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Do you know your Mario from your Minecraft? | 0:00:02 | 0:00:03 | |
Or your Sonic from your SimCity? | 0:00:03 | 0:00:05 | |
Can you solve the puzzle of platform or have a strategy for action? | 0:00:05 | 0:00:08 | |
Are you a high-scorer or mad about power-ups? | 0:00:08 | 0:00:12 | |
Then maybe you've got what it takes to be a games designer. | 0:00:12 | 0:00:16 | |
Today, our rookies have an absolute passion | 0:00:17 | 0:00:21 | |
to be high-scoring games designers. | 0:00:21 | 0:00:23 | |
We take them behind-the-scenes | 0:00:23 | 0:00:25 | |
at one of the world's biggest games design companies, to find out | 0:00:25 | 0:00:28 | |
what games designers and developers really do, | 0:00:28 | 0:00:31 | |
as we go All Over The Workplace! | 0:00:31 | 0:00:35 | |
There are loads of different kinds of games you can play. | 0:00:53 | 0:00:56 | |
How about platforms games, like Sonic or Super Mario? | 0:00:56 | 0:01:01 | |
What about driving games like Forza or Burnout? | 0:01:01 | 0:01:04 | |
But instead of just playing them, | 0:01:07 | 0:01:09 | |
have you ever thought about making them? | 0:01:09 | 0:01:11 | |
Get lost. | 0:01:11 | 0:01:13 | |
Our rookies this week are aspiring games designers. | 0:01:14 | 0:01:18 | |
Let's meet them. | 0:01:18 | 0:01:20 | |
Hi, I'm Toby. | 0:01:20 | 0:01:21 | |
I'm 13 years old, I'm from Kent and I want to be a games designer. | 0:01:21 | 0:01:24 | |
Toby has already started making some of his own games. | 0:01:24 | 0:01:28 | |
This is one of my first creations. | 0:01:28 | 0:01:30 | |
Oh, the carrot has just died. | 0:01:30 | 0:01:32 | |
My favourite type of game to make is, basically, just fun. | 0:01:32 | 0:01:36 | |
Make them fun. | 0:01:36 | 0:01:37 | |
Hi, I'm Kiya, I'm 11 years old. | 0:01:37 | 0:01:39 | |
I'm from Birmingham and I want to be a games designer. | 0:01:39 | 0:01:42 | |
Kiya makes her own games for her younger brother to play. | 0:01:42 | 0:01:45 | |
That's a short game. | 0:01:45 | 0:01:46 | |
I think it's important for girls to work in the games industry, | 0:01:46 | 0:01:50 | |
because it's not all about the boys. | 0:01:50 | 0:01:53 | |
Girls can do it too. | 0:01:53 | 0:01:55 | |
Brummie Kiya and Kentish lad Toby meet up a skip and a jump | 0:01:57 | 0:02:01 | |
from Toby's home, to meet Alex in Guildford. | 0:02:01 | 0:02:04 | |
So, what do you think will be the most difficult | 0:02:04 | 0:02:06 | |
part about being a games designer? | 0:02:06 | 0:02:08 | |
I think the most difficult part is coming up with a good storyline, | 0:02:08 | 0:02:11 | |
that everyone will be drawn in to play. | 0:02:11 | 0:02:13 | |
And what skills do you think you've got that would make | 0:02:13 | 0:02:16 | |
you good at games designing? | 0:02:16 | 0:02:18 | |
I like maths and art, so I know how to create characters. | 0:02:18 | 0:02:21 | |
And, with maths, you can figure out the circumference | 0:02:21 | 0:02:24 | |
-and where things need to go. -What about you, Toby? | 0:02:24 | 0:02:26 | |
Well, I've been making games for a long while and so, | 0:02:26 | 0:02:29 | |
I know how to code as well. | 0:02:29 | 0:02:32 | |
So, I think that's going to help quite a lot. | 0:02:32 | 0:02:34 | |
Well, that's what you think, | 0:02:34 | 0:02:36 | |
but this is what your families have to say. | 0:02:36 | 0:02:38 | |
I think he's a perfectionist, so I think that'll be the one | 0:02:38 | 0:02:42 | |
thing that does frustrate him more than anything - | 0:02:42 | 0:02:44 | |
if it's not going quite right. | 0:02:44 | 0:02:46 | |
He will get a game perfect, yeah, absolutely. | 0:02:46 | 0:02:49 | |
Before he's happy, it needs to be perfect. | 0:02:49 | 0:02:51 | |
If I think of a gamer, I always generally think of a boy, | 0:02:51 | 0:02:54 | |
rather than a girl. | 0:02:54 | 0:02:56 | |
Mentally, I think she's got the ability. | 0:02:56 | 0:02:58 | |
It's just whether she can fit into a man's world | 0:02:58 | 0:03:00 | |
and have that strength to push on through. | 0:03:00 | 0:03:03 | |
-Are you too much of perfectionist? -I think so, yes. | 0:03:03 | 0:03:06 | |
But in the world of commercial games, you know, you haven't | 0:03:06 | 0:03:09 | |
got that time to keep perfecting every single tiny thing. | 0:03:09 | 0:03:13 | |
And other people will be involved in the process. | 0:03:13 | 0:03:15 | |
Will you be able to let it go? | 0:03:15 | 0:03:17 | |
Um... No. | 0:03:17 | 0:03:19 | |
It's got to be perfect. | 0:03:19 | 0:03:21 | |
And, Kiya, there's a lot of boys work in the gaming industry. | 0:03:21 | 0:03:25 | |
-There should be more girls, really. -There should be more girls. -Yeah. | 0:03:25 | 0:03:29 | |
You're going to be working quite closely together. | 0:03:29 | 0:03:31 | |
So, let's stop chatting, let's get on with it. | 0:03:31 | 0:03:33 | |
Come on. | 0:03:33 | 0:03:35 | |
So, have you ever wondered how many people it takes | 0:03:35 | 0:03:38 | |
to make a computer game? | 0:03:38 | 0:03:40 | |
One? Two? | 0:03:40 | 0:03:42 | |
30? 100? | 0:03:42 | 0:03:44 | |
Have you everyone wondered what all those people do? | 0:03:44 | 0:03:47 | |
And how their jobs all fit together? | 0:03:47 | 0:03:49 | |
Have you any idea where you are going to be going today? | 0:03:53 | 0:03:56 | |
-No. -Not a clue. -Definitely not. | 0:03:56 | 0:03:58 | |
OK, well, you're going to be going to the UK | 0:03:58 | 0:04:01 | |
headquarters of one of the biggest games companies in the world... | 0:04:01 | 0:04:06 | |
EA Games. | 0:04:06 | 0:04:08 | |
-Oh, my God. That's awesome. -Whoa! -Come on, then, let's go. | 0:04:08 | 0:04:10 | |
This is the studios of the gigantic, multi-award-winning games designers. | 0:04:12 | 0:04:17 | |
It's here that they design | 0:04:17 | 0:04:19 | |
and make some of the most popular games on the planet. | 0:04:19 | 0:04:22 | |
The team here are really driven. | 0:04:22 | 0:04:25 | |
Pete Lake has been in this business for nearly 20 years. | 0:04:25 | 0:04:29 | |
Being into art, he started off as an artist for a motorcycle game | 0:04:29 | 0:04:33 | |
and he rose to become an artistic director for one of the most | 0:04:33 | 0:04:36 | |
successful driving games ever. | 0:04:36 | 0:04:39 | |
And now, he's a senior games producer. | 0:04:39 | 0:04:42 | |
So, what would you say are the three top tips for being a good | 0:04:42 | 0:04:45 | |
-games producer? -Oh, tip number one, play lots of games. | 0:04:45 | 0:04:48 | |
It's great. In my job, you get to play lots of games, | 0:04:48 | 0:04:51 | |
to have a very good understanding of all the different | 0:04:51 | 0:04:53 | |
types of video games out there and what's good and what's bad. | 0:04:53 | 0:04:56 | |
Secondly, really talk to lots of people. | 0:04:56 | 0:04:58 | |
Talk to the people that are playing the game. | 0:04:58 | 0:05:00 | |
It's not necessarily about what I like doing, | 0:05:00 | 0:05:02 | |
it's about what everybody else likes doing in their games. | 0:05:02 | 0:05:04 | |
And the third thing is really just to be a little bit organised. | 0:05:04 | 0:05:07 | |
I'm running a team of 20 or 30 people and you need to | 0:05:07 | 0:05:10 | |
understand who's doing what and when and in what order. | 0:05:10 | 0:05:13 | |
So, being a bit organised really helps. | 0:05:13 | 0:05:16 | |
Pete's top tips are... | 0:05:16 | 0:05:17 | |
Play lots of games. | 0:05:17 | 0:05:19 | |
Brilliant fun, but it is research. | 0:05:19 | 0:05:21 | |
Talk to people, that's how you find out what they like to play. | 0:05:21 | 0:05:25 | |
And be organised. | 0:05:25 | 0:05:27 | |
You'll need to coordinate what's going on, who's doing what, | 0:05:27 | 0:05:29 | |
when and in what order. | 0:05:29 | 0:05:31 | |
Well, of course, Kiya and Toby have been making their own games. | 0:05:31 | 0:05:35 | |
Yes, Alex. Thank you. We've actually been playing your games. | 0:05:35 | 0:05:39 | |
What?! | 0:05:39 | 0:05:40 | |
Kiya, the shapes game was really, really fun. | 0:05:40 | 0:05:42 | |
I love the choice that you have in playing the different | 0:05:42 | 0:05:45 | |
types of game in there. | 0:05:45 | 0:05:46 | |
Think about how you could use sound in other different ways, | 0:05:46 | 0:05:49 | |
to feedback if the player's doing well or not during the experience. | 0:05:49 | 0:05:52 | |
But keep up the characterisation. It's really good to have | 0:05:52 | 0:05:54 | |
the characters, especially when they talk to you. | 0:05:54 | 0:05:57 | |
That was great, the way you get instructions of the game | 0:05:57 | 0:05:59 | |
through the characters in there. | 0:05:59 | 0:06:00 | |
And, Toby, the vegetable patch game was really good fun. | 0:06:00 | 0:06:03 | |
We had four people playing it, because the multiplayer side | 0:06:03 | 0:06:06 | |
of things is really exciting. Have a think about | 0:06:06 | 0:06:08 | |
how you can play with the scoring and the different game loops, | 0:06:08 | 0:06:11 | |
just to make it more of a game, | 0:06:11 | 0:06:12 | |
because one life just wasn't enough. | 0:06:12 | 0:06:15 | |
Well, congratulations, you've obviously got a talent | 0:06:15 | 0:06:17 | |
for making games. So, come on, what's our first task? | 0:06:17 | 0:06:20 | |
Good question, Alex. I've got them right here. Here you go. | 0:06:20 | 0:06:23 | |
-Thank you. -Thank you. | 0:06:23 | 0:06:24 | |
"You are challenged to make a racing game. | 0:06:24 | 0:06:26 | |
"We'll give you a team of artists, designers and developers | 0:06:26 | 0:06:29 | |
"to help you." | 0:06:29 | 0:06:30 | |
"You'll both need to lead the team, to make sure you've got a demo ready | 0:06:30 | 0:06:33 | |
"to show in time for a big gaming festival." | 0:06:33 | 0:06:36 | |
-This is awesome. This is really awesome. -That's amazing. | 0:06:36 | 0:06:39 | |
Let's start things off. Let me try something, OK? | 0:06:39 | 0:06:42 | |
-Whoa! -Whoa! -I feel like I'm actually in a game. | 0:06:43 | 0:06:46 | |
And we've just moved up a level. | 0:06:46 | 0:06:49 | |
Well, we're here today not just to have fun. | 0:06:49 | 0:06:51 | |
Cos when we make video games, | 0:06:51 | 0:06:53 | |
we come out and we experience things in real life. | 0:06:53 | 0:06:55 | |
So, today, we'll get out there, see how the karts feel, | 0:06:55 | 0:06:58 | |
think about what it's like to drive them. | 0:06:58 | 0:07:00 | |
Look at the track, where are the best bits of it? | 0:07:00 | 0:07:02 | |
And think about how to make this a game. | 0:07:02 | 0:07:04 | |
-What are all the different ways we can win? -This is my kind of job. | 0:07:04 | 0:07:07 | |
Come on, then, let's go! | 0:07:07 | 0:07:08 | |
This is serious work. It's all about research. | 0:07:08 | 0:07:12 | |
The track is looking slippy, but that will give them | 0:07:12 | 0:07:15 | |
a feel for what it might be like driving in the game they design. | 0:07:15 | 0:07:18 | |
They can speed up down this straight, | 0:07:19 | 0:07:21 | |
but you have to stay on track, Kiya. | 0:07:21 | 0:07:23 | |
Are the rookies taking these corners too fast? | 0:07:25 | 0:07:28 | |
Looks like they made it. | 0:07:28 | 0:07:31 | |
Oh, maybe not. Toby's lost it on the curve and taken Mr Riley with him. | 0:07:34 | 0:07:39 | |
All good experience for the game. | 0:07:39 | 0:07:41 | |
THEY CHEER | 0:07:41 | 0:07:43 | |
-What was the best bit for you? -I think the long stretch across there. | 0:07:46 | 0:07:50 | |
You just go as fast as you want. | 0:07:50 | 0:07:52 | |
OK. Going in a straight line, there's less to go wrong. | 0:07:52 | 0:07:55 | |
Although, at one point, you started off-roading, didn't you? | 0:07:55 | 0:07:58 | |
You went off the track onto the grass. I thought, "This is amazing." | 0:07:58 | 0:08:01 | |
-Yeah. -"What's she got up her sleeve?" | 0:08:01 | 0:08:03 | |
What about the bit down the bottom there? | 0:08:03 | 0:08:05 | |
Cos that was really slippery, wasn't it? | 0:08:05 | 0:08:07 | |
And you were like, "Whoa!" All over the place, weren't you? | 0:08:07 | 0:08:10 | |
That was the hardest corner for me. | 0:08:10 | 0:08:12 | |
I was always trying to not spin round. | 0:08:12 | 0:08:14 | |
You've got to put the pressure on the steering wheel, so it won't go. | 0:08:14 | 0:08:17 | |
I think we should take all of this back and try | 0:08:17 | 0:08:19 | |
and put it into the game. | 0:08:19 | 0:08:21 | |
OK? Let's go. | 0:08:21 | 0:08:22 | |
When you're writing for a game, | 0:08:24 | 0:08:27 | |
you have to talk to lots of different people. | 0:08:27 | 0:08:29 | |
So, you have to talk about design with the designers | 0:08:29 | 0:08:32 | |
and work out how they're going to make the game play | 0:08:32 | 0:08:34 | |
and what they're going to make the game levels look like. | 0:08:34 | 0:08:37 | |
You have to talk to the artists about what they're going to | 0:08:37 | 0:08:39 | |
make the characters look like. | 0:08:39 | 0:08:41 | |
Then, you might need to talk to the sound department to | 0:08:41 | 0:08:43 | |
talk about what they're going to do with the voice actors | 0:08:43 | 0:08:46 | |
and how they're going to record it. | 0:08:46 | 0:08:48 | |
Or even composers, to see how | 0:08:48 | 0:08:49 | |
the music will fit into the story of the game. | 0:08:49 | 0:08:52 | |
Back to base, to put the driving experience into action | 0:08:53 | 0:08:56 | |
at the ideas meeting with the team. | 0:08:56 | 0:08:59 | |
We've got lots of pictures to use as inspiration | 0:08:59 | 0:09:01 | |
and we've got the whole team here to help. | 0:09:01 | 0:09:03 | |
-Ready? -BOTH: -Yeah. -Let's go. | 0:09:03 | 0:09:06 | |
-I like the idea of the desert. -OK, what about the desert? | 0:09:06 | 0:09:09 | |
We could have it racing through canyons and stuff like that. | 0:09:09 | 0:09:14 | |
-You've got the dust blowing all around. -That's a good idea. | 0:09:14 | 0:09:17 | |
Obviously, we had a really slippery experience go-karting today, | 0:09:17 | 0:09:20 | |
do you think it could be a little bit more like that in the desert? | 0:09:20 | 0:09:23 | |
-Yeah. -Actually, a vehicle like that moon buggy might be pretty good. | 0:09:23 | 0:09:26 | |
Check that one out. | 0:09:26 | 0:09:28 | |
-Kiya, anything catching your eye? -The snow. | 0:09:28 | 0:09:30 | |
The snow? What about the snow? | 0:09:30 | 0:09:33 | |
Cos you wouldn't have that much friction, | 0:09:33 | 0:09:35 | |
which means it's not as easy to drive in the snow. | 0:09:35 | 0:09:38 | |
-Right, what do you think, John? -Yeah, snow could be great. | 0:09:38 | 0:09:41 | |
I mean, like you guys experienced today, slippy environment, | 0:09:41 | 0:09:45 | |
trying to taper your speed to your environment, | 0:09:45 | 0:09:47 | |
to make sure you're not spinning out all over the place. | 0:09:47 | 0:09:50 | |
Already, there are some good ideas bouncing around. | 0:09:50 | 0:09:52 | |
The research has got the creative flow going. | 0:09:52 | 0:09:55 | |
What do you like about this one? | 0:09:55 | 0:09:58 | |
I like the good scenery, trees, grass, greenery sort of thing. | 0:09:58 | 0:10:01 | |
But also you've got the big cliff in the background. | 0:10:01 | 0:10:04 | |
You're driving along and then, suddenly, you don't | 0:10:04 | 0:10:06 | |
-realise that there's a massive drop. -Yeah. | 0:10:06 | 0:10:09 | |
And you have to shoot over the edge, like, "Argh!" | 0:10:09 | 0:10:11 | |
Yeah, that could be one of the jumps, couldn't it? | 0:10:11 | 0:10:13 | |
Where you're jumping off the edge. | 0:10:13 | 0:10:15 | |
Can you imagine driving off the edge of that cliff? | 0:10:15 | 0:10:17 | |
It's got a river as well, | 0:10:17 | 0:10:19 | |
-sort of a stream or a lake. -Oh, yeah, there's a lake. | 0:10:19 | 0:10:21 | |
Yeah, that'd be really great, actually, | 0:10:21 | 0:10:23 | |
for opportunities for splash up. | 0:10:23 | 0:10:25 | |
Just like there would have been in the desert with the sand. | 0:10:25 | 0:10:27 | |
-That's a good idea. -That's a really good point. | 0:10:27 | 0:10:29 | |
There were some pictures of waterfalls around, I think. | 0:10:29 | 0:10:32 | |
Excellent. Audio-wise, do you think that would be good, Rosa? | 0:10:32 | 0:10:35 | |
That could sound very cool. | 0:10:35 | 0:10:37 | |
OK, so, we're looking at a racing game that takes the best | 0:10:37 | 0:10:41 | |
pieces of the mountains and desert and forest. | 0:10:41 | 0:10:43 | |
-So, we can have different routes. Is that about right? -Yeah, sounds good. | 0:10:43 | 0:10:48 | |
-How does that sound, team? -Perfect. -Yeah. -Yeah! -Great. | 0:10:48 | 0:10:50 | |
Let's get to work. | 0:10:50 | 0:10:52 | |
When we got the task of making the racing game for a big festival, | 0:10:52 | 0:10:56 | |
I was really shocked. | 0:10:56 | 0:10:57 | |
I'm really excited about making the game for a big games festival, | 0:10:57 | 0:11:01 | |
but also quite nervous, | 0:11:01 | 0:11:02 | |
because we have a deadline and we have to finish it by then. | 0:11:02 | 0:11:05 | |
Going go-karting was really, really fun for research and so, I want | 0:11:05 | 0:11:10 | |
to put a lot of that stuff that we experienced today into the game. | 0:11:10 | 0:11:13 | |
It was really fun to see what other people's ideas were and to have | 0:11:13 | 0:11:16 | |
good ideas together. | 0:11:16 | 0:11:18 | |
Hey, Toby, I think you did a fantastic job today, | 0:11:18 | 0:11:21 | |
full of energy and passion for video games. | 0:11:21 | 0:11:23 | |
I'd like you to think more about how you can go beyond reality. | 0:11:23 | 0:11:26 | |
Think about things we can do in video games | 0:11:26 | 0:11:28 | |
that you could never do in real life. | 0:11:28 | 0:11:30 | |
Hey, Kiya, it's been great working with you today. | 0:11:30 | 0:11:32 | |
You were really good fun testing the cars. | 0:11:32 | 0:11:34 | |
What I'd like to see a little bit more of is when you're working with | 0:11:34 | 0:11:37 | |
the team, be a little bit more confident, try and speak up. | 0:11:37 | 0:11:40 | |
You've got some great ideas, but they're not always coming across. | 0:11:40 | 0:11:43 | |
Right, the next task is going to be two things. | 0:11:43 | 0:11:45 | |
First of all, vehicle design. | 0:11:45 | 0:11:48 | |
You're going to come up with the actual cars that are going to be | 0:11:48 | 0:11:50 | |
flying around your environment. And also the game environment, | 0:11:50 | 0:11:54 | |
with an artist. OK? | 0:11:54 | 0:11:56 | |
-Yay! -Ow! | 0:11:57 | 0:11:59 | |
Art director Max Boughen has been a games artist for ten years. | 0:11:59 | 0:12:03 | |
He's a crucial part of the team that designs | 0:12:03 | 0:12:06 | |
mega-successful driving games. | 0:12:06 | 0:12:08 | |
He has worked on some of the biggest titles around | 0:12:08 | 0:12:11 | |
and has great advice for the rookies. | 0:12:11 | 0:12:13 | |
Can you give us three top tips | 0:12:13 | 0:12:15 | |
on becoming a 3D artist in the gaming industry? | 0:12:15 | 0:12:19 | |
Sure. First thing is to be super passionate. | 0:12:19 | 0:12:21 | |
If you're passionate, it becomes really easy. | 0:12:21 | 0:12:23 | |
The next thing is to pay attention to the world around you. | 0:12:23 | 0:12:25 | |
The more you take in the world and the more you pay | 0:12:25 | 0:12:27 | |
attention to it, the better you'll be at recreating it. | 0:12:27 | 0:12:30 | |
And the last thing is, specialise a little bit. | 0:12:30 | 0:12:32 | |
Once you've found that passion and you know you're creative, | 0:12:32 | 0:12:35 | |
if you specialise in something, it'll just get easier to do. | 0:12:35 | 0:12:37 | |
If you can specialise, then you're going to go far. | 0:12:37 | 0:12:40 | |
Max's top tips are... | 0:12:40 | 0:12:42 | |
Passion - if you love what you do, | 0:12:42 | 0:12:44 | |
that will show in the work that you do. | 0:12:44 | 0:12:46 | |
Observation - look at the world around you. | 0:12:46 | 0:12:48 | |
That helps when creating your game environment. | 0:12:48 | 0:12:51 | |
And specialise - develop your strong points | 0:12:51 | 0:12:54 | |
and that'll help you in your dream job. | 0:12:54 | 0:12:56 | |
Right, guys, we're going to design our vehicle now | 0:12:56 | 0:12:58 | |
and we're going to use modelling clay. | 0:12:58 | 0:13:01 | |
Now, we haven't got much time at all, so, I think the easiest way | 0:13:01 | 0:13:03 | |
we can do this is to think about what a hovering vehicle | 0:13:03 | 0:13:06 | |
-could look like. -Cos it's hard to do wheels in a short amount of time? | 0:13:06 | 0:13:09 | |
Exactly. I think wheels will make it too tricky. | 0:13:09 | 0:13:11 | |
I think it would be too difficult. We'll take the best of what we do | 0:13:11 | 0:13:14 | |
and translate that onto the computer. | 0:13:14 | 0:13:17 | |
Like the go-karting, this looks like a lot of fun, | 0:13:20 | 0:13:23 | |
but there is a serious purpose. | 0:13:23 | 0:13:26 | |
The modelling clay vehicles help the 3D artists realise their ideas. | 0:13:26 | 0:13:31 | |
Things are really taking shape, as the deadline looms. | 0:13:40 | 0:13:43 | |
Right, everybody, that's time. | 0:13:43 | 0:13:45 | |
We need to stop what we're doing and put this into the computer | 0:13:45 | 0:13:48 | |
-and get it into our game. -Cool. | 0:13:48 | 0:13:51 | |
-OK. -Yeah, great. | 0:13:51 | 0:13:53 | |
Max now has their brilliant models and is setting about | 0:13:53 | 0:13:56 | |
bringing them to life. | 0:13:56 | 0:13:58 | |
He'll use the clay models as a guide. | 0:13:58 | 0:14:00 | |
My top three tips for anyone wanting to get into the games industry | 0:14:10 | 0:14:14 | |
is develop as much skills as you can, | 0:14:14 | 0:14:15 | |
in the area you want to work in. Be as determined as possible. | 0:14:15 | 0:14:18 | |
Don't let anybody tell you you can't do something or achieve it. | 0:14:18 | 0:14:21 | |
And, thirdly, go out | 0:14:21 | 0:14:22 | |
and meet as many people in the industry as you possibly can. | 0:14:22 | 0:14:26 | |
Max is happy with the vehicle designs, but are the rookies? | 0:14:28 | 0:14:31 | |
OK, here we go. Ready? | 0:14:31 | 0:14:34 | |
Ta-da! | 0:14:34 | 0:14:36 | |
-Whoa! -Look at that. -That looks amazing. -Amazing. | 0:14:36 | 0:14:39 | |
There we go. | 0:14:40 | 0:14:42 | |
I think they're really good. I think they all work together | 0:14:44 | 0:14:47 | |
really well. And I'll tell you what I like best about them, | 0:14:47 | 0:14:49 | |
they all look like they're going to travel really fast. | 0:14:49 | 0:14:52 | |
-So, that's cool. -I can't believe we've actually done that. | 0:14:52 | 0:14:55 | |
-BOTH: -Thank you. | 0:14:55 | 0:14:56 | |
I think that's a big, big yes from Toby and Kiya. | 0:14:56 | 0:14:59 | |
I just love graphics in games. | 0:15:01 | 0:15:03 | |
I love the way they look, so when we used modelling clay to create | 0:15:03 | 0:15:06 | |
our vehicles, I was really excited. | 0:15:06 | 0:15:09 | |
When you see them being transformed onto the screen, | 0:15:09 | 0:15:12 | |
it looks even more realistic, | 0:15:12 | 0:15:14 | |
because they have all the special techniques and designs in them. | 0:15:14 | 0:15:17 | |
We had to work really fast, as we had a deadline. | 0:15:17 | 0:15:20 | |
And, being such a perfectionist, | 0:15:20 | 0:15:23 | |
I just couldn't handle not being able to finish my sledge. | 0:15:23 | 0:15:26 | |
Kiya, I think you've done really well today. | 0:15:26 | 0:15:28 | |
I can see so much passion in this from you. | 0:15:28 | 0:15:30 | |
There's nothing wrong with failing, | 0:15:30 | 0:15:31 | |
so you might as well come out with ideas a little bit faster. | 0:15:31 | 0:15:34 | |
But, overall, the idea you came out with was fantastic | 0:15:34 | 0:15:37 | |
and I can't wait to see it in the game. | 0:15:37 | 0:15:38 | |
Toby, you could've have made your model a little bit bigger. | 0:15:38 | 0:15:41 | |
But you knew exactly what would work in the game | 0:15:41 | 0:15:43 | |
and that's the main thing. | 0:15:43 | 0:15:44 | |
You've just caught me playing a new game. It's really good. | 0:15:45 | 0:15:49 | |
-Oh, can we play? -Yeah, sure. -Oh, this is cool. | 0:15:49 | 0:15:54 | |
And me. | 0:15:54 | 0:15:55 | |
How do you make a game that's this popular? | 0:15:57 | 0:15:59 | |
Well, this guy should know. | 0:15:59 | 0:16:02 | |
John Stanley is a games designer, | 0:16:02 | 0:16:04 | |
who has worked on titles played by millions of gamers around the globe. | 0:16:04 | 0:16:08 | |
John specialises in high-octane driving games. | 0:16:09 | 0:16:12 | |
So, John, can you tell us | 0:16:13 | 0:16:15 | |
what your three top tips are for becoming a games designer? | 0:16:15 | 0:16:18 | |
My three top tips... Number one, probably the most important, | 0:16:18 | 0:16:21 | |
play lots of games. | 0:16:21 | 0:16:23 | |
Number two, try and see all the elements that make up a game. | 0:16:23 | 0:16:26 | |
Try it and see how the game comes together. | 0:16:26 | 0:16:28 | |
And number three, take on feedback. | 0:16:28 | 0:16:31 | |
Get as much feedback about your designs as possible. | 0:16:31 | 0:16:34 | |
John's top tip for the rookies are... Play lots of games, | 0:16:34 | 0:16:37 | |
that broadens your knowledge of gaming. | 0:16:37 | 0:16:40 | |
Analyse them, try to identify the bits in successful games that | 0:16:40 | 0:16:44 | |
come together to make the game so good. | 0:16:44 | 0:16:47 | |
And get feedback, which will help at improving your games. | 0:16:47 | 0:16:51 | |
OK, we've designed our vehicles now. What's the next step? | 0:16:51 | 0:16:54 | |
The vehicles are looking great, | 0:16:54 | 0:16:56 | |
but we need a track and we need one quick. | 0:16:56 | 0:16:58 | |
We also need to make sure that we make this game fun. | 0:16:58 | 0:17:01 | |
We're on a deadline, so we'd better get going. | 0:17:01 | 0:17:03 | |
I think we should do a big straight part at the beginning, | 0:17:05 | 0:17:08 | |
so they can speed up. | 0:17:08 | 0:17:11 | |
You could do a bit of a narrow bit, so not everybody can fit in. | 0:17:11 | 0:17:15 | |
-That's a great idea. -So, you could have barriers there. | 0:17:15 | 0:17:18 | |
-So, it'll go out like that. -Yeah. | 0:17:18 | 0:17:21 | |
And then the rest of the track will go this way. | 0:17:21 | 0:17:23 | |
So, it'll come down here, like this. We'll bring this guy up, like this. | 0:17:23 | 0:17:28 | |
And then it goes up over a waterfall and then to the finish line. | 0:17:28 | 0:17:32 | |
I think you maybe ought to enter it slightly on a curve, | 0:17:32 | 0:17:35 | |
so you could end up crashing into the entrance. | 0:17:35 | 0:17:38 | |
-Sounds good. -Oh, yeah. | 0:17:38 | 0:17:40 | |
The waterfall could be about there. | 0:17:40 | 0:17:42 | |
Yeah, I like the sound of that a lot. | 0:17:42 | 0:17:44 | |
With John's help and the go-karting experience, | 0:17:44 | 0:17:46 | |
they're about to bring their track to life, with twists, | 0:17:46 | 0:17:49 | |
turns and other pitfalls, to make a very tricky challenge. | 0:17:49 | 0:17:52 | |
Have I got that right, guys? Have we got everything we need in our track? | 0:17:52 | 0:17:56 | |
-Yeah. -Fantastic. | 0:17:56 | 0:17:58 | |
The track has been sketched out and now, | 0:18:00 | 0:18:03 | |
it needs to go into the computer. | 0:18:03 | 0:18:05 | |
-Just click, just there. -Click on the side. -OK, just there? | 0:18:05 | 0:18:08 | |
-Where my finger is. -There? -Yeah, perfect. | 0:18:08 | 0:18:10 | |
At this stage, it's crucial to get the track layout right. | 0:18:10 | 0:18:13 | |
-This is my kind of thing. -Are you looking at what I'm doing? | 0:18:13 | 0:18:16 | |
There's a lot of testing, user feedback, | 0:18:16 | 0:18:19 | |
thinking and tweaking to be done, before the game is ready. | 0:18:19 | 0:18:22 | |
That high, shall we do it? | 0:18:22 | 0:18:24 | |
Yeah, because then it gives it a bit of a drop. | 0:18:24 | 0:18:27 | |
Track layout done. Lots more to do, though. | 0:18:27 | 0:18:30 | |
Like music and sound effects. | 0:18:30 | 0:18:32 | |
Enter Rosa Dachtler, | 0:18:34 | 0:18:37 | |
an aspiring expert in just that. | 0:18:37 | 0:18:40 | |
She's studying audio technology | 0:18:40 | 0:18:42 | |
and splits her time between the studio and studying. | 0:18:42 | 0:18:45 | |
Rosa knows that as well as looking amazing, | 0:18:45 | 0:18:48 | |
a game has to sound amazing. | 0:18:48 | 0:18:50 | |
First up, the music. | 0:18:51 | 0:18:53 | |
So, see what you think of this. Maybe for the main menu. | 0:18:53 | 0:18:56 | |
CLASSICAL MUSIC PLAYS | 0:18:56 | 0:18:58 | |
-That's cool. -I like that. -Yeah? You like it? -Yeah. | 0:18:58 | 0:19:01 | |
It's kind of like a waiting room, when you go onto it. | 0:19:01 | 0:19:04 | |
Yeah, exactly. | 0:19:04 | 0:19:05 | |
Now, we've got a couple of options for the actual race. | 0:19:05 | 0:19:08 | |
DRAMATIC MUSIC PLAYS | 0:19:08 | 0:19:10 | |
That's very, very dramatic. | 0:19:10 | 0:19:12 | |
Steady on, Alex, it's only music. | 0:19:18 | 0:19:21 | |
I thought the world was going to end. | 0:19:23 | 0:19:25 | |
-ROSA: -OK, here's option two. This is a little spacey and a little racier. | 0:19:25 | 0:19:29 | |
MUSIC PLAYS | 0:19:29 | 0:19:30 | |
The reactions from Alex | 0:19:30 | 0:19:31 | |
and the rookies showed that music can be really effective. | 0:19:31 | 0:19:34 | |
Toby and Kiya obviously like Rosa's music suggestions | 0:19:40 | 0:19:42 | |
and it looks like it's made it to the game. | 0:19:42 | 0:19:45 | |
Music ticked, what about the vehicle effects? | 0:19:45 | 0:19:48 | |
Here's one. | 0:19:48 | 0:19:50 | |
VEHICLE EFFECT PLAYS | 0:19:50 | 0:19:53 | |
-Oh. -Here's another one. | 0:19:53 | 0:19:55 | |
REVVING NOISE | 0:19:55 | 0:19:58 | |
Oh, I like that. | 0:20:00 | 0:20:02 | |
A bit flightier. | 0:20:03 | 0:20:05 | |
That one is a bit like mine, because mine is a hover board. | 0:20:05 | 0:20:07 | |
-OK, so, are you guys happy with those sound effects? -Yes. | 0:20:07 | 0:20:10 | |
You like those vehicle sounds? | 0:20:10 | 0:20:12 | |
So, if you like, we can put you guys in the game. | 0:20:12 | 0:20:14 | |
-What? -What do you think? -That's awesome. | 0:20:14 | 0:20:16 | |
That's cool. | 0:20:16 | 0:20:18 | |
OK, Kiya, when you're ready | 0:20:18 | 0:20:20 | |
go ahead and say, "Three, two, one, go" into the microphone, | 0:20:20 | 0:20:23 | |
-as excited as you like. -OK. | 0:20:23 | 0:20:26 | |
Three, two, one, go! | 0:20:26 | 0:20:29 | |
All right, let's have a listen to that real quick. | 0:20:29 | 0:20:33 | |
"Three, two, one, go!" | 0:20:33 | 0:20:36 | |
-Well done, you're the winner. -Nice. | 0:20:36 | 0:20:39 | |
-We can make that sound as cool as you like. -Yeah. | 0:20:39 | 0:20:41 | |
With lots of different effects on it. | 0:20:41 | 0:20:43 | |
Music and effects are done. | 0:20:43 | 0:20:46 | |
Now what's needed is to bring all the different elements together | 0:20:46 | 0:20:49 | |
to complete the rookies' game. | 0:20:49 | 0:20:51 | |
That's where coding comes into play. | 0:20:51 | 0:20:53 | |
Ace coder Edwin is on hand to give the guys | 0:20:53 | 0:20:56 | |
an insight into the coder's role. | 0:20:56 | 0:20:58 | |
Code is literally written instructions for a computer. | 0:20:58 | 0:21:01 | |
You have an artist who'll create what you see. | 0:21:01 | 0:21:04 | |
A designer will think of what your game is going to be like | 0:21:04 | 0:21:06 | |
and how it's going to work. | 0:21:06 | 0:21:08 | |
But a programmer is more someone who implements all of that. | 0:21:08 | 0:21:10 | |
So, they actually take instructions from a person | 0:21:10 | 0:21:13 | |
-and write it in a way that the computer can understand. -OK. | 0:21:13 | 0:21:15 | |
So, every single thing that happens in the game, | 0:21:15 | 0:21:18 | |
you have to write it all out as instructions for the computer | 0:21:18 | 0:21:21 | |
-to understand what's going on? -For most games, yes. | 0:21:21 | 0:21:23 | |
-And coding is the same as programming? -Yes, coding | 0:21:23 | 0:21:25 | |
and programming are the same. | 0:21:25 | 0:21:27 | |
I can't stress how important it is to have coders, just like Edwin, | 0:21:27 | 0:21:30 | |
so that we can actually get the game to play how we want it to play. | 0:21:30 | 0:21:34 | |
You don't fall into the gaming industry, | 0:21:37 | 0:21:39 | |
you're here because you love it. | 0:21:39 | 0:21:42 | |
It's quite hard to get into and the people who get the jobs | 0:21:42 | 0:21:45 | |
get them because they're really dedicated. | 0:21:45 | 0:21:48 | |
Yes, playing games gives you a huge advantage, because it gives you | 0:21:48 | 0:21:52 | |
a really big frame of reference | 0:21:52 | 0:21:55 | |
for all the different games that are out there. | 0:21:55 | 0:21:57 | |
But if you're going to be an artist, | 0:21:57 | 0:21:59 | |
you need to really work on your art. You need to be a good drawer. | 0:21:59 | 0:22:02 | |
If you're going to be a character designer, | 0:22:02 | 0:22:04 | |
you need to spend your time drawing characters, making up characters. | 0:22:04 | 0:22:07 | |
If you wanted to be a coder or a developer, you're going | 0:22:07 | 0:22:10 | |
to have to get your maths skills really up to speed, | 0:22:10 | 0:22:13 | |
your physics skills really up to speed, | 0:22:13 | 0:22:17 | |
and keep working really hard at that. And then, as Dom said, | 0:22:17 | 0:22:21 | |
there's musicians, writers, so many different areas of the games | 0:22:21 | 0:22:25 | |
industry that you can come and work at. | 0:22:25 | 0:22:28 | |
-ALL: -Hello! | 0:22:29 | 0:22:30 | |
The entire office has assembled to give some feedback on the game. | 0:22:30 | 0:22:34 | |
-So, how are you feeling? -Yeah, bit excited and a bit nervous, | 0:22:34 | 0:22:38 | |
cos we haven't seen it before and we're just going to play it now. | 0:22:38 | 0:22:42 | |
-What about you, Toby? -Yeah, I agree. | 0:22:42 | 0:22:44 | |
I'm really excited to see what's come so far, | 0:22:44 | 0:22:47 | |
but at the same time, really, really nervous. | 0:22:47 | 0:22:49 | |
-Well, let's see how it goes. -Let's do it. | 0:22:49 | 0:22:51 | |
-There we are. -Look at that. | 0:22:52 | 0:22:54 | |
Everything the rookies have been working on, | 0:22:56 | 0:22:59 | |
throughout the whole project, has been built in. | 0:22:59 | 0:23:01 | |
Their vehicle designs have been included and the game | 0:23:01 | 0:23:04 | |
environment is looking impressive. | 0:23:04 | 0:23:06 | |
Oh, is that the short cut? Go the short cut, go the short cut. | 0:23:06 | 0:23:09 | |
-Oh, yeah. -Here's the jump. | 0:23:09 | 0:23:12 | |
Elements of the track design still have to be added. And the music | 0:23:12 | 0:23:15 | |
and sound effects are to be inserted, too. | 0:23:15 | 0:23:18 | |
So, guys, has anyone got any ideas for this, how we | 0:23:18 | 0:23:20 | |
can make it a bit better? | 0:23:20 | 0:23:21 | |
Yeah, we could add some effects, | 0:23:21 | 0:23:23 | |
that would make it look a lot better. | 0:23:23 | 0:23:25 | |
In the ground, could you put little bumps to go over? | 0:23:25 | 0:23:28 | |
-So it makes it a bit harder. -I think that is a great idea. | 0:23:28 | 0:23:30 | |
-I think on those long flat bits, we could put lots of bumps in. -Yeah. | 0:23:30 | 0:23:33 | |
It's impressive, but there's still a lot to be done | 0:23:33 | 0:23:36 | |
before it's ready for the festival. | 0:23:36 | 0:23:37 | |
How about a spontaneous round of applause, everyone? | 0:23:37 | 0:23:40 | |
THEY CHEER | 0:23:40 | 0:23:41 | |
I didn't expect that the game would come out that good. | 0:23:41 | 0:23:45 | |
We've only had a little bit of time on it and now, | 0:23:45 | 0:23:48 | |
it looks that amazing and that brilliant. | 0:23:48 | 0:23:50 | |
My favourite bit was when we recreated the models | 0:23:50 | 0:23:53 | |
on the computer and saw them come to life, | 0:23:53 | 0:23:55 | |
as well as doing all the audio for the game itself. | 0:23:55 | 0:23:58 | |
That was really, really fun and enjoyable. | 0:23:58 | 0:24:01 | |
Putting your own voices into a video game is really cool. | 0:24:01 | 0:24:04 | |
Toby, you did a fantastic job. | 0:24:04 | 0:24:06 | |
I think something you could maybe work on is your teamwork aspect. | 0:24:06 | 0:24:09 | |
I know you're very passionate | 0:24:09 | 0:24:10 | |
and you want to get your ideas out there quickly | 0:24:10 | 0:24:12 | |
but it's always good to think about what other people are saying. | 0:24:12 | 0:24:15 | |
Kiya, you did really well on the track design. | 0:24:15 | 0:24:17 | |
You were really thinking about what the player wanted. | 0:24:17 | 0:24:20 | |
I was really impressed at how quickly you picked up the software, | 0:24:20 | 0:24:22 | |
making the track. That was fantastic work. Very impressed. | 0:24:22 | 0:24:25 | |
Wow, Kiya and Toby have made a game. | 0:24:25 | 0:24:28 | |
They've worked out the style, designed their vehicles, | 0:24:28 | 0:24:31 | |
even laid out the track. | 0:24:31 | 0:24:32 | |
The question is, does anybody want to play it? | 0:24:32 | 0:24:34 | |
Let's meet some real gamers to find out. | 0:24:34 | 0:24:37 | |
This is one of the UK's biggest gaming festivals, | 0:24:39 | 0:24:43 | |
where top designers test their games. | 0:24:43 | 0:24:46 | |
Kiya and Toby's game, which they've called Kito Blaze, is ready. | 0:24:46 | 0:24:50 | |
The team at the games studio have spent quite some time finalising | 0:24:50 | 0:24:54 | |
the audio design... | 0:24:54 | 0:24:56 | |
Three, two, one, go! | 0:24:56 | 0:24:58 | |
..as well as the track, the vehicles and the game environment. | 0:24:58 | 0:25:01 | |
Kito Blaze is ready to be unleashed on the game-playing world. | 0:25:04 | 0:25:08 | |
-Hi, would you like to come and play our game? -Come on. | 0:25:08 | 0:25:11 | |
Would you like to come and play Kito Blaze? | 0:25:11 | 0:25:13 | |
You can defy gravity with hover boards. | 0:25:13 | 0:25:15 | |
The rookies are doing a great job of attracting attention. | 0:25:15 | 0:25:18 | |
I love the graphics, how it's really easy to play. | 0:25:19 | 0:25:23 | |
What do you like best about it? | 0:25:24 | 0:25:26 | |
Probably the graphics. | 0:25:26 | 0:25:28 | |
Do you think you can make it to first? | 0:25:29 | 0:25:33 | |
Probably not. | 0:25:33 | 0:25:35 | |
This is a massive drop, to make it fun. | 0:25:35 | 0:25:37 | |
Argh! | 0:25:39 | 0:25:41 | |
Out of ten, what would you rate it? | 0:25:41 | 0:25:43 | |
-Ten. -Ten? -Definitely. | 0:25:43 | 0:25:45 | |
-Ten. -Ten? Was it that good? | 0:25:47 | 0:25:48 | |
Yeah! | 0:25:50 | 0:25:52 | |
The game is going down a storm with the public, | 0:25:52 | 0:25:55 | |
but what do the critics think? | 0:25:55 | 0:25:57 | |
Aoife Wilson is an influential games journalist, who travels the world | 0:25:57 | 0:26:01 | |
interviewing celebrities and games developers, talking about games. | 0:26:01 | 0:26:05 | |
Aoife has given Kito Blaze a whirl. | 0:26:05 | 0:26:08 | |
I really, really liked it. I have to say, I'm really impressed | 0:26:08 | 0:26:11 | |
you guys put that together so quickly. | 0:26:11 | 0:26:13 | |
I love the fact that there were loads of jumps. | 0:26:13 | 0:26:15 | |
Really, really good idea to end on a fake jump, cos you're going | 0:26:15 | 0:26:17 | |
towards the finish line and you see it and you're like, "Yeah!" | 0:26:17 | 0:26:20 | |
I was just blown away. The designs were really unique as well. | 0:26:20 | 0:26:23 | |
So, you guys did a fantastic job. | 0:26:23 | 0:26:26 | |
Kiya and Toby have had an incredible, | 0:26:26 | 0:26:29 | |
hands-on experience of life in the games business. | 0:26:29 | 0:26:32 | |
Do they get top marks from the mentors in the know? | 0:26:32 | 0:26:35 | |
Kiya and Toby, it's been wonderful working with you on this project. | 0:26:38 | 0:26:41 | |
You've shown some incredible, creative ideas | 0:26:41 | 0:26:43 | |
and are full of passion every day. | 0:26:43 | 0:26:45 | |
You certainly have everything that you need to work in this industry. | 0:26:45 | 0:26:49 | |
You definitely have what it takes to be a games artist in the future. | 0:26:49 | 0:26:52 | |
I can see you've got real passion for it and I say, go for it. | 0:26:52 | 0:26:54 | |
The main thing that impressed me? Your passion. | 0:26:54 | 0:26:56 | |
Passion for the game and making the game is one of the most | 0:26:56 | 0:26:59 | |
important things about being a games designer. Well done, guys. | 0:26:59 | 0:27:03 | |
Fantastic job. | 0:27:03 | 0:27:05 | |
Kiya, Toby, you've had a really good look around the gaming industry. | 0:27:05 | 0:27:09 | |
Do you still want to be games designers? | 0:27:09 | 0:27:11 | |
Yeah, I want to be a games artist, like Max. | 0:27:11 | 0:27:13 | |
Because I think it's creative and I like art | 0:27:13 | 0:27:18 | |
and you get to use a bit of maths. | 0:27:18 | 0:27:21 | |
I want to be just like Max, again, with the games artist | 0:27:21 | 0:27:26 | |
but as well as an audio designer, because that was really, | 0:27:26 | 0:27:29 | |
really interesting as well. | 0:27:29 | 0:27:30 | |
OK, well, fantastic. I think you've done brilliantly. | 0:27:30 | 0:27:33 | |
You should be really proud of yourselves. Well done. | 0:27:33 | 0:27:35 | |
-Thank you. -Yeah! | 0:27:35 | 0:27:37 |