Unit 22


Based on the Developer's experiences, what are the skills required to create a videogame?
  • The developers needed to have so much determination to just keep on going even when they came up against huge issues.
  • They basically had to commit themselves 100% to working on the game, their social lives and sometimes their relationships with the people around them almost always suffered from this.
  • The guys that made Super Meat Boy split the workload into primarily the Programming aspects and the Art and Design aspects. By doing this they share the work load and capitalize on their individual talents and strengths.


Werewolf




Werewolf is a game that can be played by many players at once. It involves giving each player a town role or job, i.e. Baker, Butcher, Inn Keeper, etc. when everybody has their role the werewolves will know that they are the werewolves but no one else will. It's their job to blend in with the villagers, gain their trust, and then murder one every night when everyone is asleep. It's the villagers job to stop them by voting on one person every day to shoot with a silver bullet, if they by chance find shoot the werewolves then their town will be safe and they'll be the winners

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P1 - video games production pipeline -




P1 A notes from the Naughty Dog videos -

Programmers
The Programmers are tasked with taking basic code, letters and numbers, and spinning them into programs that allow the entire game to function. the lead programmers at Naughty Dog say that a huge part of their jobs as programmers is being good at Maths and thinking numerically about things. Being able to sit down with someone and think their way around a problem is a vital part of their role.

Game Designers
The game designers do a bit of everything, some art, some animation, at Naughty Dog there are no producers so the game designers take on a lot of that role too, i.e. making sure all the other departments are running smoothly and on schedule. They also deal with a lot of writing and scripting in the game along with the actual gameplay, the way the characters act and talk or how they would react to a certain situation for example.

VFX artists
The VFX artists primarily deal with the natural effect that are seen in the game, like water, rain, smoke, fire, explosions. It's their job to make the game feel alive when the people are playing it. They described VFX as being half art and half programming.

Environmental artists
The environmental artists are responsible for piecing together everything the player sees as they move through the game. They don't actually model the trees or rocks or create the high detail textures, they take these things and piece them together to create realistic and immersive words the player can explore and feel like their really experiencing it.

P1 A notes from the Creative Skill Set website -

Programmers
They are responsible for creating all of the computer code that runs and controls the game. They're also responsible for producing the technical specification of the game and generally managing the overall code development process.They need to be creative and innovative, have advanced programming skills, and be composed under pressure while working comfortably in a group.

Game designers
The game designers devise what a game consists of and how it will play, and they design all the core elements of the game. They're also responsible for communicating this information to the rest of the development team who will then create the art assets and computer code that actually make up the game. To be game designers they need to possess a thorough understanding of game play theory, have storytelling and narrative development skills, and be reasonably fluent in a range of 2D and 3D graphics and animation packages, such as 3D Studio Max, NUKE or Maya.

General Artists
The artists that work on a game or it's pre production elements are responsible for the overall look of a game. The bulk of their work consists of devising the game’s visual style and directing the production of all visual material throughout the game’s development. In order to fulfil this role properly the artists need to have traditional and computer art and design skills, have knowledge of 2D and 3D modelling and animation packages, and have a passion for games and a good understanding of what makes a game visually appealing and fun to play.

Level Designers
Level designers need to be good at designing and creating interactive architecture for a segment of a game, including the landscape, buildings and objects. Their role is very similar to the Environmental Artists from Naughty Dog. In order to be a good Level Designer you need to have good spatial and layout design skills, have a solid knowledge of 3D modelling, and be able to work both independently and as part of a team.


P2 -




Related imageEdmund McMillen

Edmund McMillen is best known for his work in Team Meat as the game designer and artist behind popular games like Super Meat Boy (2010), The Binding Of Isaac (2011), and The End Is Nigh (2017).

The original version of Super Meat Boy was made in Flash but the graphics were totally upgraded when the game was release as a full console game. Edmund used a mix of Photoshop and Flash to create the graphics for the game.

"There weren't many tools used with Super Meat Boy. The in-game level editor was invaluable because it provided Edmund the ability to make levels with a "what you see is what you get" mindset.

The only other tool we had was the Flash Exporter I made. Basically it was a script that packed all the Flash symbols into one texture and exported animation information with sound cues. This paid for itself with the very first export of Meat Boy that Ed did. We had sounds, animations, and everything with one quick export that the engine could easily manipulate and call when needed."
 - Tommy Refenes

So much of the inspiration and early concept designs for Edmund's work come from his own childhood drawings. He went to school at Soquel High School and he was always especially fond of drawing, his favourite things to draw being monsters. Edmund spent most of his childhood with his grandmother, whom he considers to be the greatest source of support in his creative endeavours. Later in his life, Edmund received a box from his grandmother that contained all of his drawings as a child. Many of these drawings can be seen by unlocking The Box in one of his games, The Basement Collection. Edmund took courses on both Photoshop and Flash but failed both, despite this he continued to learn and develop his skills independently.


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