game
game
Genres of Games:
A video game genre is a specific category of games related by similar gameplay
characteristics. Video game genres are not usually defined by the setting or story of the
game or its medium of play, but by the way the player interacts with the game. In the
other term it is said as, all the games which we develop come under one of the various
predefined categories, these categories are also called Genre of Game.
Before developing a game, the game engineer or project leader has to decide what type of
game he wants to develop for his audience.
Genre of a game defines the exact category of the game and can be relayed through the
similar gameplay characteristics, like - the type of objectives and storyline, the levels and
camera point (i.e. FPS, TPS), the features and the storyline that the game is showcasing.
Genre of a game is not defined by the content or the playing mode, but by the common
challenges and characteristics, that the game is having.
EXAMPLE:
FIFA and PES - Pro Evolution Soccer have similar properties and objectives as both of
them are soccer games and the player's get points or the levels of difficulty raises as the
team wins the matches by scoring goals, like a real-life football match.
Here we have listed the main genres when it comes to categorizing games.
1. ACTION GAMES:
An action game is a video game genre that emphasizes physical challenges, including
hand–eye coordination and reaction time.
The action category has some sub-categories and they are listed below:
• Stealth Game: These games lean towards emphasizing trick and precision in
striking over the more obvious and unconcealed shooters. Examples are: Metal
Gear series, IGI series etc.
It is totally different from shooter games. This type of game makes staying
undetected by enemies by hiding, sneaking using disguises.
Example: While playing if the player gets some special abilities or gadgets or information
that the player can get during the game.
• Stealth Game: These games start with a minimal resource with the player, in a
hostile condition, along with open world situation with the objective to collect
resources, craft tools, artilleries and arms & protection, in order for the survival of
the player as the game proceeds.
• Shooter Games: In these games, players draw on a range of weapons for
contributing in the action that takes place at a distance.
It focuses on the defeat of the characters, enemies using ranged weapons given to the
player.
2. ADVENTURE GAMES:
Just like adventure movies, games with the storyline of adventure are full of
fictional landscapes, characters etc. These games portray a different way of
gameplay without excessive reflex, hard core challenges or actions.
The focus lies on the player in solving puzzles or mysteries by interacting with the
environment.
• Graphic Adventures
• Visual Novels (based on novels and stories) – Harry Potter (played using
PlayStations, X Box and other gaming consoles)
A player is chosen who plays the major role in the storyline full of
numerous adventurers and specializes in particular skill sets and that player
progress in the storyline incrementing his skills and powers. This category is one
of the most famous genres and is played by gamers worldwide.
• The roguelike Game: It is a sub-genre and its name comes from the gameplay
elements of 1980 computer game Rogue.
Example: Nethack is another example of roguelike game.
• Fantasy Games: Games such as Diablo, Final Fantasy, Prince of Persia have a
world full of unusual characters and villains and the player has to complete the
levels full of challenges and mysteries and there lies some hidden routes which
needs to be unlocked to proceed with the game.
4. SIMULATION GAMES:
These are primarily designed and developed to closely simulate(replicate)
all the aspects of our real life or a fictional setup.
The various sub-categories of simulation games are: -
• Farming Simulation
• Vehicle Simulation
• Life Simulation
• Management Simulation
5. STRATEGY GAMES:
The main focus lies on the gameplay which require a cautious and skilled mindset
and a good plan for being victorious.
• 4X Game: 4X games refer to a genre of a specific form of strategy video games
having four primary goals which are-
1. eXplore
2. eXpand
3. eXploit
4. eXterminate
• Tower Defence:
Tower defence games have a very simple format and gameplay. Make your
tower strong by deploying suitable define system to demolish the enemy troops.
MOBA games are also called the action real-time strategy (ARTS) games,
which is a sub-genre of strategy games which was originated as a real-time
strategy game wherein a player takes control over a single character in one of two
teams.
6. SPORTS GAMES:
As you grow your skill levels, your game will also engage in mimicking
real professional athletes and the way they move and play.
• Racing
• Indoor Sports
• Outdoor Sports
• Fighting
There are a handful of great educational games out there which can actually help
children and kids and even grownups to learn new things and gather knowledge.
10. Logic Game: Logic games are unique puzzles found nowhere else but on the
LSAT.
Example: Logic puzzle, including Sudoku, Futoshiki, Kakuro, etc.
Logic games, a section of the LSAT. a game-theoretical device for defining the
semantics of a logic.
11. Music Game: Music video game where the gameplay is meaningfully and often
almost entirely oriented around the player's interactions with a musical score or
individual songs.
12. Party Game: Party video games are commonly designed as a collection of simple
minigames, designed to be intuitive and easy to control, and allow for competition
between many players.
13. Trivia Game: A trivia game or competition is one where the competitors are
asked questions about interesting but unimportant facts in many subjects.
14. Board Game/Card Game: Card video gaming refers to the use of cards in
electronic or digital gaming devices to play various games of chance.
These games can include card games, such as poker or blackjack, as well as
games that combine cards with other elements, such as dice or football simulations
It is very crucial to understand the genre of the game before starting with game
development. If you are working for some client for Game development project, try to
understand the genre of the game that your client has in mind, it will help you with
following:
1. Design the theme of your Game. An adventure game may look good with a forest
backdrop, while a game being designed for school kids would look good with
colorful backdrop etc.
3. Use of blood and violence in the game is only advised for Action games for 18+
age group players.
Hence, you get a lot of ideas once the genre of the game is defined.
2D Computer Graphics:
3D Computer Graphics:
The Visual Cortex: This is located in the one part of the brain. It is responsible for
interpreting and processing visual information received from the eyes. The Visual Cortex
in each human eye first perceives the three dimensions of space as 2D images.
Both 2D and 3D types of graphics can be created with various software and technics such
as Vector graphics, raster graphics, pixel art, 3D Modelling, rendering, animation and
more.
b. Raster Graphics: This is a type of digital image that uses tiny rectangular
pixels or picture elements arranged in a grid formation to represent an
image.
c. Pixel Art: It is an art form that uses distinct, discrete color elements to
create images.
APPLICATIONS OF 3D MODELS:
4. Automotive and aerospace industries: 3D modelling is used in both the design and
testing of vehicles and their components and in the advertising and marketing of them.
Many commercials of cars and airliners feature 3D generated imagery that looks so
realistic it’s nearly impossible to tell they aren’t real camera footage. 3D allows for
realistic simulations, which can be used in testing an idea or vehicle before it’s built.
3. PIXEL ART: 2D and 3D avatars can be designed in pixel art, using grid of
pixels to create the characters. This style s common in indie games
(Independent games), retro style games. It is a video game that usually
made by smaller development teams or even individuals on their own
without financial or technical support from large game publishers.
Example: Mine Craft was an indie game created by solo developer Markus
Persson, also known as Notch. The game begins in 2009 and later in 2014
indie status changed to the general game.
1. 3D Models
2. Texturing: Textures are applied to 3D models to give them color, patterns etc.
GAME COMPONENTS:
Game components are the specific features that represent the intended mechanics
and dynamics. These could cover common components like points, badges and
leaderboard. The components are seen as the building blocks for the game
mechanics and dynamics to work accordingly.
• Game World
The game world is crucial for any good video game. After all, the game world
makes gamers live their gaming experience in the most authentic way. A game
design program will help you build a game that will make the players forget that
they are not living it. The characters of the game should feel natural and living.
Usually, inline game designers, concept artists, etc., are responsible for this part of
game design.
• Game Storyline
Mission designers are the ones who have the responsibility of developing a
storyline for a game. They build the narrative of the game, develop characters and
events that will appeal to the gamers and keep them engaged.
• Music
Another crucial aspect of making a video game popular is its music. Music has the
potential to take the video game to the next level by adding a certain mood to it.
Music can set the right pace for the gamer and get them hooked on an exciting
battle ahead. Without music, a video game is incomplete.
• Quality Assurance
For this step, we see the involvement of game testers. They check the software and
look out for any glitches or bugs in the game. Game testers possess exceptionally
high technical knowledge and evaluation skills.
2D AND 3D TRANSFORMATIONS:
2D TRANSFORMATIONS:
• Rotation
• Translation
• Scaling
• Reflection
• Shearing
Rotation:
Translation:
2D Translation is a transformation technique that changes the position of each point in
an object or a coordinate system by a specified distance in the x and y
axes.
Scaling:
The scaling process is depicted using the scaling matrix S in the given figure:
Reflection:
Shearing:
Translation:
It is the process of changing the relative location of a 3-D object with respect to the
original position by changing its coordinates.
Center of Projection:
It is an arbitrary point from where the lines are drawn on each point of an object.
• If cop is located at a finite point in 3D space, Perspective projection is the result
• If the cop is located at infinity, all the lines are parallel and the result is a parallel
projection.
Parallel Projection:
A projection is said to be parallel, if center of projection is at an infinite distance from the
projected plane. The projection lines are parallel to each other and extended from the
object and intersect the view plane. It preserves relative propositions of objects, and it is
used in drafting to produce scale drawings of 3D objects. This is not a realistic
representation; the point of intersection is the projection of the vertex.
Parallel projection is divided into two parts and these two-parts sub divided into many.
Orthographic Projections:
In orthographic projection the direction of projection is normal to the projection of the
plane. In orthographic lines are parallel to each other making an angle 90 with view
plane. Orthographic parallel projections are done by projecting points along parallel lines
that are perpendicular to the projection line. Orthographic projections are most often used
to procedure the front, side, and top views of an object are called evaluations.
EXAMPLE: Engineering and architectural drawings commonly employ these
orthographic projections.
Orthographic is subdivided into two types and those are been divided in sub types.
Axonometric Orthographic Projections:
Orthographic projections that show more than one side of an object are called
axonometric orthographic projections.
This is divided into three types:
• Isometric Projections: The most common axonometric projection is an isometric
projection. In this projection parallelism of lines are preserved but angles are not
preserved.
• Dimetric projections: In these two projectors have equal angles with respect to
two principal axes.
• Trimetric projections: The direction of projection makes unequal angle with their
principal axis.
Oblique Projections:
Oblique projections are obtained by projectors along parallel lines that are not
perpendicular to the projection plane. An oblique projection shows the front and top
surfaces that include the three dimensions of height, width and depth.
Perspective Projections:
A perspective projection is the one produced by straight lines radiating from a common
point and passing through point on the sphere to the plane of projection. Perspective
projection is a geometric technique used to produce a three-dimensional graphic image on
a plane, corresponding to what person sees.
Different types of perspective projections:
• One point perspective projections: In this, principal axis has a finite vanishing
point. Perspective projection is simple to draw.
• Two-point perspective projections: Exactly 2 principals have vanishing points.
Perspective projection gives better impression of depth.
• Three-point perspective projections: All the three principal axes have finite
vanishing point. Perspective projection is most difficult to draw.
COLOR MODELS:
Color models in game programming are essential for defining and representing colors in a
digital environment. They provide a systematic way to express and manipulate colors,
which are crucial for rendering visuals and creating immersive game experiences. Several
color models are commonly used in game programming:
1. RGB (Red, Green, Blue):
Description: RGB is an additive color model in which various colors are produced by
combining red, green, and blue light in varying intensities. All other colors are produced
by the proportional ratio of these three colors only. 0 represents the black and as the value
increases the color intensity increases.
Usage in Games: RGB is extensively used in game development for defining colors in
digital displays, where each pixel's color is composed of different levels of red, green, and
blue light.
Color combination:
Green (255) + Red (255) = Yellow
Green (255) + Blue (255) = Cyan
Red (255) + Blue (255) = Magenta
Red (255) + Green (255) + Blue (255) = White
1-RGB = CMY
Cyan is negative of Red.
Magenta is negative of Green.
Yellow is negative of Blue.
4. HSL (Hue, Saturation, Lightness):
Hue is a color component. Since the cone represents the HSV model, the hue represents
different colors in different angle ranges.
Saturation as the name suggest describes the percentage of the color. Sometimes this
value lies in the 0 to 1 range. 0 being the grey and 1 being the primary color. Saturation
describes the grey color.
The value represents the intensity of the color chosen. Its value lies in percentage from 0
to 100. 0 is black and 100 is the brightest and reveals the color.
These color models provide a structured way to represent and manipulate colors in game
development, enabling developers to create vibrant visuals, implement various effects, and
ensure consistency in rendering across different devices and platforms. The choice of color
model often depends on the specific requirements of the game and the intended visual
outcome.
These color models provide a structured way to represent and manipulate colors in game
development, enabling developers to create vibrant visuals, implement various effects, and
ensure consistency in rendering across different devices and platforms. The choice of color
model often depends on the specific requirements of the game and the intended visual
outcome.
Illumination Models:
Illumination models in game programming focus on simulating how light interacts with
objects and their surfaces. These models help determine how light affects the color,
brightness, and shading of objects in a 3D scene. Some common illumination models
include:
1.Ambient Lighting: Represents the light that is scattered or bounced around in the
environment, providing a base level of illumination to prevent scenes from appearing
completely dark in areas not directly lit by a light source.
2.Diffuse Reflection: Describes how light scatters or spreads when it hits a surface,
illuminating the surface uniformly. It's responsible for the primary color and brightness of
an object.
3.Specular Reflection: Refers to the shiny or reflective highlights on surfaces when light
is reflected off in a concentrated manner. This aspect is crucial for representing glossy or
metallic surfaces.
4.Emissive Lighting: Represents surfaces that emit light themselves, such as glowing
objects or light sources.
Shader Models:
Shaders are programs that describe the rendering process of an object in a scene, governing
how the surfaces are lit, colored, and shaded. Shader models define the algorithms and
operations for simulating various lighting effects and material properties. Some common
shader models in game programming are:
1.Vertex Shaders: Operate on each vertex of a 3D model and are responsible for
transformations like position, normal vector calculation, and passing data to the next stage.
2.Fragment (Pixel) Shaders: Handle individual pixels and are responsible for determining
the final color of each pixel. They incorporate lighting calculations, textures, and effects to
determine the pixel's appearance.
4.Tessellation Shaders: Control the level of detail for geometry, adjusting the complexity
of 3D models dynamically.
Shader Effects:
Normal Mapping: Simulates finer surface details without adding extra geometry by
altering the way light interacts with surfaces based on normal maps.
Global Illumination (GI): Simulates indirect light bounces, enhancing the realism of
lighting in the scene.
The choice and implementation of illumination and shader models in game development
significantly impact the overall visual quality and realism of the game's graphics,
contributing to immersive and visually appealing experiences for players.
ANIMATION:
The simulation of movement created by a series of pictures is animation.
Animation is method of photographing successive drawings, models or even puppets to
create illusion of movement in a sequence. Because our eyes can only retain an image for
approximately 1/ 10 of second, when multiple images appear in fast succession, the brain
blends them into a single moving image.
Animation in game programming involves bringing characters, objects, and environments
to life by creating the illusion of movement and action. It's a crucial aspect of game
development that enhances the player's immersion and engagement. There are various
types of animations used in games:
1. Frame by frame
2. Keyframe 2D
3. 3D
4. Stop Motion
5. Animation mixed with live action
6. Motion Graphics
7. White Board
8. Typography
9. Claymation
10. Rotoscope
11. Mechanical
12. Skeletal Animation
13. Morph Target animation (Blend Shapes)
14. Procedural Animation
15. Inverse Kinematics (IK)
1. Frame by frame:
This is also called as traditional animation. This traditional animation
technique – sometimes called flipbook animation or the stop-motion method
– is like a flipbook come to life. It’s an old-school style of animation, which
involves drawing each frame individually with incremental changes in each
image adding the sense of motion. It’s how early animated classics like
Steamboat Willie (1928) were created. While frame by frame gives
animators full control over how their characters move and interact with their
environment. Most animated videos will run at a minimum of 12 frames per
second (FPS).
2. Keyframe 2D:
Keyframe computer animation removes a lot of the time-consuming
work associated with stop motion. To put it in the simplest terms, keyframe
animation lets you use computers to set the ‘key frames’ of an element or
character’s movement – e.g. the beginning, the middle and the end of a
movement – and a computer will then render the frames in between those
points. This saves huge amounts of time and effort and makes animation a
lot more accessible to a much wider range of brands.
3. 3D Animation:
3D animation adds a third dimension – depth – to the animation equation,
creating a highly dynamic animated environment that empowers marketers
to craft realistic settings, characters, objects, textures, and lighting to
vitalize their videos in new ways. Most of the modern animated movies
you’re likely familiar with use this animation style; “Moana,”
“Frozen,” and “Coco” are just three of thousands of 3D-animated
movies created in the past several years.
1.Asset Creation: Artists design and create the 3D models, textures, and rig the characters
for animation.
2.Animation Software: Animators use specialized software like Blender, Maya, or 3ds
Max to create animations. These animations are then exported to formats compatible with
the game engine.
3.Integration with Game Engine: Game developers import the animations into the game
engine and implement them using scripts or built-in tools for controlling the playback and
blending of animations.
4.Programming & Scripting: Programmers write code to control the playback of
animations based on in-game events, player actions, or environmental interactions.
5.Blending and Transition: The game engine allows for smooth transitioning between
animations, blending different motions, and controlling the timing of the animations.
Animation is a critical part of game development that contributes to the overall gaming
experience, bringing characters and worlds to life and making the gameplay more
immersive and engaging for the players.
CONTROLLER-BASED ANIMATION:
Controllers: Gamepads, keyboards, or any input devices used by players to interact with
the game.
Inputs: Various actions or commands (e.g., button presses, analog stick movement)
initiated by players using these devices.
2. Mapping Inputs to Animations:
Movement: Inputs from analog sticks or directional keys can trigger walking, running, or
other locomotion animations.
Actions: Button presses or combinations may activate combat moves, jumps, crouching,
or interactions with the game world.
Games often implement a state-based system to control animations based on the current
state of the character or object:
Finite State Machines (FSMs): Different states (e.g., idle, walking, running, attacking)
are defined, and the corresponding animations are played based on the current state.
Smooth transitions between animations are crucial to avoid abrupt or jarring changes.
Techniques such as animation blending and transition systems are used:
Animation Blending: Allows for combining multiple animations (e.g., blending a walking
animation with an aiming animation for more fluid movement in a shooting game).
Transitions: Provide smooth shifts from one animation state to another to avoid sudden
changes in character movements.
Game developers write scripts or code to handle the logic for animation control:
Input Handling: Capturing input events and translating them into animation triggers.
Animation Control: Orchestrating the playback and transitions between animations based
on the received inputs or game states.
Visual Feedback: Ensure that the animations respond promptly to player actions,
providing clear feedback for their input.
Responsiveness: Make sure that the animations feel connected to the player's commands,
ensuring the character or objects move in sync with the user's input.
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