Game Development [Session]
28th January 2015
Info:
- This session is in context to large scale games, that are build for High-End Desktops and Gaming Consoles.
- Most games are written in C++ and Java, while using a variety of scripting languages, and assembly to access hardware.
The Process
Allocating Engines Needed
Recognize the different types of engines required:
- Audio
- Video
- Intelligence
- Rendering
- Cut scene
- Story and much more
Big organizations use their own custom engines that has everything they need. Like RAGE, UDK, CryEngine, FrostBite, etc.
Preparing Algorithm
Mathematical computations that predict what a player will do against the AI, an objective, or whether or not a player has met a certain criteria for X, and similar.
Defining Systems
Version control: Alienbrain and Perforce
Art Tools: Zbrush, Maya, or Mudbox.
Engineers: Visual Studio They might even leverage Autodesks new game development tools such as Scaleform, Beast, Kynapse, HumanIK.
Info: This only covers 40% of what actually happens out there. The purpose of this is just to give a brief idea on how things are on large scale projects.