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Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit

Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006. James Everett james.everett@a2m.com. James Everett. Game Designer. Game Designer. Artificial Mind and Movement. Communication. Design =. Programming =. Art =.

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Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit

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  1. Of Stick Figures and BoxesOROff the Shelf tools For Communicating your Game DesignMontreal International Game Summit, 2006 James Everett james.everett@a2m.com

  2. James Everett

  3. Game Designer

  4. Game Designer Artificial Mind and Movement

  5. Communication

  6. Design = Programming = Art =

  7. Designer’s Vision

  8. Designer’s Vision Desired Game Programmer’s Implementation

  9. Oh Joy! Oh Rapture!

  10. Designer’s Vision Desired Game Programmer’s Implementation

  11. Designer Desired Game Programmer

  12. Not a Doctor

  13. What is the Unified Modeling Language?

  14. History of UML in 30 Seconds or Less

  15. ???

  16. OMG! (Object Modeling Group)

  17. 1.0 1997 2.0 2004

  18. How does UML work?

  19. English Deutsch Esperanto Français Español Bosanski Nihongo Dansk

  20. but not clever Computers: fast,

  21. if (Game) != then

  22. PPPPPP • Prior • Planning • Prevents • Piss • Poor • Performance

  23. Stand Avatar waits in idle stand state -Player can jump from stand Jump Avatar jumps into the air -After completing Jump the avatar enters the fall state. Fall Avatar is airborne and cannot jump again -When the avatar reaches the ground return to stand Stand Fall Jump UML Text

  24. Avatar Player

  25. Behavior Diagrams? Punch Enemy Stand Fall Enemy Enters Hurt State Reduce Enemy HP Use Case Jump Actor Use Case Diagram State Machine Diagram Activity Diagram

  26. Use Case Diagrams Use Case Actor

  27. Actor

  28. ATM Withdraw Deposit Customer Bank Database Balance Check

  29. GAME Movement Combat Avatar Enemy Health

  30. and = Actor Player/avatar NPC/Enemy

  31. Punch ASSOCIATION Avatar ACTOR GAME

  32. Use Case Actor Use Case • Use Case specifications • Provide a detailed explanation of use cases • Through text

  33. Use Cases arePlayer Centric

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