Traditional Culture Encyclopedia - Photography and portraiture - How to design software or games?
How to design software or games?
1, commonly used software for game planning and production are: office series software, mindmanger, Unity3D. Game planning is also the content of the game, and good game content will attract users to download.
2. The commonly used softwares for making game art are: PS, AI, DW, FL, axureRP, HTML, CSS, Maya, 3dsMax, Bodypaint, illusion, ZB. Game art production is equivalent to the appearance of the game. Whether this game is eye-catching or not depends on the game art producer.
3. The commonly used softwares for making game programs are: C++, WIN32, DirectX, Box2D, Unity3d, Cocos2D-X. Game programs are about converting game content into data. Whether a game can be operated well or not plays a great role in making game programs.
Expand the information and make a team configuration of the game;
1. Pre-planning: including main strategy, values, functions, copywriting, execution, etc. , that is, editing scripts, writing debriefing reports, calculating numerical values, and designing scene roles.
Second, art design: art design is generally divided into scenes, roles and later stages.
Third, the program: What we need to do is the collision between the game scene and the character, the attribute of the character and the attribute of the monster. According to the numerical value given by the planner, write the code to make the attribute realistic, that is, let the player see it.
Hello everyone! I'm Xiao Liu. Remember to pay attention to it after I read it. Such an article is hard to come by!
Many people learn to play games, but many people are too rubbish.
Now the game production industry is a very promising sunrise industry. At present, the wages of people in this industry are top in our country, but talents in this field are very scarce. There are few courses about game making in universities. Even if there are, the level of many teachers is basically theoretical and there is no dry goods. In fact, many people want to do this industry, so they learn various game making software tutorials from the Internet. After studying for a long time, I am also confused. Say no, but they will. As promised, the level is really not good. What I have learned is too messy, without any system and lack of real kung fu, so it is difficult to gain a foothold in the game production industry. This is the sorrow of many people in the game learning industry.
Second, I've been learning game making software, so that you can watch the live broadcast no matter where you are.
There are many learning tutorials and softwares for online game making, but most of them are out of date, just some old knowledge. Studying is also a waste of time. As the saying goes, if you make a mistake, your efforts will be in vain. Personally, I either don't learn or learn a way. What should I do? Of course, there must be a master belt. Only by standing on the shoulders of a master can you become a master among masters. There is also the reform of learning methods. In the past, many students hoped to watch the teacher's live lecture online and interact with the teacher at the same time. Teachers can also answer questions they don't understand on the spot. If they want to study, they can study systematically online. Is there such a place? Not before, but now, if you want to study, you can come to this group: the first group is 296, the middle group is 676, and the last group is 289. Just combine them in order. Every day, there are excellent courses of game making shared by experts from all walks of life in the country. You don't have to hand in anything, just listen. We only welcome motivated people. Don't add if you don't work hard.
Third, it is better to play games than to play games.
You know, playing games and playing games are not the same concept. Playing games is a hobby lifestyle, and playing games is a job, an industry, a profession and a career. For example, there are more people watching movies and fewer people making movies; There are many people who play football and few people who coach; Many people use cosmetics, but few people make cosmetics; Many people drink, but few people make wine. Does this explanation probably understand the difference? As a ten-year industry in China, games have a strong development momentum.
How were the four games created?
1. The game making process is not mysterious. According to different platforms, it can be divided into onlinegame and consolgame. Its development process can be roughly divided into the original stage-project research and development stage-project development stage-game testing stage-game operation stage. As an individual, the division of labor in the game production process includes art (advertising art director, role, scene, action, special effects, UI interface), program (main program, network program, client program), planning (main planning, execution planning) and music (mainly outsourcing). However, online games and console games have different artistic requirements, and online games pay more attention to the interactivity of UI, the diversity of styles and the richness of content. Host games pay more attention to the expressive force of the picture, the advanced technology and the delicate details of the UI. In recent years, the art of online games tends to be close to home games in terms of picture expression. As far as the development status of this industry in China is concerned, qualified talents in fine arts and procedures are the most scarce.
2. The whole process of game making:
(1) game planning
Scope of work: story design, AI design, game design, digital setting and level design.
Staffing: screenwriter and game planner.
(2) Game art
Scope of work: original painting, modeling, mapping, animation special effects, user interface.
Staffing: original painter, modeler, material engineer, animator, special effects engineer and UI designer.
(3) the game program
Scope of work: game engine program, script editing, material development.
Staffing: programmers, software engineers and shader programmers.
(4) game integration
Scope of work: level integration, numerical adjustment, combination of program and art, sound effect placement.
Staffing: Programmers and software engineers.
(5) Game test
Scope of work: numerical fine-tuning, limit testing and debugging.
Staffing: Programmers and software engineers.
3. To learn game making, you must master knowledge and software in three directions!
Game art needs a certain art foundation. The software to be used is: max, zbrush, ps and so on.
Of course, the game program is about computers. Learn programming languages. Such as C, c++, as3, php and so on.
Game planning is more complicated. Because planning is subdivided into numerical planning, system planning, land planning and so on. Moreover, planning should have a certain procedural and artistic basis. So if you want to develop the plot, you must study liberal arts, historical psychology and other majors. If it is numerical value and system, it pays more attention to logical analysis and prefers science and engineering. Half of the software used is office series.
4. Some other positions in game production.
Original painter: According to the industry experience of game players, we will carry out high-intensity painting training, master bright colors and accurate structural proportions, improve appreciation and creativity, ensure the rapid improvement of students' own level, and reach the industry employment standards.
Modeler: Through the study and research of role modeling, human anatomy, scene modeling, props modeling, UV display, surveying and mapping, normal baking and other knowledge, students can master various techniques skillfully and reach the employment standards of the industry.
Material division: Through the study and research of role modeling, human anatomy, scene modeling, props modeling, UV display, texture drawing, normal baking and other knowledge, students can master various techniques skillfully and reach the industry employment standards.
Animator: Let students know about the performance of various animations, the overall shaping of roles, and the making of style animations. After graduation, they will have a solid grasp of animation principles and expressive force, and master animation production skillfully.
Special effects technician: According to the needs of advanced talents in game special effects production, special effects with dazzling colors, strong sense of rhythm and visual impact are produced through color matching, special effects mapping and particle special effects.
Five game making can actually be played like this.
1. 1 How to determine the theme of the game when designing the game?
When designing games, we should pay attention to the fact that the game scripts with the same theme are suitable for players with different cultural backgrounds. For example, love themes, war themes and so on. It is easy to arouse the player's knowledge and singing skills, which is conducive to the promotion of the game in different regions.
If the theme of the game is old, we should try to explain an old story from a new angle; Or interpret ancient themes with brand-new ideas; Or make old themes in a new genre. It is necessary to put new wine in old bottles and old wine in new bottles, so as not to give players a boring or similar feeling. Let players appreciate new ideas in different aspects.
1.2 How to promote the game process
In drama, there are two important factors that drive the story: obstacles and conflicts.
When it is applied to the game, it can turn obstacles into problems that players need to solve during the game. Conflict has become an obstacle for players to move forward, forcing players to come up with effective solutions according to their own status quo. More specifically, obstacles are puzzles and conflicts are battles. In RPG games, these two factors are most widely used.
Properly setting obstacles and conflicts for players is the driving force for players to constantly overcome difficulties and move forward, thus pushing the story forward.
1.3 ways of telling stories
There are two ways to tell a story: flashback and positive narration.
Flashback method is to give the player the environment, let the player be in the aftermath first, and then let the player go back to the past to find out how the event happened or prevent it from happening.
Positive narration is a common way. The story unfolds with the player's experience. The player is unknown to everything, and everything is waiting for the player to discover and create. This method is commonly used in games.
1.4 how to set the hero of the game
The protagonist is the soul of the game, and only an excellent protagonist can make people linger in the story world and deduce an excellent story. Therefore, if a hero is set successfully, the game is sure to succeed.
The hero in the game is not necessarily a kind and excellent person, but also evil, or between good and evil.
Usually, an evil hero can make the game more successful than a kind hero. If a hero can make people hate him, but he can't give up, and people want to see what he can do, what he can meet, or what the end will be, he will be able to capture the hearts of players better than a kind hero.
It should also be noted that the design of the protagonist should not be cosmetic, prototype or vulgar. If the protagonist does not have his own unique personality and unique image, it is impossible to arouse the interest of players.
1.5 Narrative Angle in the Game
In general games, there are two narrative angles, which can also be called perspectives-the first-person perspective and the third-person perspective.
The first-person perspective is based on the personal experience of the protagonist of the game. The image of the protagonist does not appear on the screen, which makes the player feel "I am the protagonist", thus making it easier for the player to participate in the game.
The third-person perspective is to watch the development of the game from the perspective of a bystander. Although the outsider can see clearly, the player's sense of participation is not as good as the first-person perspective.
Games from the first-person perspective are more difficult to write than games from the third-person perspective. RPG in Europe and America generally adopts the first-person perspective to design games. Such as the famous Magic Gate series.
Actually, I prefer the game from the third person perspective. In the third-person perspective game, we can also use different methods to enhance the player's sense of participation, such as entering the hero's name and choosing our own Facebook. Judging from the performance effect of the game, the first-person game also has its limitations.
1.6 Emotion and suspense in the game
Emotional factors in the game are very important. Only human nature can impress people and make players addicted to the game. As a game designer, first of all, you should ensure that your design can impress you, which can be said to be the beginning of success. If a work doesn't even feel the author, how can you imagine that it can impress other players?
Another important factor in the game is suspense. Suspense-is a nervous and uncertain factor in the game, so don't let players easily guess what will happen next. Adding appropriate suspense can make the game more attractive. For example, a box contains props that players need, but there is a mechanism on the box, which will explode as soon as it is opened. The player doesn't know what the item in the box is, but through the prompt, he knows that this item will be helpful to him. But he also knew that opening the box would be dangerous-similarly, he didn't know what the danger was. How to open the box is a problem that he must solve. In this way, while creating suspense, it also creates a problem for players.
Because players don't know the operating mechanism of the game kernel in the game, they have a nervous expectation for their own action results. In all games, players always struggle with unpredictability through experience.
Unpredictable, there are two kinds of games: one is called skill game and the other is called chance game. The internal operating mechanism of the previous game is certain, and the reason for unpredictability is that the game designer deliberately hides the operating mechanism, and the player can finally get rid of this unpredictability by understanding and controlling the operating mechanism of the game (that is, some skills). In the latter game, the operation mechanism of the game itself is fuzzy and has random factors, so it is impossible to eliminate unpredictability through a complete understanding of the game mechanism, and the results produced by the game actions are random.
Suspense and expectation caused by suspense are very important in the game. In the game, the expectations of players should not be completely disappointed, which will make players feel great frustration; It can't fully meet the expectations of players, which will make the game unpredictable. We should turn players' expectations into accurate results from time to time, so as to enhance their confidence and gain joy; Sometimes, players' expectations are suppressed, which leads them to doubt. The longer the doubt, the stronger the suspense, the greater the suspense tension established, and the stronger the emotional relief brought by the solution.
The value of suspense lies not in itself, but in the subsequent liberation. Suspense and its release process actually correspond to anxiety and release process.
1.7 Competition rhythm
First of all, it should be clearly pointed out that the concept of time in the game is different from that in reality. Time in the game is controlled by a timer. There are two kinds of timers: real-time timers and event-based timers.
Real-time timer is similar to C & ampc and doomsday time.
Event-based timer refers to the timing mode in turn-based games and general RPG and AVG.
In some games, two timing modes are adopted alternately or simultaneously. For example, the design of some task levels in the Red Alert.
In real-time games, the rhythm of the game is directly controlled by time, while in other games, the role of real-time is not obvious, which requires other methods.
In the game, let the players control the rhythm of the game as much as possible, and do it as little as possible by designers. The way the designer controls the rhythm of the game should be invisible to the player.
Generally speaking, the pace of the game is getting faster and faster. The closer the game is to the end, the more players feel that they are gradually speeding up the pace and approaching the real end of the game. Just like solving a case, there are many things at first, and with the deepening of the investigation, they are gradually ruled out. The later, the clearer the case.
In addition, never let the game appear lengthy. Too long-winded description of an event will make players lose interest in continuing the game and need to constantly give players new challenges and excitement.
1.8 The style of the game should be consistent.
In a game, it is important to maintain a consistent style from beginning to end. Style consistency includes the consistency of characters and backgrounds, the consistency of game style positioning and so on. In general games, if it is not the special needs of the game plot, don't let the characters speak more than the language of the historical period at that time, and pay attention to the characteristics of the times.
2. The application of film language in the game.
2. 1 iron law-the camera can't cross the axis.
When the camera shoots two objects, for example, two people talk face to face, the line between the objects is called the axis. After the camera shoots the object 2 at camera position 1, the next lens will shoot the object at camera position 2 1, so that the direction of the object on the screen is relative, so that even if it is played after the lens is edited, it will not cause confusion of directions. It is forbidden to shoot object 2 at 1 first, and then shoot object 1 at 2a, which makes the characters on the screen "uncoordinated", which is a big taboo when shooting. In other words, it is forbidden to cross the axis when shooting.
If you want to cross the axis, it is not impossible, then you must let the audience see the movement process of the lens and don't cut a detour. These techniques are generally used in cutting animation of games.
2.2 movie dialogue
Dialogue plays a very important role in movies. We must ensure that everyone has their own speaking style, so that everyone's personality and characteristics can be expressed in the dialogue, and at the same time, the theme of the game should be reflected in the dialogue. Dialogue is the best way to reflect the hero's personality characteristics. Don't be monotonous, exaggerate as much as possible, and bring some humorous elements. After all, the game is an entertainment product, and its most prominent function is to let players get the greatest enjoyment and relaxation. If the theme is not strictly limited to the serious theme, we might as well relax the design scale of the dialogue appropriately, without being completely limited by the times and themes.
Dialogue plays an important role in reflecting the personality of each character in the game. Whether it is drama, movies or games, everyone's personality is the most prominent in the content of the dialogue.
2.3 clip application in the game
Many people who used to be engaged in film and television creation like to connect various scenes in the game by editing. In fact, in the game, except for special needs, editing skills are rarely applied to actual production. Because the game always develops with the hero's experience, there are few parallel lines. But editing is a good choice for explaining the plot and showing the overall situation.
2.4 the application of viewpoint in games
Like the drama part, the film technique also has a first-person perspective and a third-person perspective. It should be noted that in the same game, don't switch viewpoints-that is, use the first viewpoint for a while and the third viewpoint for a while, which will cause confusion of players and confusion of game concepts.
At present, many game designs have made the mistake of switching viewpoints in the game, especially in the animation that crosses the game or explains the plot in the game, which adopts a different viewpoint from that in the game. Most commonly, all games are from the first-person perspective, but all scenes are from the third perspective.
3. Game script design
3. 1 game type (simple example)
1) Real-time strategy game
2) Doomsday game
3)RPG
4)AVG
5) Mixed genre: A game that combines several types of games is the most promising game. It is very likely that all game types will be replaced by this game type in the future.
3.2 Some skills in game design
3.2. 1 timer function
In the game, the role of timer is to give players a relative concept of time and a frame of reference for the game's development. In game design, two kinds of timers can be mixed, but they can't cause trouble to players.
Interface design
In the game, the interface should be designed as simple as possible, so that players can easily understand and be considerate of players as much as possible. More graphical and symbolic interface design is adopted, and less monotonous text menu mode is adopted. And it is not necessarily menu-style, so we should update the concept of interface design.
3.2.3 Reality and fiction in the game
When playing games, players can mainly experience a course different from life and get spiritual liberation. So the world of the game can be fictional, but the characters, feelings and other things in the game must be real. The essential core of the game should be close to life, but the theme of the game can be varied.
3.2.4 Design props
The design of props should be reasonable. There can't be a tank in the backpack. Another thing to note is that it should be considered comprehensively. For example, in the game, players need to nail a nail to the wall, so they need a hammer, which is also one of the difficult problems for game designers to design. However, if there are stones to pick up at this time, in real life, we can nail nails with stones, so in the game, you should also allow players to use stones on nails. When players use stones on nails, you can't get the prompt "Oh, you can't use them like this", so it is unreasonable for players to play the game in the way you designed. If your design requires the player to find a hammer, don't give him a stone. One thing that deserves the attention of game designers is that your task is to help players as much as possible, not to make things difficult for them everywhere.
3.2.5RPG misunderstanding of RPG game design
The two most common misunderstandings in RPG games are: dead end and wandering. A dead end means that players suddenly find themselves in a dead end after playing the game to a certain extent, and there are no clues and scenes to continue. Usually, this happens because the game designer has not designed all possible processes of the game comprehensively, and the player has not followed the route specified by the game designer, resulting in a dead end in the game process.
Wandering means that players move freely on a vast map, and it is difficult to find clues and ways to further develop the game. This phenomenon is similar to a dead end in performance, but there are essential differences between them. The solution to vagrancy is to narrow the scope of the world when the story develops to a certain extent, so that players can reach fewer places; Or make the clues more obvious and give more hints, so that players can easily find the target.
3.2.6 Interaction and nonlinearity of the game
Interactivity means that the game reacts to the actions or choices made by the players in the game. For a very simple example, when a hero comes to a town, no one in the town knows him, but he solves the problems encountered by urban residents and should become a celebrity in the town. Residents will react when they see him. For another example, when the protagonist helps an NPC, NPC people should have different attitudes towards the protagonist in the future. A more perfect design is to add some parameters to the protagonist, let him do a series of things, and finally affect the progress and outcome of the game.
Non-linear refers to the structure of the game when it is open, not a simple single-line or simple multi-line system. That is, the structure of the game should be a network, not a line or a tree. That is, the branches in the game are allowed to jump each other, not just a tree. This question and answer ends here. Thank you!
Three directions of game design
Game art needs a certain art foundation. The software to be used is: max, zbrush, ps and so on.
Of course, the game program is about computers. Learn programming languages. Such as C, c++, as3, php and so on.
Game planning is more complicated. Because planning is subdivided into numerical planning, system planning, land planning and so on. Moreover, planning should have a certain procedural and artistic basis. So if you want to develop the plot, you must study liberal arts, historical psychology and other majors. If it is numerical value and system, it pays more attention to logical analysis and so on, and prefers science and engineering. Half of the software used is office series.
Collaboration process:
Game design is divided into planning stage, art stage and program realization stage, and each stage is coordinated with each other. The existing planning case needs art, then the art is drawn, and the program starts to establish the framework at the same time. Finally, according to the design requirements of the planning case, the scheme is implemented and finally tested.
Game design description
Game design or game planning is a process of designing game content and rules. This term can also refer to the specific implementation in the actual design of the game, as well as documents describing the design details. Game design involves several categories: game rules and gameplay, visual arts, programming, productization, sound effects, screenwriters, roles, props, scenes and interfaces, all of which are needed for a game design project.
What exactly does game planning do?
GameDesigner, also known as game planner and game designer. It is a professional title in the game development company, the person in charge of design and planning in the video game development team, and the core of game development. The main work is to write the game background story, formulate the rules of the game, design the interactive links of the game, calculate the game formula, and all the details of the whole game world.
How to do online games and mobile games? How to play the game? How is the game made? How to play a small game? ....................
I believe you have a general understanding of these problems! Now the game industry is booming, and children's shoes that like to play games have more advantages in this industry!
- Related articles
- Self-driving travel guide to good places to visit during the Spring Festival around Changzhou
- Wan Fenglin's five-day trip to Los Angeles and the West Coast of the United States.
- The day I left you, I swear I will never miss it again. What song is it?
- The movie "the honey trap of crossing the sea"
- Application of space photogrammetry
- A circle of friends satirizes low-key domineering copywriting.
- Dongfeng Nissan ARIYA first test: Is this the ceiling for joint venture pure electric vehicles?
- Yongheng paris wedding photography
- What legal issues should photographers pay attention to when selling their works?
- Middle school students make movies in order to make books suitable for reading.