Games Development - Lectures & Exercises

23.04.2024 - 02.08.2024 / Week 1 - Week 14
Lim Rui Ying / 0358986
Games Development / Bachelor of Design (Hons) in Creative Media
Lectures & Exercises


LECTURES

WEEK 1 | Module Briefing
Mr Razif started the class by providing a briefing on the module. In this module, we are tasked to create a 2D side-scrolling/platformer game using Unity. 

Introduction
Game Development Component 
  • Design - gameplay, environment, storyline, characters
  • Art - visual, concept artist, UI
  • Technology

Elements of Game
  • Story: What is happening, What problem does the protagonist have to deal with...
    • Story Spine: Exposition – Conflict – Climax – Resolution
  • Gameplay: Challenge, Strategy, Chance, Choice, Luck

WEEK 2 | Game Ideation

Brainstorming methods for generating ideas:

1. Brainstorming

2. Brainwriting 6-3-5: 3 person generate 6 ideas in 5 minutes

3. SCAMPER
Substitute
Combine
Adapt
Modify
Put to another use
Eliminate
Rerverse
SCAMPER method (Source: BiteSize Learning)

4. 3(I) 
Incorporate/Include
Improve
Invert/Inverse


WEEK 3 | Game Design
User-centered: A game is designed as an experience, an interaction that gives player agency (interacts) and autonomy (controls)

Breakdown
  • Mechanics: the game objects and actions that the player interacts with.
  • Gameplay: the process of players interacting with game mechanics.
  • Player's experience: the player’s subjective experience of gameplay.

Player Motivation
Bartle's Player Types
  • Achievers: Focus on in-game goals and achievements.
  • Explorers: Enjoy discovering new areas and game mechanics.
  • Socializers: Value interactions and forming relationships with other players.
  • Killers: Thrive on competition and dominating others in PvP combat.
Bartle's player types (Source: Andrew Fischer)

Yee's Gamer Motivation Model
Yee's gamer motivation model identifies key factors that drive players' engagement in games. 
Yee's Gamer Motivation Model (Source: Quantic Foundry)

Game Concept
The purpose of the game concept is to describe a game with enough detail to distill and communicate its vision to the reader. To explain what makes it fun, who'll enjoy playing it, and why we should make it a reality.
  • Introduction
  • Description/game overview
  • A list of key features, including its Unique Selling Points (USPs)
  • Game genre
  • Platform
  • Target audience

Linear vs Non-Linear Games
  • Linear game: more structured with a fixed narrative progression
  • Non-linear game: offers players more freedom, choice, and exploration within an open-ended game world
Linear story structure (Source: eCampusOntario Pressbooks)

Non-linear story structure (Source: eCampusOntario Pressbooks)


INSTRUCTIONS


EXERCISES

WEEK 1 | Exercise 1: Game Review
Before heading into the first task, we were asked to play the games created by our seniors and select two for review. 

Game Review

1. Misty Night
Fig. 1.1 Misty Night by Tamara Audrey
Before the game starts, players are given an idea of the game with a simple storyline provided. The controls for movements are also taught at the beginning.

Fig. 1.2 Game controls
Art style & Animation
The art style of the game is attractive and consistent. It suits the game's theme and setting. Besides, the sound is well-designed, such as the sound effects of jumping and collecting coins. The character's movements and actions are well-animated, providing a seamless play experience.

Fig. 1.3 Game screenshot
Gameplay
Overall, the playability is pretty good. The controls are intuitive, and the character moves at just the right speed—neither too fast nor too slow. Obstacles and chances are implemented, ensuring player engagement without being frustrating. 

However, there are some minor bugs, such as difficulty jumping across the obstacle and getting stuck at some point. Moreover, it is quite challenging to reach the next checkpoint. This may frustrate the player after playing several times. It is suggested to design the first stage with easier obstacles for players to clear the stage and reach the next checkpoint.


2. Saving Pon
Fig. 1.4 Saving Pon by Ash
Art style & Animation
The art style is simple yet appealing, featuring adorable characters and refreshing colours. Animations are well-designed, with noticeable effects like a disappearing pop when the character touches blades and smooth running and jumping animations. 

Fig. 1.5 Game screenshot
Gameplay 
The playability is decent despite the lack of a clear storyline and control instructions. The game's difficulty gradually increases from easy to difficult stages, which encourages players to continue playing. 

However, chances are not implemented, as each stage features a simple environment and the character only has one life. In the final stage, players may encounter confusion about a red line above the character and how to fight with the boss and save Pon. There is also a bug at some stages where the character gets stuck upon falling out of the world instead of respawning at the checkpoint.

Fig. 1.6 The final stage



WEEK 2 | Exercise 2: Game Ideation
In this exercise, we used the SCAMPER method to brainstorm game ideas. We started by playing classic games to choose one as a base. Then, we modified it to create our own new game regarding the story and gameplay.

Game chosen: Super Mario Bros
Fig. 2.1 Super Mario Bros
New storyline: Dr. Mario and his brother arrive in the Mushroom Kingdom to find it in ruins, overrun by evil creatures. Their goal: rescue Princess Peach and restore peace. But as they delve deeper, they uncover a shocking truth—she's the mastermind behind the destruction, turning innocent residents into her minions. Mario must use his skills to heal the corrupted mushrooms and confront Peach's deception to save the kingdom.

S.C.A.M.P.E.R. Method

1. Substitute
  • Setting: A destroyed Mushroom Kingdom with damaged buildings and twisted landscapes
  • Character career: Plumber Mario becomes Doctor Mario

2. Combine 
  • Enemies + Clues: Healed mushrooms would provide clues about the princess

3. Adapt
  • Storyline: Storyline is slightly adapted from a video game in Boboiboy

4. Modify
  • Game controls: SPACE - jump, long press SPACE key to stay in the air longer
  • In game elements: Instead of collecting coins, Mario collects potions to restore health
  • Jumping blocks: Hitting the "?" blocks would provide the player with power-ups

5. Put to another use
  • Enemy loyalty: Healed mushrooms would become allies that help in the final battle against Princess Peach

6. Eliminate
  • Character: Eliminate the big boss, Bowser from the storyline

7. Reverse
  • Enemies: Jumping on the Little Goomba (the mushroom) would heal them instead of killing them

Modified gameplay is recorded in the Miro board:
Fig. 2.2 Game ideation on Miro board


WEEK 3 | Exercise 3
Pick a game, and list out what specifically you like about the game.

Game chosen: Crossy Road
Crossy Road is an arcade mobile game that is endlessly entertaining, and challenging and it keeps me wanting to play. The player’s mission is to guide a character to hop safely across busy roads, dangerous railways, and rivers while avoiding obstacles.
Fig. 3.1 Crossy Road
What do I like about the game?
  • The graphic and art style of the game feature flat art with the use of shadows and textures creating 3D effects, which are visually appealing and make the game more enjoyable.
  • I enjoyed exploring various characters and different sceneries, as each character and scenery is designed to suit the theme. For example, the Chocolatier (character) only appears in the Candy World (scenery).
  • I find it exciting to challenge myself by breaking new records, which gives me a sense of satisfaction and accomplishment.


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