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End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish PDF

356 Pages·2010·17.97 MB·English
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To Tony Iuppa, one of the most talented and dedicated game producers. To Carolyn Miller, a constant light. Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK © 2010 Elsevier, Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher’s permissions policies, and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors assume any liability for any injury and/or damage to persons or property as a matter of product liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. Library of Congress Cataloging-in-Publication Data Iuppa, Nicholas V. End-to-end game development: creating independent serious games and simulations from start to finish / Nicholas Iuppa. Terry Borst. p. cm. Includes bibliographical references and index. ISBN 978-0-240-81179-6 (pbk : alk. paper) 1. Computer games—Design. 2. Computer games—Programming. 3. Video games—Design. I. Borst Terry, II. Title. QA76.76.C672.L87 2010 794.891536–dc22 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81179-6 For information on all Focal Press publications visit our website at www.elsevierdirect.com 09 10 11 12 13 5 4 3 2 1 Printed in the United States of America .. Acknowledgments We owe a huge debt of gratitude to our technical adviser, Martin van Velsen, senior research engineer at Carnegie Mellon University. We’d like to acknowledge these major contributors of content, ideas, and graph- ics: Dr. Andrew Gordon of the Institute for Creative Technologies, University of Southern California; Phil Campbell of Phil Campbell Design; Michelle Harden of Compelling Technologies; Bill Groux of Retention Education; George Lang, The Big Picture Film and Video; Independent Art Director Lance Alameda; Carolyn Scott of Virtual MindWorks; Ina Tabibian for her editorial work on some of our fables; and Joe Harless for the strong grounding in educational technology. We’d also like to acknowledge the following for generously sharing their expe- riences and insights: Adrian Wright of MaxGaming Technologies; Justin Mette of 21-6 Productions; Kam Star of Playgen Ltd.; Eitan Glinert of Fire Hose Games; Luke Nihlen of 10th Artist; and David Rejeski of the Woodrow Wilson Center for International Scholars. In addition, we’d like to thank the Singapore-MIT Gambit Game Lab for permission to use our cover image from the game AudiOdyssey; and all the rights owners, artists, and designers responsible for the images used through- out the book. iixx c h a p t e r one Introduction New tools replace Old tools In the award-winning AMC television series Mad Men, set in the early 1960s, a mysterious and massive machine shows up one day in the offices of the advertising agency Stirling Cooper. The machine is a Xerox photocopier, and the workplace is about to change forever. Previously, document duplication was done with a mimeo- graph, a hand-cranked drum machine that would ink a stenciled original to create up to a hundred ever more slightly muddy copies. Almost overnight, photocopying solved the problem of massive document distribution, accelerating the flow of infor- mation in every workplace, improving customer outreach, and becoming a standard tool for almost every employer and employee. For most of the 20th century, financial analysis and financial modeling was the domain of a small “priesthood” of in-house or contracted analysts who would labo- riously build models that frequently had to be rebuilt in order to revise a parameter or a formula. But as the 1980s dawned, personal computers like Apple IIs and Radio Shack TRS-80s—previously considered little more than toys—began to appear in offices, running an electronic spreadsheet called VisiCalc. The mechanics of financial mod- eling were now vastly simplified, placing an extraordinarily powerful tool in the hands of millions. Customer targeting and business planning improved exponen- tially, and few of us can imagine working today without the aid of a spreadsheet. It would be like a carpenter working without a hammer. With the advent of the photocopier, the slide projector, and expensive and bulky graphics printers and design tools, the in-house “graphics department” ruled the roost any time you wished to create a sophisticated 35-mm slide show or hard-copy presentation that included handouts, charts, and illustrations. If you had an impor- tant presentation to make to your boss or an important client, you’d have to get your materials over to the graphics gurus days or weeks in advance of the event— and you’d better have a good relationship with the department if you expected your deadline to be met. Good luck if the graphics department made an error! A DIY (do-it-yourself ) alternative was to photocopy some bullet charts and graphs onto overhead transparency acetates, and veteran professionals still remember the  chapter one l introduction interrogation-like glare of overhead projections and stark black-and-white images that hurt the eyes. (If you wanted to make last-minute changes, you needed to use a Sharpie to make your edits directly on the acetate.) However, in 1990, Microsoft rolled out PowerPoint at the same time it introduced Windows 3.0. Almost overnight, the all-powerful graphics department vanished as an institution: anyone using PowerPoint became his or her own graphics depart- ment, and new ideas and data could be incorporated into a complex presentation in a matter of minutes. As a bonus, those overhead projectors soon became obsolete. As these examples illustrate, workplace technological developments have placed even greater amounts of power and precision in the hands of professionals. Put another way, new tools evolve and replace old tools in the communication toolbelt. And the trend continues. Would You Like to Make a Game? Now, as we close out the first decade of the 21st century, a new wave of evolution has struck the shores of the modern workplace. And because you’re looking at this book, chances are you’ve heard the crash of that wave. You may be working in any number of capacities: l For an oil company, training workers to operate on offshore oil platforms, and concerned about new security issues in this environment l As a producer on a university website, where you’ve been asked to create fresh and engaging content that attracts new traffic while highlighting the university’s “brand” l For a nongovernmental organization that provides relief services and aid to over- seas populations l As a principal of an independent or startup game company, trying to figure out how to keep paying the bills while you produce (on spec) the entertainment product you’re passionate about l For a financial services company, training employees to move into management responsibilities l As a real estate partner, looking to attract younger home buyers l For a state or county entity that wishes to promote social change (hands-free cell phone use while driving, entrepreneurialism in blighted communities, etc.) In any of these situations and hundreds of similar scenarios, you may be involved in some form or manner with a variety of challenges: l The transfer of training, educational, or pedagogical material to employees or volunteers l The task of motivating social change or changing social behavior l The challenge of attracting new business or new customers  would you like to make a game? You know how your job has been done in the past. For example, traditional profes- sional training has taken place in several ways: l On-the-job training, which is (1) costly because it requires the time of other per- sonnel (who may or may not be good at training) and (2) risky when failure is not an option (surgery, firefighting, military command, and so on) l Classroom mentoring and role-playing, which obviously lowers the real-world risk but falls short of on-the-job training in simulating the pressures of the job, while still being labor, facilities, and time intensive l Pencil-and-paper training, which does little to test the transfer of knowledge in the context of stress, human interaction, and changeable situations (pencil and paper have now been transferred to the computer screen, but the methodology remains identical) l Some combination of the above approaches, which usually shorts them all (while the limitations of each remain in place) As a second example, traditional workplace or social persuasion and behavior modi- fication (this would include commercial advertising, marketing, and recruiting) has typically been advocated in these ways: l One-way media: flyers, pamphlets, public service announcements, print adver- tisements, radio and television commercials, and other attention-getters that lay out the case for the argument or behavior (or purchase decision). The problem in the 21st century is that we’re so inundated by these methods that we largely tune them out. l Two-way interaction via training classes, focus groups, or one-to-one meetings. These methods are not only time and labor intensive, but they battle a natural resistance from the audience. But a new generation—the Millennials (sometimes known as the Net generation)— has been immersed in interactive media since childhood (see Figure 1.1). Digital social networking has been available for a substantial part of their lives. They’re visually intuitive and respond better to experiential and collaborative learning meth- odologies than traditional “skill-and-drill” and text-based learning. They multitask well, but are often prone to “grasshopper mind.”1 In short, the old ways of training and persuading are going to be even less successful for them. However, growing evidence exists that applying entertainment videogame mechanics and techniques to learning and communication objectives can pay dividends. In an interview with the website Gamezone, noted education expert Professor James Paul Gee recounted his epiphany on this point: “It dawned on me that good games were learning machines. Built into their very designs were 1 Jonas-Dwyer, D., and Pospisil, R. Millennials Rising: The Next Great Generation. New York: Vintage Books, 2004.  chapter one l introduction figure 1.1 The Millennial generation has been immersed in interactive media since childhood. Photo courtesy of iStockphoto. © The New Dawn Singers, Inc., Image # 6945908. good learning principles, principles supported, in fact, by cutting-edge research in cognitive science.” Similarly, advertisers have realized that 30-second linear television spots are having increasingly little impact on Millennials. But engage a potential customer interactively, and you’re more likely to engender a sale and create brand loyalty. As these appraisals have percolated through the workplace landscape, your boss now may be wondering if your organization should be undertaking a videogame, a “serious game” (which we’ll define more thoroughly in Chapter 2), to introduce new procedures or job tasks. Or you may be aware of colleagues who are launch- ing serious games to better promote their products and begin thinking you should do the same. Alternatively, you may be looking to secure a government grant for a serious game that will motivate social change, such as more conservation or more nutritional meals. Or you may be in charge of training personnel for hazardous duties and wondering if a virtual world simulation (which we’ll also define more thoroughly in Chapter 2) could improve preparation and confidence before person- nel go into the field. You may be a PowerPoint master or Webmaster, a project manager, or web pro- ducer (highly experienced or new on the job). You may be a Java or AJAX program- mer, the administrator of a content management system, or the director of human resources. Or you may be a young entrepreneur trying to launch an independent game company (we’ll be defining independent games in Chapter 2). But as you begin to think about all the necessary components needed to develop and produce a serious game or simulation, the task seems daunting. Developing and producing any kind of videogame is hard enough. The challenges are enormous. But how do you also develop the teaching points and meld the desired knowledge base to the gameplay and narrative elements contained in any serious game or simulation?  what this book is about You’re also aware of the budget and time limitations you have: creating media is always expensive, and efficient asset management is critical. Distribution, product assessment, and return-on-investment measurements also must be planned for. This is more than just building a complex interactive PowerPoint presentation, or a new corporate blog, or the backend on a retail website. The chances for failure seem very high, while the chances for success seem slim. In fact, the chances for failure are high. Too often, one element of the process winds up running roughshod over the other elements. The teaching points become subservient to gameplay or narrative; or the teaching points throttle engaging gameplay and compelling immersion. Too often, the development and production lack coordination, resulting in a serious game or simulation that fails on one or more levels. What this Book Is about This book will offer a time-tested, systematic approach to the conceptualization, development, production, and rollout of a serious game or simulation. In a sense, we’re going to take a look at game development and production from end to end, from starting point to finish line, on an independent (“Indie”) game budget. The authors wouldn’t be so arrogant as to proclaim our approach the only approach to end-to-end game development. But we’ve spent our careers writ- ing and producing media and between us have accumulated 40 years collabo- rating on the creation and production of commercial videogames, serious games, and virtual world simulations (find a full overview of our backgrounds at www .endtoendgamedevelopment.com, and see Figure 1.2 and Figure 1.3 for examples of our work). In addition, we’ve talked to dozens of colleagues to further refine the approach presented within this book. At its best, the conceptualization and completion of any serious game or simula- tion will still make you feel like you’re flying by the seat of your pants. But you’ll see that even in this exciting new arena of communication and education, we’ll be discussing proven methods and processes. We’re going to show you our approach in detail and use many examples from real-world cases to illustrate its effective- ness. Our goal here is to improve your chances for successfully making the leap to creating a serious game or simulation. This will be true even if you’re already an independent game developer, because serious games and simulations are different animals than entertainment-oriented games. Once you undertake the building of a serious game or simulation, you become an independent game developer yourself, regardless of whether you’re entrepre- neurial or working under the umbrella of a corporate, nonprofit, or government organization. After defining our terms and goals in Chapter 2 and giving you a more detailed overview of the book’s organization in Chapter 3, we’ll begin to discuss setting up game development and the acquisition and management of clients (whether the  chapter one l introduction figure 1.2 Image from Leaders, the advanced leadership simulation training project that we wrote and produced in collaboration with Paramount Pictures, the Institute for Creative Technologies (ICT), and the U.S. Army. ©2004, University of Southern California Institute for Creative Technologies. Used with permission. figure 1.3 Master presentation flowchart for an early version of ALTSIM, another leadership training simulation, which we developed with Paramount Pictures, the Institute for Creative Technologies (ICT), and the U.S. Army. ©2004, University of Southern California Institute for Creative Technologies. Used with permission. 

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You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can
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