Diferencia entre revisiones de «Desarrollo de videojuegos/en»
(Página creada con «===Functional, Technical and Financial Requirements=== Interactions of video game, as a system, with other systems. Analysis of automatic responses, default processes, and…») |
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===Game Design=== | ===Game Design=== | ||
Description of the end-to-end process of content design, context and elements of a video game | Description of the end-to-end process of content design, context and elements of a video game | ||
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===Game Design Document (GDD)=== | ===Game Design Document (GDD)=== | ||
Organization of the development stages | Organization of the development stages | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Game Design Document (GDD)]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Game Design Document (GDD)]][[Chapter::~*Video Game Development*]] |
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===Definitions and Job Roles=== | ===Definitions and Job Roles=== | ||
Description of roles and profiles according to development tasks | Description of roles and profiles according to development tasks | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Definitions and Job Roles]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Definitions and Job Roles]][[Chapter::~*Video Game Development*]] |
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===Functional, Technical and Financial Requirements=== | ===Functional, Technical and Financial Requirements=== | ||
Interactions of video game, as a system, with other systems. Analysis of automatic responses, default processes, and what the system should and should not do. A key consideration is to know the platform the video game runs on, and the scope and resources required | Interactions of video game, as a system, with other systems. Analysis of automatic responses, default processes, and what the system should and should not do. A key consideration is to know the platform the video game runs on, and the scope and resources required | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Functional, Technical and Financial Requirements]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Functional, Technical and Financial Requirements]][[Chapter::~*Video Game Development*]] |
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===Organization Tools=== | ===Organization Tools=== | ||
Collaborative walls and spaces for development organization | Collaborative walls and spaces for development organization | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Organization Tools]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Organization Tools]][[Chapter::~*Video Game Development*]] |
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===Story-telling=== | ===Story-telling=== | ||
Developing the story and its narrative. Strategies, techniques, tools and resources | Developing the story and its narrative. Strategies, techniques, tools and resources | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Story-telling]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Story-telling]][[Chapter::~*Video Game Development*]] |
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===Art and Animation=== | ===Art and Animation=== | ||
Artistic aspects in the creation of video games, including the design of the environment, characters and visual effects | Artistic aspects in the creation of video games, including the design of the environment, characters and visual effects | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Art and Animatio]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Art and Animatio]][[Chapter::~*Video Game Development*]] |
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===Sound and Music=== | ===Sound and Music=== | ||
Strategies and tools to design and produce the different acoustic components of a video game, such as soundtrack, acoustic effects, atmosphere creation and narration | Strategies and tools to design and produce the different acoustic components of a video game, such as soundtrack, acoustic effects, atmosphere creation and narration | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Sonido y música]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Sonido y música]][[Chapter::~*Video Game Development*]] |
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===Models and Prototypes=== | ===Models and Prototypes=== | ||
Preliminary stage of work that enables obtaining a real experience of the game before its final version, to test ideas, change parameters, explore possibilities, and to identify, learn and correct mistakes | Preliminary stage of work that enables obtaining a real experience of the game before its final version, to test ideas, change parameters, explore possibilities, and to identify, learn and correct mistakes | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Models and Prototypes]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Models and Prototypes]][[Chapter::~*Video Game Development*]] |
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===U/I, U/X === | ===U/I, U/X === | ||
Differences between UI (user interface) and UX (user experience) and their uses. The UI is made up of the information architecture, interaction patterns and visual elements, and the UX is the result of the user's objectives, the cultural variables and the interface design | Differences between UI (user interface) and UX (user experience) and their uses. The UI is made up of the information architecture, interaction patterns and visual elements, and the UX is the result of the user's objectives, the cultural variables and the interface design | ||
− | {{#ask:[[AnnotationObject::+]][[Area::U/I, U/X]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::U/I, U/X]][[Chapter::~*Video Game Development*]] |
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===Platforms and Engines=== | ===Platforms and Engines=== | ||
Underlying software that allows creating and running a video game using routines, functions and a main loop for graphics processing and interaction logic. Modern game engines offer a whole set of visual tools and libraries for speeding up development and facilitating cross-platform export | Underlying software that allows creating and running a video game using routines, functions and a main loop for graphics processing and interaction logic. Modern game engines offer a whole set of visual tools and libraries for speeding up development and facilitating cross-platform export | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Platforms and Engines]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Platforms and Engines]][[Chapter::~*Video Game Development*]] |
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===Programming === | ===Programming === | ||
Languages and processes for video game development (front, back-end & GUI) | Languages and processes for video game development (front, back-end & GUI) | ||
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===Testing=== | ===Testing=== | ||
Stage of testing a game’s images, texts, controls, sound, settings, requirements and functions | Stage of testing a game’s images, texts, controls, sound, settings, requirements and functions | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Testing]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Testing]][[Chapter::~*Video Game Development*]] |
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===Operation Monitoring and Acceptance=== | ===Operation Monitoring and Acceptance=== | ||
Tools, platforms and systems to control and monitor the correct operation of the game and the response of the target audience | Tools, platforms and systems to control and monitor the correct operation of the game and the response of the target audience | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Operation Monitoring and Acceptance]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Operation Monitoring and Acceptance]][[Chapter::~*Video Game Development*]] |
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===Adjustments and Changes=== | ===Adjustments and Changes=== | ||
Creating patches and updates | Creating patches and updates | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Adjustments and Changes]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Adjustments and Changes]][[Chapter::~*Video Game Development*]] |
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===Loyalty Plans=== | ===Loyalty Plans=== | ||
Strategies and tools to keep the audience engaged, and reach new audiences | Strategies and tools to keep the audience engaged, and reach new audiences | ||
− | {{#ask:[[AnnotationObject::+]][[Area::Loyalty Plans]][[Chapter::~* | + | {{#ask:[[AnnotationObject::+]][[Area::Loyalty Plans]][[Chapter::~*Video Game Development*]] |
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Revisión actual del 22:49 24 feb 2022
Ideas and Conceptualization
Everything it takes to start developing video games
Game Design
Description of the end-to-end process of content design, context and elements of a video game
Game Design Document (GDD)
Organization of the development stages
Items |
---|
Write a game design document |
Definitions and Job Roles
Description of roles and profiles according to development tasks
Items |
---|
Roles in Video Game Development |
Functional, Technical and Financial Requirements
Interactions of video game, as a system, with other systems. Analysis of automatic responses, default processes, and what the system should and should not do. A key consideration is to know the platform the video game runs on, and the scope and resources required
Organization Tools
Collaborative walls and spaces for development organization
Items |
---|
Project management in game development |
Design and Development
Phases and elements of game design, both audiovisual and code
Story-telling
Developing the story and its narrative. Strategies, techniques, tools and resources
Items |
---|
Use storytelling and transmedia in video games |
Art and Animation
Artistic aspects in the creation of video games, including the design of the environment, characters and visual effects
Sound and Music
Strategies and tools to design and produce the different acoustic components of a video game, such as soundtrack, acoustic effects, atmosphere creation and narration
Models and Prototypes
Preliminary stage of work that enables obtaining a real experience of the game before its final version, to test ideas, change parameters, explore possibilities, and to identify, learn and correct mistakes
Items |
---|
Free tools to level up your prototyping |
Video game prototyping |
U/I, U/X
Differences between UI (user interface) and UX (user experience) and their uses. The UI is made up of the information architecture, interaction patterns and visual elements, and the UX is the result of the user's objectives, the cultural variables and the interface design
Platforms and Engines
Underlying software that allows creating and running a video game using routines, functions and a main loop for graphics processing and interaction logic. Modern game engines offer a whole set of visual tools and libraries for speeding up development and facilitating cross-platform export
Items |
---|
Bitsy Talk: Claire Morwood's experience with the tool |
Unity: User's Manual |
Programming
Languages and processes for video game development (front, back-end & GUI)
Items |
---|
Graphic programming in video game development |
Testing
Stage of testing a game’s images, texts, controls, sound, settings, requirements and functions
Publication and Maintenance
Assessment of the gaming experience, error detection, patch development, and evaluation of the continuity of the project once launched
Operation Monitoring and Acceptance
Tools, platforms and systems to control and monitor the correct operation of the game and the response of the target audience
Adjustments and Changes
Creating patches and updates
Loyalty Plans
Strategies and tools to keep the audience engaged, and reach new audiences