[Type the document title] What Is Game Development? G ame development refers to the process of creating a video or computer game, from the initial conception of the idea all the way to the quality assurance and testing stage, after which the game will be ready for mass production and distribution. Given the complexity of today's video games, game development is usually accomplished by large teams of people. There are many ways in which you could work as part of a game development team. For example, you could work as a programmer, writing scripts and codes that bring characters to life and allow the game to run on computers or video game consoles. Alternatively, you could work as a game designer. In that case, you would come up with ideas for the game, create characters and storylines, and design level layouts. Other career options in game development include sound design, art and animation, project management and production. Game Development : The Game Definition Document T he next step after the Mindmap planning process is to create a Game Definition Document (GDD). It’s a blueprint for building a game, covering off the core ideas, mechanics, assets needed etc. It needs to be an evolving document, but really helps cement the bigger picture and requirements as to whats involved in creating the game. It’s also very useful if you are going to outsource the development or graphics in the game. A subject of a later post. An overview of the core game play mechanics in the game. Environment The world, environment, you could detail backgrounds, locations etc, whatever is relevant to the game 3rd party Library Support Any 3rd party technologies or libraries that are supported, e.g. Game Center The game objectives, i.e., why are you doing it, how do you win Characters Character design details Assumptions Fun Effects List any in game effects, dust, particle trails, etc Objectives What makes this game fun. Animations List of animations required in game, character, ambient etc. Story What is the story to the game, why are we playing it. Perspective References References to similar games, videos or What perspective is the game, 2d, isometric, 3d, etc etc Camera Game Screens Required List of pages / sections within the game The Camera is the view into the game world, how does the camera work, does it follow the main character, can you control it ( e.g. with a mouse look around ) InGame Display ( HUD ) In game GUI Items, e.g. Score, Timer, Lives etc World Game Dimensions Game dimensions What is the game world, the terrain, environment Obstacles Items in the game that are obstacles to the play. Levels Controls Description of game levels. What are the controls in the game, mouse, keyboard, thought Sounds Music and sound effects listing Characters Who are the characters in the game, the player and NPC’s. I use Google Docs to create my GDD’s, they allow collaborative editing if there is more then one person involved, are easily shareable, and support inline commenting for handling feedback. Pickups In game pickups and their effects. My GDD is broken down into the following sections. Micro transactions and how they work in game Overview Design An overview of the game project, the elevator pitch of the project. If you were to describe the game in 1 or 2 catchy sentences then do it here. An overview of the design of the game. The overall aesthetic and creative direction. Scoring Description of scoring mechanics and achievements Specifications In App Purchasing DeploymentTargets Where is the game being deployed, e.g. app store, Facebook, web etc Deliverables How is the game to be delivered, app, swf, exe. Single file, multi file…. Technology Technology Requirements Game Play 1 Any assumptions, e.g. graphics provided etc. Useful if this document is going to a developer so they know what to expect. First Step to Game Development Y ou've learned a language. Skills are at the ready. Now it's time to finally create that game! After years of playing games and discussing graphics, design, and mechanics, the time to put the game that has been dreamt about on the big screen is now. That Final Fantasy 7 remake is the first game that needs to be made. The idea of making it an online multiplayer is also a priority. Why? It would make the game better of course. Plus, everyone wants that feature anyway. Now the googling begins. What engine was it made from? What graphics does it need? Did it use DirectX or OpenGL or even Unity? Every new question produces two more questions. It gets to the point that the tasks and goal can be overwhelming. But with ambition the goal can be met! Right? Unfortunately as many beginners come to find out, the complexity of a game can tamper ambition and in some cases completely put out the flame. However, this article will help you prevent that and also build up your game programming skills. But first let's address some issues that a vast majority of beginners run into. Many beginners ask what language they should be using. The answer is this: any language. Yes, that's right: C, C++, D, Java, Python, Lua, Scheme, or F#. And that's the short list. The language is just a tool. Using one language or the other does not matter. Don't worry about what the professionals are using. As a beginner, the only priority and goal is having the tools to create and complete the game. The second priority is to improve your code and skill. We'll get into that a bit later. Remember there is no "which language is better?" or "which language is best?". The only question anyone with experience will ask is: "How much experience do you have with the language?". At this stage in the game development journey, familiarity and skill with whatever language you are using is more important than the language itself. This is an universal truth. [Type the document title] W ith your language of choice in hand, now is the time to choose how you will make the game. The choice normally is among a game development library, game engine, or a game maker. Which should you choose? If you are prototyping or are not a programmer, then a game maker would probably be the best choice. Game makers (ex: Game Maker, RPG Maker, ENIGMA) are able to create games (which I list later on) similar to the games of the 8-bit and 16-bit era. Game makers do some of the heavy lifting for you (ex: loading/handling image formats, input handling, integrating physics) and allow you to focus on the game itself. Most, if not all, game makers have a language specific to them to handle more advanced techniques and situations. The language more often than not is similar to C/C++/Javascript. Game engines such as Unreal, Crysis, and Unity handle all manner of games (ex: 2D, 3D, offline, online) and therefore are far more complex and in some cases complete overkill for the type of games a beginner should be making. Game engines should be used when you as a game developer have several games under your belt and fully understand the mechanics of making a game. For most beginner game developers, especially those who are programmers, choosing a game development library is a good choice. It puts those programming skills to the test and allows discovery of more things about the language. Like the language, the library doesn't matter. Whether it's SDL, SFML, PyGame (for Python only), or Allegro, the library is just another tool to create and complete the game. Game dev libraries have more or less the same features. So whichever you pick will be fine to get the job done. Finally after gathering our tools: language and game dev library or game maker software, we are ready to answer the most important question of all. "What game should I make?" For this question, the answer has to be approachable, doable, and for the most part understood. This is why the game that should be made should be 2D. Everyone understands 2D games. 2D games can be fancy but at its core they are basic with very few "moving parts". Believe it or not, the previous question has a definitive answer. And that answer is Pong. Now you may wonder, "why?". Well, Pong is one of the simplest games known. The graphics are simple and the mechanics are simple. There's no guesswork on how Pong should work. Therefore it's the best candidate for the first game to be made. Each new game that is presented in this article is meant to show something new and/or build upon what the last game taught you. The skills that are learned from each game become cumulative and not specific to just one game. So each game is a step up in terms of difficulty, but nothing a little brainpower and some brute force can't solve. Now I'll list some well-known games that will definitely help your game development skills and allow you to have actual complete games under your belt. I'll quickly point out some things that will be learned for each game. These games are: What Education Do I Need for a Career in This Field? T he educational route you choose depends on which game development job you're interested in pursuing. If you'd like to be a game designer, you could consider enrolling in a bachelor's degree program in game development or game design. Game development and game design programs are not substantially different. If you choose to enroll in either of these programs, you'll likely learn computer programming, design basics, storytelling and computer graphics. Additionally, many programs require you to complete a game development project, where you'd work with other students to develop a game. Pong = Simple: input, physics, collision detection, sound; scoring Worm = Placement of random powerups, handling of screen boundaries, worm data structure Breakout = Lessons of pong, powerups, maps (brick arrangements) Missile Command = targeting; simple enemy ai, movement, and sound Space Invaders = simple movement for player and enemy, very similar to breakout with the exception that the enemy constantly moves downward, simple sound Asteroids = asteroids (enemies) and player can move in all directions, asteroids appear and move randomly, simple sound Tetris = block design, clearing the lines, scoring, simple animation Pac Man = simple animation, input, collision detection, maps (level design), ai Ikari Warriors = top down view, enemy ai, powerups, scoring, collision detection, maps (level design), input, sound, boss ai Super Mario Bros = lessons of Ikari Warriors (except with side-view instead of top-down view), acceleration, jumping, platforms Desktop / Computer based Game Development Mobile Game Development Interactive TV Games Development Open TV Game Development Single Player Game Multi Player Game Game Development Company If you'd like to pursue a career as a game programmer, you could major in computer science with a concentration in game design or development. You'll take many of the same courses as students who choose to major in game design or game development. However, as a computer science major, you could expect to take more math and computer science courses. For example, you might have to take courses in subjects such as discrete mathematics and computer architecture, which are generally not required of game design or game development majors. Types The list shows games in terms of difficulty from least to greatest as far as programming them goes. There are games that others may suggest but these 10 games will definitely round out what you need to know in 2D game development. If you can make and complete these games, then games like Sonic, Metroid, or even Zelda become that much easier. Those games are just variations or extensions of what you have already learned. of Game Development Our specialized Game Development teams focus on developing, porting and game testing across various platforms like Internet, PC, multi-user, interactive television, mobile phones, and PDA’s. Our Game Development Team specializes in delivering high-quality games, which includes graphic design, character development, programming, mathematics, complex level design and game testing across various platform. 2 Online / Web based Game Development GameZ3 is one of the world's top-notch Game Developer having technology expertise on various platforms. It has a team of qualified experts not only in software development but in gaming development as well, which is a culmination of years of extensive knowledge and experience in all aspects of game development operations. With rapidly changing developments in gaming applications and hardware technology, we are staying abreast with the industry and constantly seeking new products and services for the clients. *A video game developer is a software developer (a business or an individual) which creates video games. A developer may specialize in a certain video game console (such as Nintendo's Wii U, Microsoft's Xbox 360, Sony's PlayStation 3), or may develop for a number of systems (including personal computers).[citation needed] Video-game developers specialize in certain types of games (such as role-playing video games or first-person shooters). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do other kinds of softwaredevelopment work in addition to games. [Type the document title] Most video game publishers maintain development studios (such as Electronic Arts's EA Canada, Square Enix's studios, Activision's Radical Entertainment, Nintendo EAD and Sony's Polyphony Digital and Naughty Dog). However, since publishing is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well (such as Bungie, the company which developed the Halo series exclusive to Microsoft's Xbox). Types First-party developer I n the video game industry, a first-party developer is part of a company which manufactures a video game console and develops exclusively for it. First-party developers may use the name of the company itself (such as Nintendo), have a specific division name (such as Sony's Polyphony Digital) or have been an independent studio before being acquired by the console manufacturer (such as Rare or Naughty Dog).[1] However, a first-party game is a title which needs only to have been published by the manufacturer of the console (regardless of who owns the IP of the game). Examples of externally produced first-party games are the Gears of War, Heavy Rain,Uncharted and Ratchet & Clank series. Second-party developer S econd party developer is a colloquial term used by gaming enthusiasts and media often used to describe two different types of game development studios: 1. 2. 3. Independently-owned studios who take development contracts from the platform holders and what they produce will usually be exclusive to that platform. Studios who are partially or wholly owned by the platform holder (also known as a subsidiary) and what they produce will usually be exclusive to that platform. In reality, the resulting game is first party (since it is funded by the platform holder who usually owns the resulting IP), but the term helps to distinguish independent studios from those directly owned by the platform holder. These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, while maintaining independence. Examples are Insomniac Games (which previously developed games solely for Sony's PlayStation platforms as an independent studio) and Game Freak, (which primarily develops the Nintendo-exclusive Pokémon game series). continue operating much as they did before acquisition, the primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers. A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be a database, Voice over IP, or add-in interface software; this is also Third-party developers T hird-party developers are usually called upon by a video game publisher to develop a title for one (or more) systems. Both publisher and developer have considerable input in the game's design and content. However, the publisher's wishes generally override those of the developer. known as middleware. A good example of this is Speedtree developed by Interactive Data Visualization Inc. The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct the developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties. Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit team. Third-party game development is a volatile sector, since small developers may be dependent on income from a single publisher; one canceled game may be devastating to a small developer. Because of this, many small development companies are short-lived. In addition, accessories like headsets may be known as third-party headsets; the company manufacturing the headset may be different from the console company. For example, Turtle Beach is a third-party headset manufacturer for the PlayStation 3 and Xbox 360.[2] Have your engine’s source code in your source control system so you can modify it and the changes will propagate. QA: Unit testing is very important (specially for math libraries and core functions). Regression testing is important too. QA team is different from playtesting. QA test QA, playtesters test fun. No QA guys in multidisciplinary teams. Art: Conceptual art should be delivered as soon as possible before programming start (at least a month ahead). Work on iterations. Artists hate naming conventions. Game development facts and tips Last month I had the pleasure of finding a new friend in the gamedev community: Ian Masters, a senior game programmer at Sidhe Interactive, creators of the Speed Racer game for Nintendo Wii and Sony PlayStation 2. While he was in town I managed to compile a list of game development facts and tips. Here they are: Programming: A common exit strategy for a successful video-game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in the design and content of a game compared to third-party developers. One reason is that since the developers are employees of the publisher, their interests are aligned with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense. Everybody creates their own internal technology to build games. They modify engines and create frameworks for internal use. The technical director is the responsable of selecting technology like the game engine. Developing a game engine from scratch could take years and it’s not recommended. The most used languages in game development are : C++, Lua and Python. In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activisionacquired Raven (1997); Neversoft (1999); Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers It’s common to have a prototyping Use source control (SVN, mercurial, etc.) Have all your projects into a solution, prefer that to link against static libraries (including third party code). 3 It’s not easy to convince the artists to follow naming conventions (normally you need a producer to talk to them). Having a lead artist who follows naming conventions is crucial. Try to integrate audio as soon as possible. Audio is not a luxury. Post effects are often decided between the post effects coder and the art director. Camera effects are often decided between the camera scripters and the designers. Have metrics with the export tools (poly counts, texture sizes, bone count, etc) Should present a visual target. Design: They can’t account for everything. Design document should be as detailed as possible. Design document should be a live document. They define tunable properties. [Type the document title] Normally use XML files for tunable properties (exported from spreadsheets for extra awesomeness). There are co-designers (scripters). Production: Producer’s work is to assure work is being done and cycles are running smoothly. Wikis are awesome. You can manage a whole project documentation using exclusively a wiki. Procedures, knowledge and project management all fit into a wiki. Recommendations: Scrum meetings in the mornings. Put scrum plans on the wiki. Create tickets on Trac or a similar tool. Keep things visible and transparent. Read a lot. Be proactive and an active learner and problem solver. Try to work as close as possible with artists, programmers and designers. You need a published title to get into the industry. To get that title you need to be in the industry. Indie titles are a good way to break into it. Prototype as soon as possible. Programming: Everybody creates their own internal technology to build games. They modify engines and create frameworks for internal use. The technical director is the responsable of selecting technology like the game engine. Unit testing is very important (specially for math libraries and core functions). Regression testing is important too. QA team is different from playtesting. QA test QA, playtesters test fun. No QA guys in multidisciplinary teams. Conceptual art should be delivered as soon as possible before programming start (at least a month ahead). Work on iterations. Artists hate naming conventions. It’s not easy to convince the artists to follow naming conventions (normally you need a producer to talk to them). Having a lead artist who follows naming conventions is crucial. Try to integrate audio as soon as possible. Audio is not a luxury. Post effects are often decided between the post effects coder and the art director. Camera effects are often decided between the camera scripters and the designers. Have metrics with the export tools (poly counts, texture sizes, bone count, etc) Should present a visual target. Scrum is the way to go. Use Scrum properly. Scrum meetings in the mornings. Put scrum plans on the wiki. Create tickets on Trac or a similar tool. Keep things visible and transparent. Read a lot. Be proactive and an active learner and problem solver. Try to work as close as possible with artists, programmers and designers. You need a published title to get into the industry. To get that title you need to be in the industry. Indie titles are a good way to break into it. Prototype as soon as possible. Types of Game Development Programming Languages Worth Knowing S top. Slow down. Picking the right programming software is not the first step; math class is. Nearly every function or loop in programming revolves around advanced math, which is why anyone who wishes to become a programmer will need to take nearly every math class that their college has. Have you already put in those years of dedication, or are willing to? Great. Here are some possible paths you might take after that long learning journey. Design: Producer’s work is to assure work is being done and cycles are running smoothly. Wikis are awesome. You can manage a whole project documentation using exclusively a wiki. Procedures, knowledge and project management all fit into a wiki. Multidisciplinary teams are a great way to work. Have a list of features that need to be tested on the prototype. Recommendations: Art: Normally use XML files for tunable properties (exported from spreadsheets for extra awesomeness). There are co-designers (scripters). Production: Have a list of features that need to be tested on the prototype. Use Scrum properly. QA: Multidisciplinary teams are a great way to work. Scrum is the way to go. Developing a game engine from scratch could take years and it’s not recommended. The most used languages in game development are : C++, Lua and Python. It’s common to have a prototyping team. Use source control (SVN, mercurial, etc.) Have all your projects into a solution, prefer that to link against static libraries (including third party code). Have your engine’s source code in your source control system so you can modify it and the changes will propagate. They can’t account for everything. Design document should be as detailed as possible. Design document should be a live document. They define tunable properties. 4 First of all, if you’re an aspiring game artist, don’t worry! Coding isn’t something that will be asked of you, but it doesn’t hurt to educate yourself about a vital part of your studio that’s often filled with unsung heroes. Your art will be seen by everyone, but their work is often taken for granted. This introduction is for both curious artists as well as those who aspire to leave their pursuit of art and instead approach projects from the programmer’s perspective. Before getting to which programming languages you can use, it’s important to first realize that coders have become just as specialized as artists have over the years. Things used to be as simple as one graphics engine programmer, and then came the need for sound programmers and separate gameplay programmers. Eventually the need for AI (artificial intelligence) and UI (user interface) coders arose, as well as scripters for cinematic events and quests, and also porting programmers who transport a game from one console to another. In recent years physics and network programmers have also become popular as games and their online environments grow more and more complex. Just as different studios choose different 3D software packages from one another for their artists to use, they also differ in which programming packages to use. In the past, I’ve said many times that it’s less about which 3D software you use, and more about knowing the fundamentals of animation and then learning different software tools to help you do what you want. The same is true for programming languages that all have different syntax approaches to many of the same mathematic principles of coding. C++ You can break down every code until it’s nothing more than binary, and ever since Assembly we’ve been simplifying it (imagine writing a program in just 1’s and 0’s) by making it more complex (adding program commands that interact). Modern day games are mostly created with C/C++, though working with code for a PS3 is obviously different than coding for the hardware in a Nintendo Wii. C++ has its hand in several programming markets, and gaming is no different. Unreal Engine 4 If you’re coding a game in C++ or something similar from scratch, then you’re going to need to build a robust game engine from scratch each and every time. It’s not possible [Type the document title] for most companies to do this and still expect to release a game every other year, so it’s somewhat common for studios to license the current Unreal engine and use their pre-existing functions and code to expedite the process XNA Game Studio Microsoft XNA is a .NET programming package that allows coders to build the indie game they’ve dreamed up, and more importantly, it also helps them share their creations with the world. There are plenty of ways to create a low budget Windows PC game, but making a game for a console is something that hasn’t really been an option in the past. XNA allows you to share your game on Xbox Live, which is a great opportunity for exposure, so that as many people can enjoy your game as possible. DarkBASIC There’s Panda 3D, Blitz3D, and plenty of others; take your pick. My personal preference as an artist who only has primitive programming needs is DarkBasic Professional, and as someone who’s only taken one coding class and loved to code TI-83 games back in high school, it meets most of my needs. If you go this route you may want to also look into Lua, Python, and AutoIt for related uses, but it’s not necessary. years until you feel like you’ve reached your limit. Good luck! Gaming and Entertainment GameMaker Then there’s GameMaker, which is about as easy as it gets for an artist to make a game. Tell the program what sprite image is your character, how it can move and act, add some sound files, and then build the game world block by block. It’s not only limited to top down 2D creations, but it does encourage that style. You’ll still need a basic understanding of variables and other fundamentals, but the difference is that you can learn it all in one night instead of spending countless hours reading before actually creating anything that’s worth playing. For the artists out there who are terrified of coding, start here and work your way up this list over the Lotto - Chetu's solutions include development of widely used lotto platforms and then digital signage solutions that go with them. Gaming Engine Experience - With products like Unity, Gamebryo, XNA and others with Graphics and Animation abilities using Flash (AS2/3/Flex) 3D Max, Maya to name a few. Implementations include MMO, RPG and our Programming spans from .Net, C/C++, Java to Perl, Python, iPhone & iPad. Online Casinos - Development and support of online casinos including: Games for the casinos like slot, reel, bingo, keno, blackjack, poker. Player portal - that enable single sign-on for players and play across the casino. Payment engine integration - with platforms like Skrill, Ayden and others. Player loyalty applications - Points based credit and rewards. Class II and Class III Game Development Experience in assisting customers taking games through the Certification Process in various Jurisdictions. Chetu has worked with SAS Integration, GLI Certification & Testing, Progressives & Jackpot Development. Fantasy Sports Development & Custom Websites Applications for Player Tracking and Statistical Analysis, League Management, Betting Platforms and Mobile Applications. Examples: Individual game development for most Game types - Development of individual Games such as Reel, Bingo, Poker, Blackjack, Horse Racing, Pari-mutuel & Keno and also extensive experience with Player Loyalty Applications. We have also developed Skill based games. Java / Flash Java and Flash are both great places for beginning coders to start learning. Java’s perk is how portable it is across most platforms. Flash’s ActionScript is fairly simple to learn and use, and meshes will with most artists, but arguably its biggest perk is how easy it is to share your game online. into account the sweepstake specific math (finite) that goes into them. For new platforms - We have developed games on the standard .NET, Java, PHP platforms and in addition on new platforms like Flash, HTML 5 and mobile (iPhone, Android, Windows Mobile & Blackberry). Flash Games - Play for fun flash and social media games that include isometric engines. Chetu has developed new Games from a simple idea or concept or modify existing games in various capacities. Some of the modules include RNG Engines, Game Skins, Calculation Engines, Payout Tables, Device Integration and more. Sweepstakes games - for internet cafes' that comply with various local laws. We have developed these games along with the POS and kiosk systems. We have developed games keeping Poker Sample 1 (Video) Reel Sample 2 (Video) How Are Computer Games Developed? By Michael Davidson, eHow Contributor Computer games go through a lengthy development process. Reel Sample 1 (Interactive) Promo 1 (Interactive) Prize (Interactive) Prize & & Promo 2 Video games have become a multi-billion dollar industry worldwide. As technology in computers and data storage became more advanced, computer games became increasingly complex and gave players more options and game play value. Nowadays, many games have scripts and actors just like a TV show or a feature film and the modern game blends story, characters, action, and game play control to create a full-fledged interactive and immersive experience. Developing games takes a lot of people with various talents. 1. 5 Writers o Unless a game is based on a sport franchise or competition, (such as football or NASCAR,) there needs to be a story that moves the game forward [Type the document title] and gets players involved. Video games have an involved pre-production process that starts with writers putting a story together that the game will follow, and the story includes specific ideas for levels and how the game play and story will blend together. Sometimes these stories are created by the game developers or they can be based off of other properties, such as films or graphic novels. characters to life. Sometimes the character models will be based off of the actors that are portraying them, and on other occasions, the actors only provide the voices. This gives the game a feeling of authenticity and increases the production value for the game player. Celebrities will frequently get involved in the game voice-over process, especially if the game is based off of a film that they are starring in. Storyboarding The Game Engine o o Once the basic story has been created, graphic designers will design storyboards in similar fashion to how directors plan their film shots. A storyboard is an image that is either drawn or computer designed that represents a shot in the game. It is very similar to a panel in a comic book. This helps guide the game designers and gets everyone on the same page regarding how the game will look and what the programmers need to focus on in making the game a reality. Characters, weapons and other major game components are also drawn so that they can be programmed into the game. Philippines' easiest website incl a personal domain. Try now for Free! o The game engine is the computer code that puts everything together and allows the game to play. The character models, voices, environments and game play are all merged by the game engine to create an interactive experience that should appear seamless when it is done well. Game engines are frequently recycled in other games from the same developer, where a basic control scheme and physics engine is applied to a new story with some upgrades and new characters. Sports games are common examples of this where the same engine is used for years with some minor additions and roster changes with each new year's release. Program Movement o Game designers can use the storyboards and the character models to program a basic outline of the game so that they can start to input the animations of how the characters move and how objects in the game interact with each other. Sometimes this is all done in the computer system and sometimes designers will use "motion capture," which is when human performers are hooked up to a computer with various sensors that record them doing movements that can be mimicked into the game. Samples of Game Characters Actors o If a game is story intensive, actors are frequently employed to bring the 6 [Type the document title] 7