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Questions and Answers
William Higinbotham developed the first video game, dubbed 'Tennis for Two', in 1958.
True
Game design is unimportant for creating a successful gaming experience.
False
Pong was released in 1982 and is considered the first commercial success in video games.
False
The three main processes that occur in a game loop are input, update, and render.
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Photoshop and Illustrator are examples of designer apps used for programming in game development.
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Game engines do not include libraries or support programs, only level editors.
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The first video games were comprised of complex graphics and advanced gameplay mechanics.
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C++, C#, and Java are examples of programming languages used in game development.
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In game design documents, audio refers only to visual elements and not to music or sound effects.
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The technical description section of a game's design document should include the game engine and programming language considerations.
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Game genres are typically characterized by the setting or story of a game rather than gameplay characteristics.
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Players can develop a strong attachment to the first game of a specific genre they play, similar to how newly hatched geese imprint.
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In a first-person game view, the camera is positioned at the back of the character.
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A 2.5D game view utilizes camera angles that intersect at 90-degree angles.
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The marketing plan section of a game design document is unnecessary if the game is being developed for a niche audience.
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The side-to-side view in a 2D game perspective has the camera positioned above the map.
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The OnTrigger code in unity only includes OnTriggerEnter.
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Setting Time.timeScale to zero stops the game time.
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Binary Space Partitioning (BSP) is only useful for collision detection.
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BSP can lead to randomizing the game environment each time it is applied.
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The process of Binary Space Partitioning generates a BSP graph structure.
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Using Destroy(gameObject) will remove the specified object from the game.
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The BSP method helps in organizing complex environments into larger spaces.
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BSP assists in level design by increasing the complexity of spatial management.
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Intrinsic rewards are items or skills that can only be used in the current game session.
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Negative emotions experienced in games, such as agony and frustration, can sometimes lead to pleasurable experiences.
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Engagement is considered the highest level of immersion in digital games.
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Players experience flow when they achieve a state of losing self-consciousness and deep enjoyment while gaming.
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All elements of gaming, including emotions and immersion, are unrelated to motivation.
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Intrinsic motivation requires external rewards such as money or badges to encourage participation.
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The state of flow is characterized by clear goals, feedback, and a balance between challenges and skills.
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The only factor contributing to engagement in games is the fun derived from gameplay.
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Binary Space Partitioning (BSP) only works in 3D environments.
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A BSP tree is constructed by recursively subdividing space into smaller regions.
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In a BSP tree, each internal node represents a subdivided region of space.
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The minimum size criterion for BSP tree leaf nodes is based on the dimensions of X, Y, and Z.
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BSP trees are only used for organizing 2D graphical elements.
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In the final stage of creating a BSP tree, corridors are drawn based on the hierarchical structure.
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Recursive subdivision in a BSP tree continues until objects are removed from the space.
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The area space in a BSP tree is defined only in two dimensions.
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Study Notes
Introduction to Game Design
- Game design involves creating rules, mechanics, goals, and the overall experience for a game
- The game loop is a continuous sequence of input, update, and render processes that run while a game is active
The Importance of Game Design
- Game design is crucial for creating immersive experiences and differentiating games from one another
History of Games
- "Tennis for Two" was the first video game, developed in 1958 by William Higinbotham
- Pong, released in 1972 by Atari, is considered the first commercially successful video game
Tools for Game Design
- Game development typically requires three types of software: designer apps, programmer apps, and game engines
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Designer apps are used to create characters, UI/UX, and game environments
- Examples: Photoshop, Illustrator (2D), 3ds Max, Blender (3D)
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Programmer apps are used to write code, scripts, and systems for the game
- Examples: Visual Studio Code, Visual Studio
- Programming Languages: C++, C#, Java
Game Engines
- Game engines are software frameworks that include libraries and support tools for developing video games
- A common type of game engine is Unity
The Most Important Topics in Game Design Document (GDD)
- Technical Description: Details the game's platforms, launch targets, and development tools
- Audio: Describes the desired music and sound effects
- Marketing Plan: Outlines strategies for marketing the game to potential customers
- Gameplay Mechanics: Defines how the game is played, including rules, player actions, and the game loop
- Narrative: Describes the game's story, characters, and setting
- Art and Design: Defines the visual style and aesthetic of the game
- Level Design: Details how the game is organized into levels, maps, and environments
- Artificial Intelligence (AI): Describes the behavior of non-player characters (NPCs)
Tips for Generating Game Design Ideas
- Play many games
- Network with other game designers
- Brainstorm
Game Genres
- Game genres are categories of games defined by similar gameplay characteristics
- Understanding genres helps players anticipate the gameplay and themes of a particular game
- Genres are often the first exposure players have to specific game mechanics and can lead to strong attachments
Game Views
- Game view refers to the camera position in the game
- Common game view types:
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3D:
- First Person: Camera position is inside the character's head
- Third Person: Camera position is behind the character
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2D:
- Top-Down: Camera position is directly above the game world
- Side-to-Side: Camera position is to the side of the game world
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2.5D:
- Isometric: Camera position uses axes that intersect at 120-degree angles
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3D:
Game Elements Types
- Intrinstic Reward: An item or skill that helps solve future tasks or reveal the next part of the game story
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Emotions: Games can evoke positive and negative emotions in players through gameplay, storytelling, or social interaction
- Positive Emotions: Surprise, curiosity, excitement
- Negative Emotions: Anguish, frustration, fear
- Negative emotions can become enjoyable when needed to complete a task
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Immersion: The feeling of being fully engrossed in the game
- Enjoyment: Positive feeling of pleasure while playing a game
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Engagement: Keeping players actively involved in the game
- Factors: Fun, socialization, identity, challenges, clear goals, rules, and feedback
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Flow: A highly focused state of mind where players are absorbed in the game, losing track of time
- Requires: Clear goals, clear feedback, balance between challenges and skills, control, concentration, loss of self-consciousness, and time transformation
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Motivation: The driving force behind a player's actions
- Intrinsic Motivation: Playing for the enjoyment of the activity itself
- Extrinsic Motivation: Playing to earn external rewards (e.g., money, points, badges)
OnTrigger Code
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OnTrigger code triggers functions in a game based on specific conditions
- OnTriggerEnter: Executed when an object enters a trigger
- OnTriggerStay: Executed while an object stays within a trigger
- OnTriggerExit: Executed when an object exits a trigger
Objects and Coding
- Destroy (gameObject): Code used to remove an object from the game
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Time.timeScale = 0: Code to manage the game's time:
- Time scale is set to 0: Stops the game's time
- Time scale is set to 1: Game time operates normally
Binary Space Partitioning (BSP)
- BSP is a technique for dividing space into convex sets through recursive partitioning using hyperplanes
- The process creates a BSP tree that represents objects within the space
Why Use BSP
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Organization:
- Enables efficient spatial management, better resource allocation, collision detection, pathfinding, and flexible level design
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Experience:
- Creates random environments for each playthrough, enhancing the game's replayability and engagement
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Randomization:
- Generates unique and dynamic environments by dividing the game world into non-overlapping subspaces
How BSP Works
- Recursive Subdivision: Space is repeatedly divided into smaller regions using planes (3D) or lines (2D)
- BSP Tree Structure: Stores the organization of the subdivided space, allowing efficient management of the environment
BSP Tree
- Internal Nodes: Represents partitioning planes or lines
- Leaf Nodes: Represent the final, smallest, subdivided regions
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Tree Rules:
- 2D: Minimum area is assigned as X, Y
- 3D: Minimum area is assigned as X, Y, Z
- Left side of nodes is subdivided until the minimum area is reached
- In the final stage of the tree, 2D areas are redrawn as rooms
- The tree is used to draw corridors
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Description
Explore the fundamentals of game design, including key elements like rules, mechanics, and the game loop. Dive into the history of gaming and discover essential tools used by designers and developers to create engaging experiences.