ➲ Perspektif: cara player melihat dunia. Side-scrolling Aerial, top-down, isometric Fps, 3d

Element Game (4) Peran Player ➲ Di Monopoly, player sebagai juragan kos2an. ➲ Di game side-scroller perang antariksa, semua pesawat lain adalah pesawat lawan. Tembak semua yg bergerak. ➲ Di Madden NFL Football, player kadang2 sebagai pemain atau pelatih (manajer). ➲ Di Police Quest, player sebagai polisi yg patuh pada aturan. (Contoh lain: Virtual Cop)‏

Element Game (5)‏ ➲ Mode dan Struktur ➲ Realism Seberapa riil? Realistis versus Abstract Microsoft Flight Simulator vs Digger, Pacman Distorsi Game sederhana Friendly Fire vs Hostile Peluru yg tidak terbatas Membawa beberapa lemari perangkat keras, tetapi tidak berdampak pada laju pesawat Spatial (ruang)‏ Waktu Believable environment Suspension of Belief

Audiens ➲ Core versus Casual ➲ Tingkat usia Anak-anak Balita Remaja Tingkat pendidikan Dewasa Kekerasan, berdarah Bahasa Game Semua Umur (?)‏

Genre ➲ Action Arcade, kecepatan tangan, psiko-motorik, sedikit taktik ➲ Strategi-Taktik Strategi: Hancurkan benteng sisi timur Taktik: Kerahkan ketapel dikawal oleh infantri ➲ RPG Taktik, logistik dan eksplorasi Tantangan ekonomi Puzzle ➲ Real World Simulations Olahraga dan Kendaraan Fine-tune detail di area konsentrasi ➲ Construction and Management ➲ Adventure Eksplorasi dan Teka-teki ➲ Puzzle (Teka teki)‏ Logika dan biasanya bertema

Tipe Mesin Game ➲ Console XBOX, Sony PS3, WII Karakteristik Keyboard (?)‏ Lingkungan Pengembangan Emulator ➲ PC OS: Microsoft, Linux Karakteristik Joystick (?), Mouse Pilihan Pengembangan ➲ Genggam Nintendo, PSP Karakteristik Lingkungan Pengembangan Emulator

Game Concept Worksheet (1)‏ ➲ What is the nature of the gameplay? That is, what challenges will the player face? What actions will the player take to overcome them? ➲ What is the victory condition for the game, if any? What is the player trying to achieve? ➲ What is the player's role? Is the player pretending to be someone or something, and if so, what? How does the player's role help to define the gameplay? ➲ What is the game's setting? When and where does it take place?

Game Concept Worksheet (2)‏ ➲ What is the player's interaction model? Omnipresent? Through an avatar? Something else? Some combination? ➲ What is the game's primary perspective? How will the player view the game's world on the screen? Will there be more than one perspective? ➲ What is the general structure of the game? What is going on in each mode, and what function does each mode fulfill?

Game Concept Worksheet (3)‏ ➲ Is the game competitive, cooperative, team-based, or single-player? If multiple players are allowed, are they using the same machine with separate controls or different machines over a network? ➲ Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two. ➲ Does the game fall into an existing genre? If so, which one? ➲ Why would anyone want to play this game? What sort of people would be attracted to this game?

Game Designer 1. Lead Designers/Visionary 2. Game Mechanics 3. Level/Mission Designers 4. Story and Dialogue Writers

Game Coder 1. Lead Programmer 2. Game Mechanics Programmer 3. 3D graphics Programmer 4. Artificial Intelligence Programmer 5. User Interface Programmer 6. Audio Programmer 7. Tools Programmer 8. Mission /Level Editor Programmer 9. Network Programmer

Game Artist 1. Art Director 2. Concept Artist 3. 2D artist/Interface Designers 4. 3D modeler 5.Character modeler 6. Texture Artist 7.Animation/Motion capture studio

Audio 1.Sound effect 2.Music