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Once you choose the target market, the next logical step is to define the game genre. There are many divisions of game genres, but, sticking with NPD Group s research approach, the game genre with the greatest growth in the past couple of years is family entertainment. Of all the games sold in 2007, 17.2 percent were categorized as family games that s more than one of every six games sold. In addition, of the games sold in 2007, 56.6 percent were rated Early Childhood (EC), Everyone (E), and Everyone 10+ (E10+). The NPD Group s data indicate that only 15 percent of games sold last year were rated Mature (M). (This information is copyrighted by NPD Group, 2008). Also, according to the Entertainment Software Association (ESA) web site (http:// www.theesa.com), more women over 18 years old (around 33 percent of all game players) than boys under 18 years old are playing games. Also, 26 percent of Americans over the age of 50 played video games in 2008. This is a huge difference from the early years of video games, when most gamers were males younger that 25. If you are planning to sell your game, or simply distribute it freely to as many people as possible, it s important to keep this kind of information in mind. Choosing the target market and the game genre for your game will help you to narrow down your choices about which game to develop. And, if you already have a game in mind, thinking about these points will help you to refine your ideas to the next step: defining the team involved in the game development project and choosing your place in such a team.
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Another important game development concept is the game team. Smaller teams, or even a single multiskilled person, might create games for casual players. Creating games for hard-core players might involve a team with dozens of people skilled in different areas. Although you might be able to develop games on your own, developing a game is always more than simply coding. You ll need nice graphics and sound effects, and you ll need to design the game levels, just to name a few different activities in the game project. In a big game development project, you ll need skills such as the following:
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CH APT ER 1 GAM E PLAN NIN G AN D PRO GRA MMI NG BA SI CS
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Project management: Someone must be in charge of controlling the time involved, the scope of your project, the resources needed, communications, coordination between team members, and so on. Even if you re developing a game with a few friends, it s crucial to define who s in charge who will solve problems and define the project s direction. Script writers: The script writers are responsible for writing the game s storyline, ultimately defining the challenges to face and the mysteries to solve. They usually help define the whole game background, such as the game characters, the dialogue, and the level division. Level designers: Level designers usually create and use tools to define each of the game levels, according to the programming requirements given by the coding team and the story written by the script writers. Artists: Artists is a broad category, encompassing concept art creators, computer art creators, the people responsible for texturing (creating textures for the 3D models), computer colorists, and so on. These folks create the splash (opening) game screen, game menus, and static images, and might also create the art for the marketing team. Modelers: These people are responsible for creating the 3D models for the game, following the concept and computer art. Animators: Creating a 3D model is not the same thing as animating it, so some teams include specialists in creating the model animations for the game. This team also creates the cut-scenes (the video sequences presented in the beginning of the game and at special points in the game, such as when a player wins a challenge, or at the beginning and end of each level). Musicians: This is also a broad category, which ranges from the responsibility for writing (and playing) the game background and ambience music to the people who create voices and sound effects for the game. Programmers: Programmers are in charge of writing the game code, including all math and physics calculations needed to create the desired game effects. This book is intended for people in this category. Testers: It s not a good idea for the same person who wrote the code to be responsible for testing it. The goal for the testers is to find as many bugs as they can. They attempt to do unexpected things inside the game, so the bugs surface in the game development process, instead of during the player s game. This list could continue. A big game team could also include people who are responsible for preparing and conducting the marketing efforts for the game; people who deal with publishing channels; and people who take care of the needed hardware and software infrastructure for the game development and, sometimes, for the game publishing (if the project includes Internet game servers, for example).
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