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Analytical Bibliography(game design roles)

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Game testing

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 In game development there are different methods that developers use to test the functionality of games, so that before they are placed on sales, they won't face any backlash from fans over buggy games and such. Functionality testing focuses on generic problems with the game or it's graphics & user interface, this includes   game asset integrity, stability issues, audio-visual issues, and game mechanic issues. Combinatorial testing focuses on testing the game at an early stage of it's development, to spot flaws early on. Ad Hoc testing uses randomization to spot any errors present in the game, so the any faults present have a better chance at being seen due to the randomness of this method. Compatibility testing focuses on any faults in relation to hardware, software and the graphics that the game is being run on. Clean room testing ensures the consistency and  reliability of the gaming software. Regression testing works by re-checking  cases so that they can be ...

Game stories

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 As games have developed overtime, the need for more interesting themes and game types have arisen. What I mean by this is if you look back at earlier generations of games you can see a clear difference when compared to games today, no  it's the the graphics or mechanics it's the story. Games of the past have mainly been about action rather than story, but as they have progressed, the story has become more and more important, as people want further character development, further plot development, e.c.t. After reading the article about how games and movies are both able to tell a story, I  thought about how games can influence other forms of media either through a movie being made about a game or vice-versa or how a game can lead to further plot developments of a movie that were previous unknown, i.e. a specific character's past which wasn't explored in the movie. The article talked about how classical stories move, which when I read it reminded me of a lot of movies and...

Week 9 Reading and Writing

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 Looking back at my previous reading assignments, I felt that the one that worked the best for me was the one about the Game design document. I liked this reading assignment as I got to see more of what goes into games and it showed me how I should approach making my game to include such specific features, for example, I hadn't thought about music or sound effects in my game but, when I saw how the video explained how important it was for games to have sound I decided that I should include sound effects at least in my game just so it has a bit more life to it. To be honest when I started doing the reading assignment I didn't believe that it would impact my project in anyway, that it would just take up time I could be spending on my project, but as I did them I learned about things such as game element, which are things which should be included in all games such as an objective, rules or resources just to name a few examples. Speaking of my game project, I am currently enjoying ...

Game GDD

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 This reading assignment talked about the game design document of a game and what is needed to include in it. Essentially it start of with the games title and then goes on to include the index of the document, topics such as game design, level design, graphics ectara.  The game design section talks about the summary of the game, a brief description and the gameplay itself, such as what type of game it is.  The technical section talks about the all the screens, blank screens menus and the likes, then there is the controls which refers to either using the arrow keys on the keyboard and the mechanics is how the game  will play. The area  section talks about the locations in the game that will be accessible. The game flow  section goes on about how you will access each area through the likes of "the player leaves the forest" The development  section is a very in-depth look at aspect such as enemies and enemy classes present through out the game. The...

Game Elements

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From my reading of the article "What are the Qualities of Games" I believe that I have a better understanding of the makings of a game. The article goes through the talks about what exactly is needed for a game to be made, they list players, objectives (goals), rules, resources and resource management, game state, information, sequencing, player interaction, theme (narrative-backstory-setting) and games as Systems as what is needed for a game to work. Also when the article talks about critical analysis and mentions that words like fun aren't helpful but rather explaining why it is fun i.e. I enjoy this specific mechanic as it's unique and keeps with the pace of the game or something like that. https://tudublin-my.sharepoint.com The next reading piece is an article on game design research which talks about topics such as what game design actually is and how it can be transferred to articles, to talk about what is actually needed and how to include theoretical empirical...

Game design

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 After reading the pieces on what is a game anyway, the organic nature of game ideation and four basic methods for generating ideas, I've now a better understanding of what I can do to better for my project in Multimedia development. From reading what is a game anyway, I learned more on the sub-elements of game development, as the article may not talk about making games directly, it does mention important things to take note of like definitions of games made from games scholars and such, David Parlett said a game has an end and a means, meaning any game has a purpose for how it ends, whether that is story based or based upon a players actions, e.c.t. Overall I learned that game design takes time and effort and a lot of creativity.  Techniques used in game design range from concentration, brainstorming, scamper and Ramsey  meaning a lot of work is needed for the development of any game. Concentration is referring to putting a decent ...