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The impact of motion controls on the gaming industry

in this post i am explaining how the gaming industry is changing and how motion controls are ushering us into a whole new era of gaming

marquis lewis, Blogger

November 2, 2010

6 Min Read

 Some games fail to be are favorable to the player because of graphics or their multiplayer modes. Most of them fail because of there lack of game play. Its fine to deliver a killer idea and cooperate it into your game but how your game-play affects the player playing the game is key. Spider-man 2 presents you with an innovative concept but it lacks game-play I’m speaking on this from personal experience. On the other hand you have games such as Call of Duty4 which has nothing new in it but exceeds greatly when it comes to the pace of the game and level structure. Some people place too much importance on paper designs sure it’s a good way to get your ideas out Depending on the type of game. If you are doing a game on flight simulation how would you prototype that A game designer can imagine how the level will look or play out in is head but the best way is through experiments. Core mechanics are important too turns are a fundamental concept and are seen in almost every non computer game and many video games. Games based on real time affects have became more popular a turn in a game is set to happen so certain actions can happen in the game before proceeding to the next turn. Backgammon turns are nothing more then turns to regulate play. In war games they generally tell you the amount of time you have left. In sports games turns are usually distinctly one play although the amount of time a play takes can vary. Narrative in game gives the game a different tone and depending on the story they are trying to tell you may or may not be able to relate to it. In the Half Life series instead of cut scenes they use scripted sequences. For example when Mr. Freeman is talking to the scientist in the lab you are confined to the lab and your movements are limited. Interactive design games are on the rise with the Nintendo Wii, Xbox Kinect, and the Playstation Move. These companies thought of ways to bring in new customers weather they say that one got the idea from the other is up for debate but the one thing that is not up for debate is how successful these companies have been  with these devices are not. Many may say that each of these consoles have there own game that makes there interactive device different they may operate the same they may not but they all serve the same purpose and in that effort each of these companies have greatly succeeded. There is also the developmental process of the game which in my option is one of the most vital pieces of a game. You can’t make a game without a game design team each of these people is responsible for a part in making the game. It’s like a car engine if one part fails the whole engine shuts down. Here are just a few people that make up a game design team

Producer: The producer is working for the developer he manages the development team, schedules, reports progress, hires and assigns staff, and so on. The producer is working for the publisher and oversees developer progress and budget. Producer's responsibilities include PR contract negotiation, liaising between the staff and stakeholders, schedule and budget maintenance beta testing.

Development team: Developers can range in size from small groups making casual games to housing hundreds of employees and producing several large titles.  Companies divide their tasks of game development. Individual job titles may vary, however roles are the same within the industry. The development team consists of several members. Some members of the team may handle more than one role similarly more than one task may be handled by the same member. Team size can vary from 20 to 100 or more members, depending on the game's scope. The most represented are artists, followed by programmers, then designers, and finally, audio specialists, with two to three producers in management. These positions are employed full-time. Other positions, such as testers, may be employed only part-time.

Artist: A game artist is a visual artist who creates video game art. The art production is usually overseen by an art director or art lead making sure his vision is followed. The art director manages the art team, scheduling and coordination within the development team. The artist's job may be 2D or 3D. 2D artist produce most of the concept art, environmental backdrops or terrain.

Programmer: A game programmer is a software engineer who primarily develops video games or related software (such as game development tools). The games codebase development is handled by programmers.

Level designer: A level designer is a person who creates the levels, challenges, and missions for games using a specific set of programs. Level designers work with both incomplete and complete versions of the game. Game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code. Level editors may involve custom for interactive environments or AI’s. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and a prototype aiming for consistency and clear layout before required artwork is completed

Sound engineer: Sound engineers are technical professionals responsible for sound effects and sound positioning. They sometimes oversee voice acting and other sound asset creation. Game development projects may be required to meet milestones set by publisher. Milestones mark major events during game development and are used to track game's progress. Such milestones may be, for example, first playable Project, alpha, beta, code release. Milestones depend on the developer schedules. There is no industry standard for defining milestones, and such vary depending on publisher, year, or project.

       My team game design idea we decided to make it in a board game style. I think this is the most appropriate because a lot of people are use to playing board games. Although it’s not the most diverse gaming process the point of the game is well thought out. The gaming engines there are all types and they all serve different purposes. The engine Middle Ware is use to run multiple games on different platforms including game consoles and personal computers. The software middleware is designed with a component- base- architecture that allows specific systems in the engine   to be replaced or extended with more specialized(and often more expensive) middle wear components such as havoc for physics, miles sound system for sound, and Bink for video.  The Miles Sound System is one of the most popular pieces of middleware ever released. It has been licensed for 4,900 games and 14 different platforms. Miles 8 now has sophisticated high-level audio tools! The sound designers can now design beautiful sounds capes with no programmer involvement. Using the Miles Sound Studio, your designers can audition sounds, audio presets, environmental presets, DSP settings, mix levels and more! Design on Windows and deploy for multiple console platforms.

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