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Introduction to Windows 8 Game Dev

[email protected]
February 25, 2013
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Introduction to Windows 8 Game Dev

This is my intro to Win8 Game Dev talk which comprises some of my other game dev slides along with Windows 8 specific information for developers looking to build games for the Windows Store.

[email protected]

February 25, 2013
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Transcript

  1. “...6 months ago, comScore reported that for the 3-month period

    ending in October 2011, 29.2% of mobile subscribers were playing games. A full year ago, only 26.8% of mobile subscribers were playing games on their devices, meaning that this year’s 33.1% represents 26% growth.” *Source: 1 in 3 Mobile Subscribers Playing Games on Devices June 6, 2012 http://www.marketingcharts.com/direct/1-in-3-mobile-subscribers-playing-games-on-devices-22256/
  2. This is a standard PC. It is usually a tower

    and a freestanding monitor, or an “all-in-one” computer. Typically these have powerful video cards, fast CPUs, lots of RAM, and a keyboard as the default input device.
  3. This is your standard laptop. Laptops usually have slower GPUs/CPUs,

    less RAM, and have a track pad plus a keyboard as the default input devices.
  4. Most if not all new Windows 8 laptops are coming

    out with touchscreens. These new ultra-thin, touch-enabled laptops will work great with Windows 8 out of the box. Plus, the extra touchscreen allows you to do basic touch testing for your game.
  5. This is a new category of ultra-portables that are tablets

    that can dock with a keyboard to become a laptop. They usually have very low-powered CPUs with built-in GPUs. These come in two flavors: Windows 8 and Windows RT, which I will talk about in the next section.
  6. These are similar to the convertibles but may not have

    any way to doc with a keyboard to become a “clamshell” form factor. The flagship of these types of devices would be Microsoft’s Surface.
  7. GameMaker - family of products that caters to entry-level developers

    and seasoned game development professionals to create cross platform games
  8. CreateJS – suite of modular libraries and tools which work

    together to enable rich interactive content on open web technologies via HTML5
  9. Canvas – and of course you can develop your game

    from scratch using the Canvas element in HTML5.
  10. DirectX - DirectX development offers the greatest power to developers

    by combining programming logic, the DirectX API, and High Level Shading Language (HLSL) programs, together with audio and 3-D visual assets to present a rich, interactive multimedia experience
  11. Epic Games Unreal Engine 3 (UDK ) – a complete

    professional framework that provides tools for creating high-quality games and apps, movies and advanced 3D visualizations and simulations
  12. • CoCos2d-X is a game engine framework based on Cocos2d-

    iPhone, which consists of expanding supported platforms, with multiple choice of programming languages that share the same API structure. • Programmers can choose to use their preferred language to achieve their targeted platform Native branch written in C++
  13. refers the to asset workflow you create for your project.

    This could be as simple as copying files over by hand into your game’s media folder or writing more complex automation scripts to generate the art for you.
  14. is a single bitmap image that is drawn to the

    display; in this case our Canvas Element. To help organize them better, sprites are grouped together into a single image called a sprite sheet.
  15. is a large image containing a collection of sub-images, or

    "atlas" which contains many smaller sub-images. This is used primarily in 3d for textures but is very useful for 2d games as well.
  16. Atlases can consist of uniformly-sized sub-textures, or they can consist

    of textures of varying sizes (usually restricted to powers of two). *Illustration from http://www.grimrock.net/modding/creating-custom-assets/
  17. • Create Texture Atlas with data file • Extract Sprites

    • Custom atlas data templates (can create xml, json, text, etc) • Create bitmap fonts • Cross platform • Works with Cocos2d, Unity3d, HTML5 and more.
  18. does not refer to the visual style of the game

    but the actual game play mechanics themselves.
  19. is a multi-page document that contains the general concept of

    a game, its core mechanics. At the very least it should give the reader a clear idea of how the game will look, work and feel.
  20. a term borrowed from the film industry and represents a

    “what if” scenario. When drafting a GDD I use a high concept to outline what the game is, its scenario and list any games that may already exist to draw inspiration from.
  21. games are very visual by nature; most people get bored

    out of their minds reading a 15-page or more design document with no indication of the artistic style you are envisioning for the game.
  22. cover how things work and how they will interact with

    each other. Go into as much detail as possible around actions such as how combat works, leveling up, stats, rewards, etc.
  23. include things like what properties a game actor may have

    such as life, weapon values and more. This will be incredibly helpful when you go into development as a point of reference.
  24. its always better to start big and scale down as

    needed. The last thing you want to do is limit your imagination or creativity.
  25. some game devs create elaborate sketches to work out their

    ideas while others simply use sticky notes. There is no right or wrong way to go about this as long as you find a good system for jotting down your ideas.
  26. look back through the history of video games, you will

    see a natural evolution of one game picking up or modifying another game’s mechanics.
  27. doing a small code example or trying to solve a

    development problem can really get your brain going and help you be way more creative when you sit down to finally code your own game.
  28. this goes hand in hand with the daily code warm

    up. I like to pick game systems or interesting mechanics then try to reproduce them or make them better.
  29. by Raph Koster. This is a great book that attempts

    to answer the question of “What is fun?” and more importantly “What is a game?” It’s an easy read with absolutely no code and all theory.
  30. by Scott Rogers. If you are interested in understanding the

    technical side of game design as in how to build a game design document, pitching games and more practice than theory then this is the book to read.
  31. by Katie Salen and Eric Zimmerman. The book is very

    high level and tries to approach the questions of game design from a very academic point of view.
  32. Free workshops focused on Game Development here in NYC. These

    workshops are broken up into beginner and advanced level and will run each Saturday from 10-1pm (beginner) and then 2pm – 5pm (advanced).