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Laurie N. Taylor, PhD (University of Florida), studies digital media, visual rhetoric, and video games, focusing on horror video games, comics, interfaces, and computers.  She is currently an instructor at the University of Florida, and has contributed articles to sites such as Gameology, Alternative Games, and GamesFirst.  For more information please visit her on the web at LaurieNTaylor.org Laurie was given a copy of the Video Game Design Pro program and asked to routinely blog  about her experiences with the software.  Being from the educational sector of video games, we are confident that she will shed light on the program's ability to possess a multidisciplinary approach to design methodology.  Please bookmark this page and routinely check back for new blog entries.  Readers are also encouraged to post their comments and feedback via the form beneath each entry.        



Saturday, September 30, 2006 Download - 31 KB  word 
Initial Review of Video Game Design Pro

     Like other software, games follow Brooks’ law. Fred Brooks postulated Brooks’ law as the mythical man-month in The Mythical Man-Month: Essays on Software Engineering.  In the book, Brooks details the problems with software project management. Specifically Brook’s law explains, “Adding manpower to a late software project makes it later.” Game development follows Brooks’ law, and the best way to prevent the problems that require projects to add people late in the cycle is to plan ahead. Far too often with any large project, important components are forgotten or neglected. The Corpament’s Video Game Design Pro presents a convenient means for pre-planning and continued planning during a project.     
     Because my background is in academia, my primary interest in Video Game Design Pro is its completeness. Game design encompasses various discrete, but interrelated components and students/designers need an overall sense of this organization. Video Game Design Pro is essentially an annotated content management system. The content management system is useful, particularly given the many components listed, but the annotations are especially helpful. At the primary level, and this is editable, Video Game Design Pro contains; Cover, Table of Contents, Version History, Game Overview, Gameplay Mechanics, Camera, Controls, Saving and Loading, Interface, Menu and Screen Description, Game World, Levels, Game Progression, Characters, Non-player Characters, Enemies, Weapons, etc.     
     For instance, concept art designers probably won’t help draft the business plan, unless the project has a small core team. Yet concept designers may benefit from being aware of the design treatment or business plan in structuring their designs for both the development team and for external marketing. For all project components, Video Game Design Pro’s wizards are particularly useful because they require users to explicitly state what items will do and where they belong.     
     The software is presented in an accessible and easy to use format. I would have preferred an easy means for changing the help text from Comic Sans, and a different starting font. An easy method for changing the font may be available, but my help files did not load in the evaluation version. On my Comic Sans bias, I teach my students not to use Comic Sans since it is so overused and so often badly used, so the font choice presents a minor problem for me. Overall though, Video Game Design Pro is exceptionally accessible and well organized. Because I haven’t used it in a production environment, I’m not aware of any problems with stability, file corruption, or any bugs in general. Video Game Design Pro does allow users to export files, so back-up files would be available.  Instructors could use Video Game Design Pro to require students to walk through the different aspects of game design and then the steps within the design process. Not all designers will need to know the business side of design, but doing so would mean that the designers would have a better understanding of the business needs and constraints on a particular project. Further, designers would then be better able to approximate their own positions within the development team to aid in development, and even to argue for more money if their positions are more integral to the game’s development than they realized. Video Game Design Pro would be useful for cross-disciplinary student projects drawing team members from various majors for particular game development components. Because of Video Game Design Pro’s inclusive approach to game development, it could also be used in writing classes to help teach script writing, dialogue writing, business plan writing, and more.      Perhaps most interestingly for class application, semester-based student projects require planning. Normally, instructors do much of the planning to ensure a better chance of student project success. However, software this organized can take some of the burden off instructors and can, in turn, better prepare students for large project development.  

© Copyright 2006. Laurie N. Taylor. All rights reserved.  The Corpament is granted permission to display the above writing on their website only. This document cannot be edited without express written permission.    



Saturday, October 14, 2006 Download - 31 KB  word
Game Industry Growth and Coordination  

     As gaming continues to grow as a mass media form, with tie-ins to other products and as an influence on other products like the game-like aspects of the films Final Destination and Stay Alive, more non-gamers and non-game designers need to know more about games.   The Corpament’s Video Game Design Pro allows non-gamers and gamers alike access to a better sense of how games are designed. Because Video Game Design Pro operates as a game-specific content management system, with questions and explanations of each component of game design, Video Game Design Pro aids by visually explaining the different components of game design and their relationship to each other. 
     Systems like Video Game Design Pro are particularly important because of the way knowledge and learning is normally emphasized. As a teacher, I’ve seen many students who grasp particular components of information, but not the overall structure and the implications of that structure. In fact, many educational systems teach students to grasp the particulars instead of a system instead of an overall vision of the system itself. In Florida, the FCAT standardized tests in elementary and high school emphasizing memorization instead of critical thinking and many educational systems function similarly. Higher education systems often speak of critical thinking, which refers to the analysis of particular data and then the process of connecting that data to larger systems for further evaluation.  
     Like education, journalism stories also sometimes emphasize discrete information rather than the implications of that information. The prevalence of news stories on crimes are a good example of this—they focus on the particulars of a single crime instead of relating that crime to overall crime trends, governmental changes, and social systems that may relate to the particulars of a crime. News blogs were able to easily grow in popularity because they are not constrained by the same time constraints of traditional media, and so they can more easily connect stories to larger trends and implications.   For connecting data to the systems in which that data operates and the other systems the data relates to, visualization has proven particularly useful. Seemingly traditional formats, like outlines and graphs are good ways to illustrate individual systems and their connections. Video Game Design Pro does not show the connections of a particular game to the video game industry as a whole—a daunting task—but it does show how an individual game breaks down into components and how those components connect within the larger system of the game. The business plan section, though, does ask the users to make the larger connections to the game industry and it does explain how to do so.   For seasoned game designers, the visualization of an entire game in a format that can be completely viewed at a single time allows designers a greater sense of any individual project. The usefulness of Video Game Design Pro’s structure lies not only in its ability to aid game designers, but also in its ability to present a useful visualization of how a game operates to non-gamers. With the game industry’s incredibly growth, it’s likely that many new workers in the industry will lack experience with games. Whether or not game executives, game company website designers, game industry marketers, and game industry journalists have a rich background in gaming, they may or may not have a sense of the larger system of gaming or individual components of game design. Video Game Design Pro offers an annotated visual structure that could show anyone less intrinsically involved in the game design process all of what is involved. Then, the larger structure and explanations can also show certain demands must be met and how other demands can create problems. For instance, how features added late in the game development process are a problem. In essence, Video Game Design Pro acts as a road map, and map legend explaining the different mapped components, for people new to gaming and game design.  
     Game designers should have a sense of the industry, normal game conventions, and so on, but games are a growing media form and so it’s impossible to know everything.  Knowing the core components—which Video Game Design Pro outlines—provides a grammar for games so that players and designers can see parallels and make comparisons from known games to new games. This grammar effectively allows all involved in gaming to see how games operate and to then map aspects of one game to other games to make comparisons and to see the connections and differences. Many games and gaming industry workers could benefit from these mappings to avoid previous errors. After Grand Theft Auto III was released and gained phenomenal popularity, many mature rated games followed. However, many of those games were poor games that were marketed as parallels to GTA III and subsequently failed. The mapping of game aspects and the overall concerns of game design would aid in showing how a particular game operates and how that operation relates to gaming more globally.   While game designers and game industry professionals can certainly benefit from Video Game Design Pro’s mapping of games and gaming, so can game studies students and others in related fields. For game designers and game studies students looking to understand pragmatically how games operate in connection to other media, Video Game Design Pro proves to be a major asset. For those looking understand how games operate in conjunction with other media and language more theoretically, a number of game studies books are also available, including Ken McAllister’s Game Work: Language, Power, and Computer Game Culture.  

© Copyright 2006. Laurie N. Taylor. All rights reserved.  The Corpament is granted permission to display the above writing on their website only. This document cannot be edited without express written permission.                  


                                                                                           
Saturday, October 7, 2006 Download - 34 KB  word
Design Constraints and Project Development

     When starting any new project, one of the most difficult tasks is organization. Constraints—budgetary, systematic, chronological—aid in defining project boundaries. The boundaries help define the general scope, requirements, supplementary concerns, and these can lead to an organizational scheme for project development. Whether the project is building construction, web development, physical fitness, or game design, the project constraints help shape the project itself. Video game development needs similar constraints to help define the larger project and the individual components within the project.  
     Unlike many other projects, however, video game development often follows a changing set of constraints. In the early years of gaming, video game development was constrained financially and technically by gaming technology and game interfaces. Now, game development has fewer constraints and the open arena of game development makes defining a project more difficult in many ways. Where games were once limited to certain styles of visual representation, games can now utilize photorealistic 3D graphics, sprite graphics, cartoon imagery, watercolor effects as Ôkami highlights, and more.
    The ever-increasing technical possibilities often seem to remove design constraints as more and more options are added. However, certain constraints—user expectations, budget, and timing—remain even as other options expand. The increase in options and blurring of current constraints requires that designers have a global sense of a project’s scope as well as a sense of the individual components necessary to implement the project. As the options change, maintaining a sense of the larger picture and the supporting modules becomes more difficult.   College courses often artificially create this sort of project definition in terms of time (semester-long) and in terms of goals. For instance, writing classes often cover writing research papers as the larger project and then also cover grammar, argumentative structure, research skills, and citation in order to support the larger research paper form. As a class project expands from individual work into group work, the dynamic changes and the work must change. Video game development offers a large scale parallel, albeit one with shifting options and shifting demands.     
     Because game development requires that developers have an organized sense of the global and the local aspects of the project so that the project can be altered as needed for different variables (new systems, new controllers, new schedules, and new budgets), a method for this organization is needed. Some projects use wikis or blogs for organization, like the wiki for “I, Mario” . While wikis and blogs can be useful, neither form is inherently well designed for game development. Content management systems, like The Corpament’s Video Game Design Pro, are more useful on an initial level because the more linear structure clarifies the connection between the local and global. While any customized content management system could be useful for game development, Video Game Design Pro is designed with current game design constraints in mind. Video Game Design Pro boasts both the content management organizational structure and the relevant components for game design, thus addressing both the global and local concerns.  
     As design constraints alter and expand, the need for organization increases. Video Game Design Pro answers these needs and even anticipates future needs, by providing a section for “future features” and even by providing details under the section for “controls.” While many games may only expand by having additional features added or by having expansion packs in subsequent releases, other games may have changes to the core design in re-releases or in the initial game.  
     While the larger issues of design constraints and project organization apply to a variety of projects, the details within each project structure and project component varies based on the type of project. For video games, a standard set of constraints do exist; however, those constraints are often difficult to define as other constraints shift. Video Game Design Pro provides both the structure and the details. The details aid by shaping the local constraints as they relate to the larger project.  
     For instance, the “controls” section in Video Game Design Pro is particularly interesting because it foregrounds current constraints and the potential for expansion. For instance, most games currently assume a standard controller or keyboard and mouse control scheme. Others—like Guitar Hero, the Eye Toy games, DDR, various Nintendo DS games, the upcoming Wii games, and others—are expanding those traditional control-based design constraints. In addition to these, other constraints can also shape game design controls when users with disabilities are considered.  
     Video Game Design Pro’s “control” section opens by explaining the relevance of the components to the overall design, stating: In describing the character’s movements, identify the physical commands that the player needs to execute in order to accomplish them. Describe the different modes that the controls will have, for example, the buttons in a combat screen will be drastically different from those within the main menu. To accomplish this quickly and easily, it is recommended that you run the Controller Wizard, select the console or platform controller that the game is being developed for, then enter the corresponding button command references. The wizard then brings up a screen that asks which system. That question, in turn, leads to an image of the controller for that system and a list of controls which designers can map to functions. The list of controls is important. In terms of design constraints and project definition, however, the opening statement on how to describe the player in relation to the controls is even more important because it shows how the constraints shape the project and how they can change the project.  
     The 2006 Retro Remakes Competition asked game designers to shift their game design constraints to include a single switch interface to create “Good remakes of good games that anyone can play, regardless of their ability” (http://retroremakes.com/comp2006/). In order to remake an existing game as the competition asked developers to do, the developers had to have an organized and detailed outline on all aspects of the game in order to see how to change the control while keeping the game playable. Competitions like this one, and others that ask designers to create games within a week, can be beneficial because they enforce artificial constraints—as many classes do—that help define the overall project scope. While artificially created constraints can be beneficial, all projects already contain certain constraints. The challenge for game design is being aware of and organizing those constraints in relation to the project at hand. Video Game Design Pro aids in listing the constraints, with details, to help organize the project development by listing the normal constraints on game design. Clearly, some game designers are using wikis, blogs, and other methods for content management. However, the most useful systems should contain the existing constraints for game design as well as a sense of how those constraints may change.  

© Copyright 2006. Laurie N. Taylor. All rights reserved.  The Corpament is granted permission to display the above writing on their website only. This document cannot be edited without express written permission.                                                                                                                                                                                              
                                                                                       
Saturday, October 21, 2006 Download - 29 KB  word
Software Start-Ups    

     Tim Ryan’s 1999 Gamasutra articles on the anatomy of a design document (Part 1 http://www.gamasutra.com/features/19991019/ryan_pfv.htm and Part 2 http://www.gamasutra.com/features/19991217/ryan_pfv.htm) explain the core components needed in a game design document.  Any large project needs documentation and a planned method of organization for that documentation. This is true for those writing book proposals for academic books or textbooks, those writing business plans for new companies, and those working on existing projects.     
     For game design, the larger design documentation aids the development and in marketing particular games because the design documentation allows everyone who reads it to have a consistent vision of the larger project. Currently, a number of other projects aid in different aspects of project creation and organization. Alienbrain aids in asset management, various Content Management Systems aid in general organization like Joomla, and sites like A List Apart offer explanations of how to write business plans http://alistapart.com/articles/business1/. Other helpful products include Blogs, Wikis, Google Docs and Spreadsheets, and other collaborative tools. Most of these tools are very open-ended, which is useful because the products can then be customized for a variety of projects. Unlike these, Video Game Design Pro is already customized and does not appear to have any direct competitors that are also customized and available on the market for use in game design or for use in other technology projects. [As an aside, please contact me if there are other similar projects so that I can research them.]     
     Video Game Design Pro’s structure is useful because it is already customized and specialized for use in relation to game design. Video Game Design Pro could also be used, with some customization like other CMS projects would require, for other technological projects like for a new software product or for a web application. Video Game Design Pro would be useful for these other projects because it is already customized to work for technological project development and because it includes a business plan component.     
     After the Dotcom boom and bust many potential new technology companies realized the importance of a strong business plan and strategy. Video Game Design Pro offers an easy means for planning and developing such a strategy in connection with the project itself. While video gaming is still a strong business, gaming is now facing a number of new problems like longer development cycles and increased costs. Clear business plans—in addition to quality products—are critical to the continued success of any business. With the recent sales of MySpace and YouTube, new web products that rely heavily on socially interactive aspects are proving that a new Dotcom boom is possible. Those sites, with their emphasis on user interaction represent part of the change from Web to Web 2.0 products. For developing similarly interaction applications, good design and planning are critical to success, as is a good business plan. Video Game Design Pro, while currently only being marketed for video game development could also help new technology companies in organization project development, writing a business plan, and making sure that others (new team members, potential customers, and potential investors) understand their products.  

© Copyright 2006. Laurie N. Taylor. All rights reserved.  The Corpament is granted permission to display the above writing on their website only. This document cannot be edited without express written permission.
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