Our contributor Nathan continues his journey into games design.
For those of you who want to know, I passed the introduction to my course WOOOOOOOOOOO!!!!! So off to a great start and now I can really dive in and get started.
I received the next part of my course and got straight on it. First section was entitled “The Game Development Cycle” which shows the complete process of design and development of a game. I knew games required a lot of planning but I was blown away by how much. I won’t go into detail as to how much there is, but there are approximately 12 processes a game goes through from concept to release. A very brief lesson to begin with but with enough information to give a basic outline of each concept.
The next section was all about game genres. Luckily through my many years of gaming, I knew a lot of genres so this section was a breeze, however I feel they missed one huge genre out. Why would you skip horror and everything it includes? Horror games are huge at the moment, with the latest release of Dead Rising coming out with the new Xbox One and then series like Dead Space and Resident Evil being the pinnacle of the genre. Have to say I was a little disappointed.
The next section focused more on the business sides of things. It was SWOT analysis and Competitive Game analysis which is nice to know about as the developers aren’t just people making video games, its a business and money has to be made.
The next section was called “Hardware Formats”. This section I found very interesting. It was all to do with the different hardware formats games can be played on, such as Xbox, Playstation, Nintendo and PC. It goes into detail on how each system has different requirements and what is included. Playstation have a document called the Technical Requirement Checklist, Nintendo has Lot Check and Xbox has Technical Certifications Requirements and all these are checklists used by developers to make sure that the game they develop can work on the specified console.
The last section starts on the basics of documentation. I won’t lie, it was pretty boring but I stuck with it. It talks about how to pitch the game and the documents needed to pitch it and a unique phrase called “Razor X” which is a one-line summation of why your idea is a winner. There are also mock examples of these documents to allow you to get a better understanding.
That’s all for this section on my journey into the gaming industry. Next time I will talk about my registering for GameJam 2014, where students on the course meet up, design and make games over a 48 period. I have already been entered into a team and we will see how it pans out unless I end up punching them all in their stupid heads because their ideas are stupid and they’re stupid.