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Make Sure You Can Shift

by Koen Deetman on 11/12/13 09:00:00 am

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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

Automation has struck down on game development. Developing a game gets easier every year. Certain jobs aren't necessary anymore, game companies go bankrupt, business plans can not keep up with industry development speeds. In short the game industry requires a high shifting skill. Today I want to talk about a few of these speedy developments. Where is the industry heading? And what do I think are upcomming trends?

 

source: http://www.branddrivendigital.com/shifting-gears-brand-driven-insights/

 

 

Software


Procedural Gameplay

At an early stage in my study I learned about 'procedural gameplay'. Code that is generating code for gameplay. Gameplay elements that are designed to form and adapt on itself. It is like 'generating' gameplay has it's own artificial intelligence. Procedural gameplay is an interesting development and also a development to be scared of. That if you are a level designer for example. Still designers need to develop a second skill and I think this becomes more and more important. It could be possible we are heading towards an industry game, designers aren't needed anymore, because games design themselves. As game designer you have to shift gears by desiging a more complex system that is able to design itself. Create a bigger picture. Like the code and gameplay adapts to this new system, you as a game designer should adapt as well. A nice example of procedural gameplay is dules a game by Ludomotion.

 

source: http://dulesgame.com/

 

 

 

Procedural Content/Modelling

If you are a modeller in the game industry, be ready for some bad weather coming down on your roof. Modelling has been an ongoing development. Game Developers are always looking for great quality and speed. Great modelling takes time and effort to create something beautiful. At this moment, applications start to arrise speeding up this proces. I talked to a game developer specialising in procedural modelling. He could model an environment within an hour some modellers would take a week to accomplish. In fact he was able to make changes to the model that would take days to complete by a standard modeller. You can argue with me, modellers are still needed for high quality characters, but the day is coming this won't be needed anymore.

 

 

source: http://www.cgmotionbox.com/2013/07/introducing-the-houdini-engine/



Hardware

 

Oculus Rift

 

Not only software is making progres, hardware is changing as well. For years we have been waiting for a 'virtual reality' device. A device that facilitates the feeling we are 'in' the game. I have always dreamed about the day this would be possible. I have the feeling that day is here now. Oculus Rift is the first virtual reality device proving this works in my opinion. It's definitely a new 'layer' of control and experience. They are spreading development kits around and are set to release in 2014. Mark my words, this is going to be something worth investing in. Once consumers are confident to make use of this technology and Oculus keeps refining it's hardware, we are set for amazing game experiences in years to come.

 

 

source: http://www.offdutygamers.com/2012/08/introducing-the-oculus-rift-virtual-reality-gaming-headset/

 

 

Omni

How would we move through the room? A question developers at Omni asked themselves. They came up with a prototype that looks like a large 'pit' you can walk in wearing special shoes. The Omni is set to release soon. I think this is a great development for exploration games or maybe healthy 'jogging' experiences. I still have to try this out what it exactly feels like. I think it still needs more development to completely convince me this being used by a large audience. In combination with the Oculus Rift it should be a greatly improved experience walking through a digital environment. I imagine it would feel more like you are part of the game than before. I'm sure more and more companies will offer a similar variant of this prototype in the future.

 

source: http://news.cnet.com/8301-17938_105-57588122-1/omni-gaming-treadmill-one-step-closer-to-total-immersion/

 

 

 

ARAIG

So when you can see, and walk through digital worlds, let's feel some digital interaction! That is what ARAIG is trying to develop. They made a bodysuit that can simulate a bullet impact for example. It won't hurt you in anyway but think about a dualshock controller on you chest. Again if combined with techonologies like Omni and Oculus, this would enrich your game experience even more. 

 

 

source: http://www.pcgamer.com/2013/05/31/as-real-as-it-gets-heres-an-exoskeleton-suit-for-your-gaming-needs/

 

Concluding

I think it's up to us developers to come up with great ideas for implementation without developing the most obvious type of games. It sure depends on developers if these techonologies will survive and if we can come up with great solutions and applications. For us as developers it's important we keep track of what's happening with hard and software. Implementing these hardware technologies are no longer a hazardous struggle, meaning developers will adapt and use this. I know a few developers that are stubborn and for example still work in old versions of software because they are 'used' to this. It's understandable but not wise if you ask me. 

 

Are there any great developments you keep track of?


/Koen
 

 

Find Me On:

Blog: http://www.koendeetman.com

Twitter: @KoenDeetman
Facebook: Koen.Deetman

Company: KeokeNInteractive



Ask me a question anytime at:
http://ask.fm/koendeetman


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