Computer Game Di Ko 2006.9.20 Real Time Worlds Asia
Agenda • Game Developing Process • The Future of the Virtual World
Game Developing Process
Produce vs. Design Produce Design
Game Developing Process in RTWA Project Unit Developing Unit Tech/Functional Unit Define Visioning Developing Unit Design Tech Unit Research Pre-Production Pre-Production / Production Tech Unit Specify Production Implement Functional Unit Test Test Release Developing Unit Release Release Functional Unit Developing Unit Post-Release Documentation
Visioning • Concept • Team Building • Funding
Visioning: Concept • 무엇을 만들지 정한다. • 개발팀의 취향 • 회사의 요구사항 • 시대의 트렌드 • Developer Oriented vs. Market Oriented • Content vs. Service • Package vs. Online
Visioning: Concept • Vision Document • General Overview: Name, Keyword, Category, Genre • Game Summary • Target (Platform / Consumer Demographics) • Unique Points • Graphics Look and Style … • Key Feature Summary
Visioning: Team Building • 좋은 게임을 만들기 위한 3가지 요소 • Money / Time / Man • 게임 개발자 • Producer / Director • Game Designer • Concept, System, Content, Level, Balance, … • Programmer • Game Engine, Gameplay, Interface, Tool, Network, Server, DB, … • Artist • Concept, Modeler, Mapper, Animator, Sound Designer, … • 모든 직군의 사람이 필요한 것은 아니다. 하지만 모든 필요한 일을 할 사람이 있어야 한다.
Visioning: Funding • 얼마나 많은 예산이 들어가나? • 일반적인 계산법 • 총M/M x 650만원 (대형개발사 기준) • 어디서 예산을 확보하나? • 회사 • 그냥 직접 투자한다. • Publisher • VC
Pre-Production • [가능한 모든] 재미요소의 검증 • 게임 디자인 및 리뷰 • 게임 플레이 테스트 툴 구현 • [가능한 모든] 기술적 문제점의 해결 • 제작에 필요한 방법론의 완성 • 제작에 필요한 엔진의 구현 • 제작에 필요한 툴의 구현 • 게임 제작 중 가장 중요한 단계
Production • 가장 큰 적은? • “변경 (Change)” • 변경이 늦게 발생할 수록 Cost는 기하급수적으로 증가 • 모든 개발과정에서의 노력은 최대한 불명확성을 제거하고 변경을 최소화하기 위한 과정이다.
Tech/Functional Unit • Tech/Functional Unit • 실제 Pre-Production / Production 단계에서 구현되는 단위 • Tech/Functional Unit 개발의 4단계 • Define: Requirements Documents • Research: R&D Reports • Specify: Specifications • Implement: Codes • Release
Test • Who? • 프로젝트와 관련된 “모든 사람들”
Test: 개발자 • 개발자의 테스트 책임 • 테스트 계획 검토 • 단위 수준 테스트 (Unit level testing) • 시스템 통합 예비 테스트 • 내부 테스트를 통해 찾아낸 모든 버그의 수정
Test: QA팀 • QA팀의 테스트 책임 • 테스트 계획 • 개발 / 실행 자동화 • 기능 조합 테스트 • 설치 테스트 • 통합 및 시스템 테스트 • 성능 및 부하 테스트 • 수동 테스트 • 문제 분석 및 보고 • 수정 사항 검증 및 버그 종결
Release • Release 담당이 해야 할 일 • 제품의 빌드 환경을 정의, 생성, 유지 • 제품의 설치 과정을 정의, 생성, 유지 • 패치를 정의, 생성, 유지 • 설치 과정의 기본적인 품질 보증과 단위 테스트를 지휘 • 릴리즈 과정에 필요한 도구, 스크립트, 자동화 개발 • 빌드 환경에 대한 계획
For More Information • Developing Online Games: An Insider’s Guide • Jessica Mulligan, Bridgette Patrovsky / New Riders • Under Pressure and On Time • Ed Sullivan / Microsoft Press
The Future of the Virtual World
History of Virtual Reality • Jaron Lanier: Father of VR • John Walker: “Through the looking glass” 1988 Founder and CEO of Autodesk
Evolution of Human Computer Interface • 1st Generation: Knobs & Dials, ENIAC 1950 • 2nd Gen: Batch – mid 19050s • 3rd Gen: Time Sharing – 1960s • 4th Gen: Menus • 5th Gen: Graphics (GUI) • What’s Next? • The unanimous answer to all this was “through the screen to cyber space” • THE BIRTH OF VIRTUAL REALITY PHENOMENON
Virtual Reality • Oops!
Through the Looking Glass • Right Direction, Wrong Approach • Human Intuitive Familiarity • User interface to go from computer-like to more human-like: Familiarity + Intuition • Program is a world • Conversation vs. Exploration • Any program can be imbedded into a Virtual world • Virtual world as an OS • Failed to Create True Immersion • Cannot force suspension of disbelief
What does it take for a full immersion? True Immersive Virtual Reality • Dream of the 80/90s is becoming real: • Old: Sensory immersion (Hardware) • New: Mental & Emotional Immersion (Software) • Focus is ‘inside’ the Virtual World • Sense of Community: • Validation of feelings and achievements • Economy: Accumulation of Wealth • Persistent world where you can grow your wealth and status • Virtual Wealth translates directly to wealth in the real world • Roles & Activities: Quests & Rewards • Explore, Socialize, Achieve, Empower & Control • Emotional • Need to Connect, Sense of Significance, Social Acceptance, Need to Achieve, Sense of reward
Answer?: MMORPG
New Trends Power of Content • Guild War • Yogurting • SUN • Zera Online + Single-play World of Warcraft True Persistent World • Active Worlds • DIVE Second Life
Second Life • 3D Virtual World • http://secondlife.com • Owned by its residents • The World / The Creations / The Marketplace • Total Residents: over 700K • US$ Spent 1day: 350K • Problem? • It’s not Cool • It’s Too Ideal
The New Unique Value: Virtual Being The New Real Real NonReal Real NonReal • In a ‘Persistent’ Virtual Environment with other humans it is possible to create real world like values on things that exist within the environment
New Category Practical Virtual Reality • New experience for the mass market
Practical VW Practical Virtual World WEB WEB1.0 WEB 2.0 • Service not software • Hard to recreate DB • Users as co-developers • Collective Intelligence • Above level of single device • Publishing of content • Developer create • -Users only receive VW 2.0 Statice-commerce Dynamice-commerce OpenMarketplace E-Commerce Virtual WorldMarket Places Social Websites Personal Websites PortalClubs Blogs Social Networkbased websites Avatar basedSocial Network • Interest based • Community sites Virtual World as centralplatform for Online gaming OnlineGames Text Mud Dungeons & Dragons MMORPG MMOGwith UCC Advanced MMOG - Text based onlineRole Playing games • Small map • Limited actions • Larger map • User created contents • Large map • Physics, Light Engine • Advanced Game play Real 3D graphics + Infinite Map+ Free form 2.5D 3D Advanced 3D Free Form 3D 2D VideoGames - Parallel - Scroll Game - 3D Simple Objects Limited Environment - 3D World with Physics & AI Engine - 2D with sense of height and space - Extended Map, free formgame play
Thank You