• Title/Summary/Keyword: 코어 메카닉 다이어그램

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Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.