Describe some of the main financial aspects and considerations of a typical publisher-developer relationship.
Ans: The developer is responsible for creating the game. To do so, the developer needs money to support the programmers, artists, designers and overall studio infrastructure. The publisher provides financial support for the developer. As such, the publisher generally assumes all the financial risk and, in return, reaps most of the rewards if the game is a hit. Since developers craves capital to build games, developers are often beholden to the publisher. However, since hits are what publishers really seek, a "star" developer can sometimes have a lot of influence over a publisher.
What is level design? Roughly, where does it occur in the game development process?
Ans: Level design is the process of creating levels for a game, using the implemented development tools and gameplay rules, with the intent of providing interesting gameplay. Level design occurs in the latter stages of game development when most of the game coding and content has been created.
In what ways, in terms of team size and makeup, have game development teams changed over the past 20 years? Why?
Ans: In general, game development teams have grown and increasingly include artists, designers and even producers in addition to programmers. This change has been fueled by the increase in computer capabilities that have allowed for increasing support for graphics and music, and also by the market demand for high-impact, hit-driven games.
Briefly describe why a toy is not a game. How can you make a toy into a game?
Ans: A toy is not a game because it does not provide any built-in goals. A toy can become part of a game if goals are provided by the player.
Name at least two aspects you lose when making a board game into a computer game. Name at least two aspects you gain when making a board game into a computer game.
Ans: Lose many physical aspects of the board game, such as pieces, dice and cards. Lose natural social interactions that take place during board game play. Gain AI that can handle many simple and sophisticated game bookwork tasks. Gain multimedia, including graphics and sound, that can enhance immersiveness.
What are key frames in animation?
Ans: Key frames are the images of a moving object at the extremes of movement. For example, for a duck flying, this could be when the wings are down and up.
What is a reference as it relates to visual design and production for games?
Ans: A reference is a picture of a real-world object that can be used as an example to make a digital representation of the object. The reference can help with proportions, colors and textures. For example, modeling and rendering sofa would be much easier with a picture of a real couch as a reference in order to get the arms proportioned right and the fabric right.
What are faces, normals and backface culling as they related to polygonal modeling?
Ans: A face is the flat size of a polygon. A normal is a vector at a right angle to the face. Backface culling is the process of removing polygons that are not rendered on a screen.
Briefly describe some ways to effectively reduce the polygon count, with examples where appropriate. Why might you want to do this?
Ans: Use backface culling to remove faces that cannot be seen (ex - remove the bottom polygon on a barrel that can't be moved). Reduce some of the polygons used to make a curved surface (ex - render the barrel sides with 12 polygons instead of 20). Being able to remove polygons that do not affect the image scene quality (much) is important to reduce the size of a game image and make it faster to render.
What is box modeling?
Ans: Modeling a basic shape as a box (or other primitive polygon) and using extrude and cut and edit to achieve a model of the shape desired.