Friday, February 28, 2014

How The games are made?




Katie


I don't understand how the dress up games are made...I saw on deviantART .cool games.made even by children 13-14 years old...and they said stuff like that "i wanted to put this music but i thought this is better....i don't know if you like the background ..but i think is Ok"..ok..ok..but how did u do all this stuff....i read something about Flash 8..but i don't understand too much.help me!Thanks!


Answer
Making the Game

For most people, the video game experience starts at the store and ends on the couch. Few realize that creating a game can be as complex as making a Hollywood blockbuster. Months of planning and preparation, script writing, casting, character development, cutting-edge technology and massive computing power go into making games.

To get an idea of how it all works, we visited Gas Powered Games, the Kirkland, Wash.-based creators of the popular Dungeon Siege series. The company was hard at work on the next installment in the series, Dungeon Siege II.


In the Beginning: Preproduction

Every game begins with a story. Often story ideas come from game designers themselves or are pitched by outsiders, but increasingly they are based on other forms of entertainment like popular movies. Other common sources are sequels or spin offs of existing games and simulations of real-world events.

Once the basic game concept is decided upon, writers and artists work together on a storyboard. A storyboard consists of rough sketches and technical instructions sequentially organized to depict each scene of the game. It is a visual representation of the story and a reference for the writers, artists and designers just as it would be for a film. But while a film has a single storyline, a video game can have thousands of outcomes. Therefore various levels, or "worlds," of the game must be sketched out.


Creating the Characters

As the storyboard is made, designers begin to create the characters. Rough sketches of major characters are drawn and redrawn until they are perfect. It's important for the artists to refine the characters as much as possible at this stage because it will be costly to make changes later.

Once the character design is finalized, it's time to transform the sketches into controllable 3D characters.

According to Steve Thompson, art director for Gas Powered Games, it takes about five days to design and program a character.

The sketches are first scanned into the computer. Then, a digital exoskeleton is created to define the character's shape and to give the computer the control points necessary to animate the figure. The more detailed this exoskeleton is, the more realistic the motion of the character will be. Next, layers of "skin" are added, followed by layers of color and texture.


Putting It All in Motion

At this point, the character is basically a digital marionette. The game programmers bring this figure to life by instructing the computer to move the character. Several techniques can be used to do this, depending on the type of game and motion desired. In some games (not Dungeon Siege II), the motions of a human actor are captured using a special suit of sensors to represent the control points of the character's skeleton. These movements then can be mapped onto the character's skeleton to produce ultra-realistic motion.

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How are video games projected on screen?




Lp182


I know that we aren't actually looking at a constant moving video game and that all we are seeing are multiple frames per second. But how is it done? I'm just curious how they do it. And are video games only projected at 30 frames and 60 frames per second, or are there other # of frames that can be shown in a given second?


Answer
The numbers 30 and 60 are a side effect of the NTSC format of television. Even back in the black-and-white days of TV, NTSC was a 640X480 image, interlaced (draws all the odd lines in one pass, then draws all the even lines on the next), and operating at 60 Hz. It wasn't until about 10 years ago that consumers started seeing any change to this, when EDTVs came on the scene and changed the interlaced to Progressive Scan (all lines are drawn sequentially on each pass), and then HDTVs changing the image resolution. Very recently, sets that can do 120 Hz have come onto the market. In Europe, they uses the PAL format, which ran at 50 Hz, but switched to 60 Hz for HDTV to simplify things for TV manufacturers (who had started to sell sets in Europe that could handle both 50 Hz and 60 Hz).

So for the longest time, TVs were displaying 60 half-frames (due to interlacing). As such, having a game run at 60 Hz would result in slightly smoother animation, but a lot more processing power which could otherwise be used to enhance the detail. So typically 60 frames games were smoother, but 30 frames games were much more detailed. Any other rate, and you the smoothness will vary, which is rather jarring to the immersiveness factor.

All of this only applies to consoles, though, since PCs have always had monitors that could do a variety of framerates, and therfore their games always strived for the highest framerate possible (and where 60 Hz is on the far low end) and don't really worry about the framerate dipping at times. High end modern monitors can typically do at least 140 Hz, and some older games on new hardware can actually create several hundred frames per second if certain settings are disabled.

Regardless of PC or console, the same programming technique is used for creating the frames and managing the process of sending them to the screen. Each object is placed in position in a virtual 3D space in RAM, textures are applied (only if they are facing the virtual camera's location), the view from the virtual camera is established, and the objects that the camera can see are flattened into a 2D image. This whole process is called rendering.

Then, the rendered image is put into a piece of memory (usually in the graphics chip itself) that has been designated as a "frame". This frame is then sent to the TV/monitor, and as it is being sent, a second image is being rendered and put into a second "frame". Once the first frame has been sent to the screen completely, the second frame is designated as the primary frame, and a third image is rendered and overwrites the first frame. This process is called Frame Buffering.

PCs (and maybe HDMI TV connections, I'm not sure) have the capability of the monitor being able to send a signal back to the game program and tell it when a frame is done being drawn. This allows the game to not switch frames while it is being sent to the screen (vertical synch), preventing a top section of an image and a bottom section of the same image displayed not matching up, refered to as "tearing". Since consoles know what frequency the TV is operating at based on the region (or more recently in Europe, through an option in the settings for either the game or the system), they can simply use an internal timer as an artificial vertical synch.




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