Techniques and engineering for game software production (5)

Source: Internet
Author: User

Puzzy3d Product ProcessIn reality, software engineering, film/music production engineering, game rules (World settings, data settings, level settings, script settings, etc.)/toys design technology, become a necessary part of game software product production. Unlike general software companies, gaming companies only have programmers. It is divided into three major departments: technology, art, and planning. Each department is divided into dozens of small parts (such as art, which can be divided into original settings, sketches, line drafts, color drafts, and role designs, scenario Design, special effect design, 3D modeling, skin, texture, action, expression, level design, special effect production, lens design and production, etc. Programs are roughly divided into server, client, tool, each segment is further subdivided, for example, the client segments include graphic, audio, effect, physics, AI, UI, logic, script, and so on ). Personnel from the three major departments (Looking at the staff table of World of Warcraft, we can see that I missed a QA and testing department with more than 70 members in every department of 20-30 people ), in a game production company of 50 people, there are about 10 programs, about 20 pieces of Fine Arts, about 5 plans, and QA departments. Such a combination may be quite common. It is not unintentional to Miss QA, because QA is a software engineering implementation, but is not engaged in creation and production. Organize personnel to work in a medium-sized game software project with over 0.5 million lines of code, over three thousand art sound effects resources, and hundreds of pages of game design documents. To complete the product by quality and budget within one year, the producer and project owner must stay on Earth for at least 3650 hours. Do not mention the main program, the main art, the main planning of the health, wife and children (if any ). What's even worse is that, once any one of them goes wrong, or the market time is delayed, the millions of dollars and dozens of things are desperately exchanged, it will be converted into a training course for the next product process overnight. For the next time. ConclusionGame software engineering integrates software engineering, 3D animation/music production, and interactive game toys design techniques. It is composed of three parts: software product, game product, and interactive game design. This leads to a huge uncontrollable factor in the commercial product production process. In this regard, EA brings a precedent to the industry with the most commercial production method-gaming is not necessarily the best, the most creative, but the most cost-effective. At the same time, blizzard, one of the best game production companies in the world, shows that the emerging industry of game production is developing in a diversified manner in the inverse example that each game must be excellent and every game must be postponed. Among them, the development of the electronic game software industry is one of the first in Japan, some famous game companies are directly transferred from the entertainment industry, also shows the entertainment properties of game software products. The typical game rules of D & D develop a whole culture of European and American fantasy culture. In the developed countries of the gaming industry, the production scale of the gaming industry is moving closer to the film industry. In China, the gaming industry is heading for another large-scale online multiplayer game. Game software engineering will take place on one death journey before we can address our own natural needs for games. Finally, send any criticism and suggestions to: puzzy3d@yahoo.com ReferenceJohn P. Flynt, Omar Salem , Software engineering for game developers,2005 ,Tomson gamasutra, Http://www.gamasutra.com,2006

Edward Yourdon,Death Match 2nd Edition, 2005, Electronic Industry Press

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