ID 111x - Project 2: Content Creation

Due date: Monday, February 7th, 11:59pm


Top | Motivation | Overview | Details | Submission | Grading | Resources | Summary

This is the second project that your team will complete in working towards creating a small video game. This project focuses on the content that must be created for a game, and the decisions and tradeoffs that go into its creation. Do not worry if no one on your team is an experienced artist - you will be graded more on your ideas than on your execution.


Motivation

Creativity is a wonderful thing, but creativity must be constrained by sound planning and decision-making in order to produce artwork in a timely fashion. With deadlines to meet and only finite resources (time and money) to put towards creating content, tradeoffs between quality and quantity must be made. Your team will have to decide where to focus your efforts and where to streamline your aspirations. Given an array of artists with individual creative visions, rational stylistic decisions must be made in order to unify their combined effort. Your team will need to make decisions that will guide the overall visual and aural coherence of your game's content.

Planning is just as important in creating content as it is in any other aspect of game development. Changing the design of a character during the concept stage will cost a few hours of time at the drawing board, while changing the design of a character that has already been animated will cost you both the weeks that went into the first revision, as well as the weeks it will take to make the next revision. Similarly, making technical decisions that will change the nature of content needed for a game can be very costly if made later in the development cycle. Switching from MIDI- to OGG-based music, or switching from bump-mapped to normal-mapped textures can incur a significant cost in both lost old work and required new work. The purpose of this assignment is to familiarize your team with some of the decision making and trade-offs that go into creating content for a game, so that you will be able to make better decisions earlier in the content development cycle.


Overview

For this project, you should continue to work with the group that you formed for the previous project. Each group will be responsible for identifying, selecting and creating an array of content to be used in a sprite-based game of their design. You will also be required to make your artistic decisions explicit by writing a brief document explaining your decisions.

Your first task will be to write a short statement (100 to 250 words) describing the "artistic vision" for your game. This is the "soft plan" for your game's content. Describe the motifs, styles, colors, sounds and textures in any way you see fit. Feel free to reference movies, games, places or anything else that may evoke the feel you wish to capture with your content. Rough sketches of characters or settings may also be used, but are not required. The most important thing is that your description is clear enough that, if you were to hand it to several independently contracted artists, they would all return with similar work.

Your second task will be to identify all of the assets that you would need for the full version of your game: sprites, tiles, sound effects, music, icons, etc. You are to document functional requirements for these assets (sprite size, number of frames and types of animations, length of sound loops, etc.) to as much detail as you can, using ranges of possible values where you are unsure. This is the "hard plan" for your game's content.

Unfortunately, we will not have time for your team to generate all the content needed for your game this term. As you will only be constructing a prototype, your third task will be to select content from a properly-licensed content library for use in your prototype. You are to briefly describe how your selections fit your artistic and functional requirements, as well as justify the use of selections that fall short of your requirements. In the Resources section below, there are several libraries that you may use, but feel free to use content from any appropriately licensed library, so long as you document where these libraries are from and how they are licensed.

Finally, your team will be required to generate a small amount of original artwork. Your team will be responsible for creating at least 20 assets for your prototype. This could take the form of a single sprite (hint: one sprite that can face in four directions and five frames of animation per direction = 20 frames of animation), or it could be tiles, icons, sound effects or any combination of at least 20 assets that fit your functional requirements. The artistic quality of your team's artwork is less important than the fact that the assets are your team's original creation. Do not turn in any copyrighted images or third-party work for this part of the assignment.


Details

Your group is responsible for turning in one document containing all of the following: your statement of artistic vision, your functional content requirements, your listing of content to be used and justifications thereof. In addition to this documentation, your team must also submit the original content that has been created for your game.

Your statement of artistic vision should be 100-250 words long and describe the general "look and feel" of your game's content. There is no specific format that this document must take; your only requirement is to effectively communicate the "soft" requirements of your game's content. You may reference existing works (movies, games, etc.) as inspirational - but if you do be sure to make explicit which aspects and properties of these works you wish to emulate. You may include representative descriptions or sketches of specific characters, environments, interfaces, etc. - but only do so for the purpose of including an example that will indicate the overall style (the purpose of this document is not to fully describe the style of the entire game). You may use any other means of written communication that unambiguously describes what you wish to artistically achieve - for instance, you may quote poetry if it evokes a specific enough sensory experience.

Your functional content requirements should be a full technical specification, with as much detail as possible, of your game's content. It is ok if these details are just best-guesses, and it is ok if you specify ranges instead of specific values. There is no specific length requirement, as each game will have different content needs. There is no specific format, but the document must be organized and readable (prose, spreadsheet, or whatever works). Your requirements should include information about what sprites, tiles, sounds, music, images, icons, and other content your game will need. For each sprite you will need to at least specify its dimensions, the animations it will need, and the number of frames for each animation. For each icon, image or tile, you will need to at least specify its dimensions. For each sound you will need to at least specify sampling frequency. For each music loop you will need to at least specify loop length (in seconds, measures, bars or whatever), and format.

Your listing of content selection should pair up every piece of content listed in your functional requirements with the name of an asset (a file name, or a library name and sprite name, or etc.) that you have acquired. The format of this document is again, up to you - but a spreadsheet might be easiest. The length of this document is implied by the amount of content your game will need. You may skip the selection of assets for content that you plan on generating for this assignment, or you may select "placeholder" assets that you will use for the few days before your own content is ready.

Your justification of content selection should be 100-250 words long. It should briefly explain why you chose the assets that you did, as well as describe the tradeoffs and compromises that went into making your selections. Be sure to address these topics with respect to both your "soft" and "hard" requirements.

Finally, the content that your team generates should include 20 "assets" that can be used in GameMaker. For this assignment, count one image, tile, icon, frame-of-animation, sound-effect, or measure-of-music as one "asset". Along with your content, please submit some short inventory (as a .doc, README, or whatever) that lists the files you are submitting as content, and what each contains.


Submission

One member of each group should submit all materials electronically via turnin by 11:59pm on Monday, February 7th. Please remember to put all group members' names on each document.

One member of your group will need to upload the files you are turning in to their CCC account on one of the CCC machines (ccc1 to ccc10). While logged into a CCC machine, that member will need to enter the directory where these files are stored and execute the following:


  /cs/bin/turnin submit <course> <assignment> <file1> <file2> ...

where in our case, <course> is id111x, <assignment> is project2, and <file1> ... are the names of your documents/assets.

Once done, you should verify that your files have been entered into turnin by executing the following command:

  /cs/bin/turnin verify id111x project2


Grading

Grading Guidelines
Deliverable Weight
Artistic Vision Document 10%
Content Requirements 25%
Content Selection Listing 25%
Content Selection Justification 10%
Original Content 25%
Misc 5%

Resources

For a presentation summary, you might check out the slides (powerpoint, pdf) for this project.

Possible sources for content assets:
  • Game Maker resource packs. Sources of art from Game Maker, itself.
  • Ari Feldman's SpriteLib. Here you can download the free SpriteLib GPL written by Ari Feldman with many wonderful sprites.
  • Molotov.Nu. A page with many different sprite resources, e.g. the famous tile sets by Hermann Hillmann.
  • Reiner's TileSets. A site with a huge number of beautiful tilesets and animated characters. And they are free.
  • Sprites Inc.. A site with a huge collection of megaman sprites.
  • Midi World Many different midi files can be found here.
  • FlashKit sound effects. A site with a huge number of sound effects. Meant for Flash but also useful for Game Maker.
  • Video Game Music Archive. Contains midi files of lots of game music.
  • GameDev.net. Many sprites available (and other stuff if you look around).
  • Free Game Arts. Promotes the use and development of free and "open source" game resources.

    You might see the Game Maker Resources page under the "Tools" section for some free tools that might be useful.


    Summary

    Deliverable Description Time Budget
    Artistic Vision Document 100-250 word description of your game's visual and aural style 1 hour / group member
    Content Requirements Technical specification of all your game's content 2 hours / group member
    Listing of Content Selection Document pairing content for your game with assets you have acquired from an appropriately licensed content library. 12 hours / group member
    Justification of Content Selection 100-250 word description of content selection tradeoffs
    Original Content Data files containing 20 assets that your team has created, along with a text file describing the contents of the data files. 4 hours / group member

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