The
hierarchy in a video game development company
The Manager:
He’s responsible for the delivering of the game in time and within the budget.
He’s
overseeing all aspects of a game’s development and delivery.
He
gets $44,498 - $134,751 per
year.
Concept
artist: Concept Art is a form
of illustration that exposes a concept, before it’s made. It’s used to show the
ideas the artist has before the real production starts. That’s what the concept
artist makes.
He gets $33,169 - $103,284 per year
Designer: Devising what a game consists of and how it plays,
defining all the core elements
Communicating
this to the rest of the development team who create the art assets and computer
code
He gets $31,475 - $100,665 per year.
Graphic Designer: Creating the visual elements of a game, such as
characters, scenery, objects, vehicles, surface textures, clothing, etc.
Creating
concept art and storyboards which help communicate the proposed visual elements
during pre-production
He
gets $25,698 - $59,010 per year
Story writer: Decides how the
story will be and which characters are in that game.
He gets $24,810 - $65,419
per year
Programmer: Designing and writing the computer code that runs
and controls a game
He
gets $39,947 - $106,697 per year
Sound
Designer: Creating the soundtrack for a game, including music, sound effects,
character voices, spoken instructions and ambient effects
He
gets $29,869 - $112,317 per
year
Marketer:
As a marketing
executive, you would promote your employer's products, services or ideas
He
gets $37,716 - $100,508 per year
Advertiser: Advertising
managers are in charge of planning and executing advertising programs for their
company. They are responsible for coordinating tasks with subordinates to
ensure all organizational goals are met within deadlines.
He gets $30,548 - $89,225 per year
Tester: Testing, tuning and debugging a game and suggesting
refinements that ensure its quality and playability
Assuring
quality in a game and finding all its flaws before it goes public
He gets $20,279 - $51,089 per year (some companies just put the game in
an alpha phase where the community is able to test it for free or even pays to
play it.
____________________________________________________________________________________________
Treatment (1)
In this
document all the ideas I come up with, for my own game will be broken up into
key sections to define and analysis what they are, why I think I will use them,
and how I will use them.
運命の物語のないスーパー粗野なスパンキングゲーム
(Unmei no monogatari no nai sūpā soyana supankingugēmu)
(Super krasses pruegel spiel ohne story of doom)
(Super hard beat ‘em up game without story of doom
Platform: This will be
played using a PC, and exported as an .exe format. The reason I'm using a PC is
because it will cost large amounts of money to programme and get it setup for a
PS3, Xbox or Wii.
Genre: this game will be
an arena beat ‘em up. This game is a party game for 1-4 player
My Target Audience: Fans of
Super smash bros Brawl
The Storyline: none just beat
‘em up.
_________________________________________________________________________________
Treatment (2)
In this
document all the ideas I come up with, for my own game will be broken up into
key sections to define and analysis what they are, why I think I will use them,
and how I will use them.
Idea 1: The story of Dr Schmitz: The arriving
Platform: This will be
played using a PC, and exported as an .exe format. The reason I’m using a PC is
because it will cost large amounts of money to programme and get it setup for a
PS3, Xbox or Wii.
Genre: This game will be
an action 3D platformer. It will be about getting to places the player has to
go. It will be open world in the most parts but it will have linear levels too.
When the player has to get something from a building it will be a linear level
but it’s free of choice for the player to go there.
My Target Audience: the
audience I plan to aim my game at are people who liked games like Rayman or Jak and Dexter since that is the kind of game I want to make. It
will probably be a game for the younger audience because it will have a
cartoonish art style and it won’t be too difficult. It will be very colourful.
That doesn’t mean it won’t be a fun game to play for adults too.
The Storyline: The game starts
with the creation of the iron heads and how the granddad (Dr Eisenhauser) of Dr
Schmitz spills some chemicals and somehow it goes to the core of the earth
where the elements in the magma has a reaction with the chemicals Dr
Eisenhauser spills and it creates a creature made out of obsidian. It’s the
first iron head and it will be the queen of all the iron heads 75 years later.
75 years
later Dr Schmitz and Professor Hansen are sitting in their labour doing some
scientific research when the earth starts shaking. They are going out to find
out why that happened. In the epicentre there is huge cave. The both scientists
are going down there.
That’s when
the tutorial level starts. Dr Schmitz is the one giving instructions while
Professor Hans is following them. When they are done they arrive at the sea of
molten lava. Around the sea there is a big amount of Iron Heads. Dr Schmitz is
shocked and terrified they flee from the cave and try to explain the village
near the cave the situation but they don’t believe them so the iron heads are
escaping the cave constantly from now on. Dr Hans has to do side quests in the
village from now on and the main quest of course. The iron heads spread out
with every day and if the iron heads arrive at the village and the people die,
the game is lost. It takes 30 days for the iron heads to arrive there if their
control towers aren’t destroyed. They are building these towers when they
arrive at the area where the tower is supposed to stand. Other things the
players are able to do are the social interactions with the people of the
village. Quests are the best way to get something back, gain trust and building
friendships. In the end of the game Dr Schmitz and Professor Hansen are
attempting to kill the queen but fail. They are able to save themselves but the
queen is still alive and there are many other holes on the whole globe. There
are 2 ends. The one shows Dr Schmitz and Professor Hansen fighting to their
deaths to protect the village (which is the good heroic ending) and the other
one shows Doctor Schmitz and Professor Hansen how they are leaving the planet
with a huge spaceship. They are having a conversation about how they left the
planet without helping anyone but there is an iron head shown killing and
eating Dr Schmitz and Professor Hansen (that is the bad coward ending)
The ending
depends on how many friends and quests the player made in the village.
______________________________________________________________
Contingency Plan
In case something happens to the
files of my game idea due to crashes, bugs, Impossibility to hit the deadline
on time or human failure I need a contingency plan. My original idea was a 3D
plat former with hack ‘n slay elements. The enemies will be animal like
creatures what takes a lot of skill in animating and designing what I don’t
have. That could affect quantity and quality of the game and its development.
My alternative idea is just an Arcade
game in the bird perspective. The map will look like a big stone arena. To give
an example it will be like the Geonosian
arena of Star Wars episode 2
The enemies will look like black
(or dark) lizards with yellow dots (so the original enemies of the game). These
will drop “steelhead gems” with which the player is able to upgrade the
strength, speed and hp.
It is possible that these enemies will drop weapon
parts or just metal parts represented by MP (Metal Points). If the player gets
weapon parts he’s able to craft weapons with different abilities which are
upgradeable. If the player gets MP it will be possible to craft any weapon out
of it as well as the upgrades.
_________________________________________________________________________________
______________________________________
Equipment
|
Specification
|
Budget
|
ASUS X751LDV-T4288H
Windows 8.1 64-bit
|
· 43,9 cm (17,3")
· Full HD LED TFT, Anti-Glare (1920 x 1080)
· Intel® CoreTM i5-4210U (up to 2,70 GHz)
· 8 GB DDR3-RAM, 1000 GB SATA (5.400 U/Min.)
· Processor: CoreTM i5-4210U Processor (1,7 GHz)
|
722,50€ ~ 505.75£
|
Blender 3D
|
Windows 8
64-bit, Quad core CPU
2.66 or above
3 buttons mouse
|
free
|
Office supplies
|
-2 x spiral bound A4 sketch pads (1 for Concept Art, 1
for Game Dossier – ideally good quality paper)
-USB (4G minimum)
-several pencils and pens
-sharpener
|
30-50£
|
PS 2 controller for PC
|
-with USB
connecter
-Used
|
5.00€ ~ 3.5£
|
No comments:
Post a Comment