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Game Development Life Cycle

The document outlines the typical life cycle of game development. It discusses the key phases including developing the story, script, feasibility study, promotional demo, designing characters/backgrounds/props, layout, modeling, texturing, animation, high/low-level design, coding, testing/debugging, integration, and game testing. The goal is to provide a process for teams to follow to develop games without defects from initial concept through final release.
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0% found this document useful (0 votes)
443 views27 pages

Game Development Life Cycle

The document outlines the typical life cycle of game development. It discusses the key phases including developing the story, script, feasibility study, promotional demo, designing characters/backgrounds/props, layout, modeling, texturing, animation, high/low-level design, coding, testing/debugging, integration, and game testing. The goal is to provide a process for teams to follow to develop games without defects from initial concept through final release.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GAME DEVELOPMENT LIFE CYCLE

Index

I. Introduction
II. Game Development Life Cycle
III. Conclusion
IV. References
I. Introduction

Many researchers described GDLC according to different software development


models.
Based on all these models, the most important phases are
 The idea
 Proposal
 Design phases [2]
II. Game Development Life Cycle

Developing the Layout


Coding
Story Designing

Developing the
Modeling Testing
Script

Feasibility
Texturing Debugging
Study

Promotional
Animation Integration
Demo

Designing High, Module and


Game Testing
Low Level Design
A. DEVELOPING THE STORY

 A core theme with a well defined story line


 Target a specific age group
 Story starts with an idea then develops further
 Characters, situations, events and places, relationships are determined
 Conflict and resolution scenarios are added

The translation of a story into a game is a mere conflict resolution.


B. DEVELOPING THE SCRIPT
 The story is refined to obtain a tight script that ensures a seamless flow between
levels.
 Script writing needs a great deal of imagination and creativity.
 The key is to capture the imagination of the audience.
 Characters and backdrops are created and decided during this phase.

The better the script the better will be the game.


C. FEASIBIBLITY STUDY

 Assess the feasibility of a game.


 Helps to freeze the requirements, the scope, profitability and other conclusions of the
proposed game [4].

The areas to be analyzed in the feasibility study are:


 Requirements
 Pricing
 Technical, organizational, cultural and legal issues
 Schedule of the project
C. FEASIBIBLITY STUDY

In this phase project leaders, project design and development personnel and research
group will be working together to create a game as a complete product [5].
Programmers analyze and explain the programming limitations to the project managers.
The outcome of the feasibility study is the feasibility study report, which contains :
 Management summary
 Technical specification [4]
 The findings and recommendation
D. PROMOTIONAL DEMO
 Promotional demo is needed to attract the potential customers.
 Plan the promotional demo for the game and execute it.
 A basic trial version or trailer since the game is not implemented yet.
E. DESIGNING
 Character design

Figure-2: Character designs


E. DESIGNING
• Background design

Figure -3 Background design-1

• Sets and Props design

Figure -4 Sets and Props Designs


F. LAYOUT DESIGNING

 Layout for the entire game and for all the levels.
 The layout represents the various sets and passage ways with hurdles
 Every type of game have certain constraints. Covering all is quite challenging [9].

Figure-5: Layout Design


G. MODELING

 Character modeling, sets modeling and props modeling.


 Models have to provide enough data so the finer details can be rendered in an
effective manner.
 Advanced techniques like the use of normal mapping[10].

Figure- 6 Props Modeling


H. TEXTURING
Texturing is a technique for adding detail, providing surface texture or color so
that a realistic look can be given to the characters, sets and props. It is very
common in almost all the 3D applications. An example of textured design is given
in figure-3.

Figure-7: Textured model


I. ANIMATION

Characters animation represent the sequence of actions in the game.

 Frame by Frame Animation


Key frames are snapshots of an image at a single point in time. Key frame animation is the
cycling of key frames to give the illusion of movement.

Figure-8 Frame by Frame Animation-1


I. ANIMATION
 Motion Capture Animation
Capture and record movement of the characters or objects enacted by humans or trained
animals with either optical or magnetic sensors placed on them.
These movements are later applied to the models.

Requires expensive camera/magnetic


systems and very specific hardware and
software.
I. ANIMATION
 Mesh Animation
Mesh methodology (supports the deformations of Muscles & Joints. e.g., facials, biceps,
skin movement on rib-joints for animals, etc).
J. HIGH AND LOW LEVEL DESIGN
The high level design identifies all the elements in an abstract way hiding most
details
Shows relationships between modules in the form of data flow, flow charts, data
structures etc.

• In module design high level design is


segregated into various modules.
J. HIGH AND LOW LEVEL DESIGN

The low level design details the high level design (i.e) the logic behind each of the
module is defined.
K. CODING

 Coding for making the gaming interactive


 Coding for implementing the interface design
 2D Game Engines like GameMaker, Multimedia Fusion 2, Construct, Flixel,
FlashPunk and Stencyl.

Figure:9 GameMaker IDE Figure:10 Design interface


K. CODING

 3D Game Engines are Unity , UDK , XNA , BlitzMax , jMonkeyEngine and Torque
to name a few[11].

Figure:11 Unity Game Engine Figure:12 Unreal Development Kit


L. TESTING AND DEBUGGING

This phase is carried out at the module level before integrating all the modules.
Testing is to be done to make each and every module in the game to be free from
errors and bugs.
Most of the Games designing tools come with built in testing and debugging
tools.
M. INTEGRATION

 After testing, all the modules are integrated to get the final product. It is very
similar to assembling the various parts of a product to get a complete
product.
N. GAME TESTING

 The game is tested for the complete flow from the beginning to the end
 Identify bugs and fix them
 Since it is a complex task which involves twists and turns, it is tested thoroughly
to meet the expectations of the users.
Examples of software’s for testing are:
 Game Tester 1.1
 SeeTest
 eggPlant
III. CONCLUSION

 This paper gives an outline of the phases involved in the game development
process and briefly discusses each of them
 Following these phases can benefit all the team included in the game
development to proceed in their game development process without
worrying about any defects and shortcomings.
IV . REFERENCES
 [1] http://game.ezinemark.com/the-life-cycle-of-a-game-7d2d85a67203.html
 [1] http://www.docstoc.com/docs/39557145/The-Game-Development Process_ PowerPoint_---The-Game-Development.
 [2] http://www.rpgrevolution.com/tutorial/developing-a-game-storygame writing_3.html
 [3] http://www.ogcio.gov.hk/en/infrastructure/methodology/software_life_cycle/
 [4] http://www.techbaba.com/q/196feasibility+study+software+development+life+cycle.aspx
 [5] http://www.cgmwonline.com/character-design-for-games.html
 [6] Petri Lankoski, Character-Driven Game Design: Characters, Conflict, and Game play more
 [7] http://www.creativeskillset.org/games/careers/article_4724_1.asp
 [8] http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/
 [9] James Dargie, Modeling Techniques: Movies vs. Games
 [10] http://www.pixelprospector.com/the-big-list-of-game-making-tools/
 [11] http://www.yoyogames.com/gamemaker/windows
 [12] http://www.clickteam.com/website/world/multimedia-fusion-2
 [13] ww.flixel.org
 [14] http://www.stencyl.com/
 [15] http://www.unrealengine.com/udk/
 [16] http://www.blitzbasic.com/Products/blitzmax.php
 [17] http://jmonkeyengine.com/engine/
 [18] http://experitest.com/web-test-automation-seetest/gaming-test-automation/
 [19] http://www.testplant.com/solutions/media-and-gaming/
 [20] http://www.adventuregamestudio.co.uk/site/ags/
 [21] http://stratagus.com/
 [22] https://play.google.com/store/apps/details?id=com.drodin.stratagus&hl=en
Thank you 

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