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Game Development [Session]

28th January 2015

Info:

  • This session is in context to large scale games, that are build for High-End Desktops and Gaming Consoles.
  • Most games are written in C++ and Java, while using a variety of scripting languages, and assembly to access hardware.

The Process

Flowchart.jpg

Allocating Engines Needed

Recognize the different types of engines required:

  • Audio
  • Video
  • Intelligence
  • Rendering
  • Cut scene
  • Story and much more

Big organizations use their own custom engines that has everything they need. Like RAGE, UDK, CryEngine, FrostBite, etc.

Preparing Algorithm

Mathematical computations that predict what a player will do against the AI, an objective, or whether or not a player has met a certain criteria for X, and similar.

Defining Systems

  • Version control: Alienbrain and Perforce

  • Manage design of game: SCRUM video | AGILE SCRUM video

  • Art Tools: Zbrush, Maya, or Mudbox.

  • Engineers: Visual Studio They might even leverage Autodesks new game development tools such as Scaleform, Beast, Kynapse, HumanIK.

Info: This only covers 40% of what actually happens out there. The purpose of this is just to give a brief idea on how things are on large scale projects.