Core Fundamentals

Video games are as much an art form as they are a science.

Gameplay Mechanics & Core Game Loop

Gameplay mechanics are the result of the rules and inputs of a video games execution.

Platforms — PC, Console, or Mobile

Depending on what experience you want to provide to the end player should be considered early in the game development process, as our choice of engine and toolings will limit our choice of export platforms. In many cases, we must also be cognizant of which features we implement, and ensure their testability and robustness before release.

Understanding the significance of the history and development of past gaming consuls and gaming hardware is important in understanding the current technical limitations and future possible implementations of new and immersive technologies into future games and game peripheral technologies.

Understanding the primary demographics of any platform, or console is critical in presenting an experience that most suitable he satisfies the players and intent and fulfillment of expectations.

Game Design Interface and Control Theory

Interface elements in most games are used to read scribe actionable or information and more information as to the status of the character, world, or completion of some story or activity. Understanding how the player interacts with both their character and the UI elements is fundamental in developing a world that feels cohesive as the player maintains a More complex understanding of the situation considering their role in the experience as understood by the characters within the game.

How these UI and interface elements are used and displayed directly affect and influence the players understanding of the core mechanics and experience associated with the game.

Game strategy and feedback, what it means designing game strategy and learning from player feedback. Understanding the goals of the game, identifying the need for feedback to the player as to their progress in understanding their play habits and play times.

Game control theory understanding and design and functionality regarding the user's input and the outcome with in the games such as the player's movement, ability to interact with objects, obstacle avoidance, and using balloons or power-ups to their advantage. Accessibility is not to be understated and requires intense consideration for the input method is needed to properly play and experience the game. Input types can range from just the keyboard and mouse to touch screens, game controllers and joysticks, as motion controls and gyroscopes, and other types of non-conventional input methods.

The design aesthetics of the game must always be considered when designing as the player's view on the game is based upon their past experiences and not only the initial impressions but the designer's dedication to maintaining the promises made to players about the expectations of the experience.

Game development and production cycle

From any idea emerges a singular process for developing games environments where users to experience worlds. Understanding the rules of the teams or being able to work alone, in which every capacity the designers, project managers, programmers, graphic artists, operations, and marketing, must work together in unison to provide and create and distribute made a game concept to completion.

Understanding and developing a critical plan with considerations for cost timing, resources required, and the dedication to make it happen or just the beginning of the game development process journey.

Pre-production of game and game designs

Putting together the blueprint or game design document includes quantifying major aspects of the game into a digestible resource for those interested in working, investing, or even playing the game to quickly read and gain understanding.

During this time in pre-production aspects of the game must be decided, such as the rules, designs, and style of levels, initial scripts and lower ideas, core mechanics and game functionalities, underlying goals and methodologies to meet player expectations. It may also be critical during this time to choose what engines, style of art, estimated budget and the lakes, as the long grind of development has now begun.

The production phase of Video Game Development.

During this time the majority of all asset creation, content Marketing, journalistic and relational contacts should begin. Even before demos become available to the public time and effort should be placed into designing and developing markups and promotional material to be released concurrently along with development and shared across as many platforms as applicable to the target market.

As assets like sound, art, scripting, shaders, animations, etc, are being produced, it is important that we track and monitor the process, user's behavior, and performance metrics, so that we can retroactively make adjustments to our initial assumptions about the games direction, budget, and time frames.

Post-production and game testings for release

Nearing and preferably as early during testing ones should be performing quality assurance and internal testing of mechanics and interactions between games states in order to reduce the total amount of bugs and errors released upon lunch. Software development practices are an effective approach to creating software that is easy to extend and easy to modify as the engines grow to be far more complex.

Alpha testing usually begins internally we are designers and developers and others of the company playtest features and determine what is working and what is not.

Beta testing usually begins somewhere later in development where a more tangible product is available, it could include testers from And outside source of specific individuals who will provide insight into repairing bugs glitches and other adjustments as necessary.

How to release a game to millions of people.

When a game releases, it is generally to the public on multiple platforms and has had to be appropriate marketing and out reach done in advanced to provide a good launch point for shareability, and the influx of new players, it is some cases at this time many studios will learn the success, or non-success, of their initial fruits. However initial game reception should never be taken as face value due to the nature of the internet and the shareability of things with some persistence and a good process and strategy We can learn from our current process and making improvements to our next games and the games in the future.

What happens after a game releases?

After a game release, there is player feedback to be received. This could include bugs, gameplay or mechanics feedback, good or bad, or other questions related to the game. It is your responsibility to engage with the community and build a lasting relationship with your players, as perhaps the next game you release will be recognized and more players may be inclined to respond to your work.

All Pages in Core Fundamentals

    Core Fundamentals

    Video games are as much an art form as they are a science. Gameplay Mechanics & Core Game Loop Gameplay mechanics are the result of the rules and inputs of a video games execution. Platforms — PC, Console, or Mobile Depending on what experience you want to provide to the end player should be considered early […]

    Reading — 6 minutes

    Video Game Genres

    Classifying every game into a single category would not only prove to be time consuming, but fruitless as well. It’s easy to call a game with cars a racing game, a game with guns a shooter, and a game with an editable cube work a Minecraft-clone; but it’s always more complicated than that. You can […]

    Unread — 1 minute read

    Action-Adventure Games (genre)

    Action adventure games are some of the earliest and most recognizable games. Being very wide and diverse as a genre it includes many games that fall under multiple categories as well. It is hard to say with the first action adventure game was, as vague definitions of action and adventure are pervasive throughout games. Between […]

    Unread — 3 minute read

    Action Games (genre)

    Some of the earliest games were Action Games, not necessarily by choice, but by the sheer fact that most video games of the early days were not complex, and had to be made simple. Platformer Games A platform game or platformer is a game where the gameplay is about or focuses on jumping between platforms or over […]

    Unread — 11 minute read

    Audio Engineering & Sound Design

    Many video games today have literal, full-scale orchestras to perform the score to their AAA game. Scoring music isn’t limited to just the film industry anymore, video game music has grown to rival the sophistication and complexity of television and film scores, with new depths of creativity, innovation and a growing fan base in popular […]

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    Engine & Platforms

    Every game has a way in which we interact, that medium, the “Platform,” describes both hardware and software specific combinations. Whether a console gaming experience, handheld or mobile, or on a home computer, our experience and input methodologies change and we can build models to study these experiences. Whichever ways we choose to distribute our […]

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    Game Engine Loop

    Game engine loops are the fundamental force driving all interactive experiences. Generally, most game engines are based on state machines, a form of computing that allows for consistent and predictable behavior. What is the Game Engine Loop?

    Unread — 1 minute read

    Graphics & Rendering

    The earliest video graphics are arguable in origin if we allowed ourselves to remember that in 1952, the Electronic Delay Storage Automatic Calculator (EDSAC) computer, with its 3 individual, 35x16 dot matrix cathode ray tube display was capable of running Tic-Tac-Toe. While text is not usually considered "graphics," even the earliest of text based video games […]

    Unread — 1 minute read

    Sprites & Pixel Art

    While it’s not the oldest method of graphics and rendering (that would go to vectors) it is perhaps the most recognizable and the most classic of all the graphics rendering pipelines available. At the end of it all of the day, pixel art is just an array of rgb values to be used by a […]

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    Shadows

    When we look at the crystal clear graphics of today we usually overlook one of the most computationally intensive portions of graphics rendering, the very shadows beneath our feet. Many many moons ago shadows and lighting elements were an afterthought, as seen in this Atari game ET, no shadows were even attempted. That's was how […]

    Unread — 1 minute read

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