Abstrakti
In this paper, we reflect upon the development process of three videogame 'promotypes', prototypes designed to promote the game production pipeline service in development at Aalto University. In the process of developing example games for potential internal clients of the university, we aimed to set out realistic project goals for given resources to better communicate the scope and potential level of the delivered outcomes. Our lessons in this project were, at large, general lessons in game development, including how motivation and proficiency with production tools, alongside the anticipated expectations of clients and players for polished games, affected the game development processes. In addition, we explore how the pursuit for academic accuracy and the model of a non-intensive process of academic game development posits additional challenges in the development of a realistically balanced production pipeline.
Alkuperäiskieli | Englanti |
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Otsikko | Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023 |
Toimittajat | Phil Lopes, Filipe Luz, Antonios Liapis, Henrik Engstrom |
Kustantaja | ACM |
Sivumäärä | 8 |
ISBN (elektroninen) | 978-1-4503-9856-5 |
DOI - pysyväislinkit | |
Tila | Julkaistu - 12 huhtik. 2023 |
OKM-julkaisutyyppi | A4 Artikkeli konferenssijulkaisussa |
Tapahtuma | International Conference on the Foundations of Digital Games - Lisbon, Portugali Kesto: 11 huhtik. 2023 → 14 huhtik. 2023 Konferenssinumero: 18 |
Conference
Conference | International Conference on the Foundations of Digital Games |
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Lyhennettä | FDG |
Maa/Alue | Portugali |
Kaupunki | Lisbon |
Ajanjakso | 11/04/2023 → 14/04/2023 |