ISU Fall 2026 - DGD205 Week 3 - 08.10.2026 — Transcript
Full transcript
- 0:01Good morning everyone. Welcome to DGD
- 0:04205 game development pipelines and this
- 0:07is week three. It's 8th of October 2026.
- 0:12Now just before we started we were
- 0:14chatting a little bit about what a game
- 0:16engine is and why should we use one now
- 0:20that AI is here and we can just say put
- 0:23this on the screen do this and it just
- 0:25does it for us. Now
- 0:28I will just summarize and I will get
- 0:29back to the class after that. Now the
- 0:32end the thing that we call an engine.
- 0:35See I don't like this one. When I'm
- 0:37writing I'm just looking down in the
- 0:38camera here. So you see me looking down.
- 0:40You see the top of my head. It's
- 0:42pointless but it's in front of me. So I
- 0:44will probably drop this workflow but for
- 0:46this week bear with me. Anyway,
- 0:49now a game engine is not just a graphics
- 0:52engine. There is a for example there's a
- 0:54graphics engine called Auggre for that
- 0:56specific purpose. It just draws graphics
- 0:58on the screen. But a game engine does
- 1:01many things for you besides graphics. It
- 1:04for example Unity I'm proficient in
- 1:06Unity so I can tell you in Unity. Unity
- 1:09handles audio. It has mixers. It has
- 1:11spatial audio which means depending on
- 1:14where in 3D games depending on where the
- 1:16sound source is in 3D space and where
- 1:19your camera is it can adjust the left
- 1:21and right speakers so you hear it from
- 1:24that side. If you make your own engine,
- 1:26you have to program for that, right?
- 1:29Unity has animation pipelines, not very
- 1:33it's a little bit outdated and it's a
- 1:35little bit clunky and there are other
- 1:37packages out there that solve that
- 1:38problem. So you can buy them, integrate
- 1:41them. So other people are creating
- 1:44assets for these engines as well and you
- 1:46can use them. The other thing is
- 1:48ecosystem. You don't have to code
- 1:50everything. You don't have to AI have AI
- 1:53code everything, right? there's UI
- 1:55system there and there's a set code
- 1:57base. So for example, a person who only
- 2:00codes for Unity in C may not be
- 2:04proficient with regular software
- 2:07development or headless software
- 2:09development with C because Unity has
- 2:13update method and maybe you don't know
- 2:16how to advance a tech without that in C.
- 2:19Unity does that for you. So it gives you
- 2:21a framework to work with. Now when you
- 2:25want to do make your own engine, your
- 2:28custom engine, what you have to do is
- 2:30plan for all of these. You can plan for
- 2:33these step by step as the need arises.
- 2:36But every time you do, you will have to
- 2:38go into your codebase and rip things
- 2:42apart to make things fit. Now mate asked
- 2:45the question regarding this. There is AI
- 2:47now. Do we need to use those engines
- 2:51over there? But every new feature you
- 2:54want is going to be something you will
- 2:57tell AI to do for you, right? And AI at
- 3:03these at this this year and last year
- 3:06and probably next year as well,
- 3:09AI has the thing called tunnel vision.
- 3:12So it you tell AI to create you a UI
- 3:15system and it if it if it feels
- 3:18necessary it rips through the rest of
- 3:21your code base to make things fit to
- 3:24build the UI system but other things
- 3:27break. They do it all the time. Okay?
- 3:32Because they only focus at that moment
- 3:35that AI agent only wants to do what you
- 3:39wanted it to do. other things are
- 3:41collateral. Now what you can do to
- 3:44prevent this if you set out if you don't
- 3:48say
- 3:49draw a square on the screen it will do
- 3:51whatever it needs to draw a square on
- 3:53the screen okay and then you say I want
- 3:56to use wd to be able to move this screen
- 4:00move this square sorry
- 4:03so what it will do is just to create a
- 4:05basic system and for example it will
- 4:09bind it to w because you said so It will
- 4:12not include the arrow keys. It will not
- 4:13make it rebindable. Those things are not
- 4:15in its mind at all. And then you will
- 4:18say for example, I want space to shoot
- 4:22something.
- 4:23So we are gradually building a shoot
- 4:26them up, right? It's like this. And then
- 4:28I will replace this with a sprite. So
- 4:31but
- 4:33the AI doesn't know your next step, what
- 4:36you have in mind. It doesn't know you
- 4:39want to replace this with a plain
- 4:41graphic later on. So, it just didn't put
- 4:44that sprite idea in place. It just put a
- 4:47square. Right now, this is a very minor
- 4:49change. No problem at all. But when you
- 4:51want to switch them later on, it might
- 4:54need it might need to rip through
- 4:58previous things it has written.
- 5:03Does it make sense?
- 5:08Does it? I hope it does. So, what you
- 5:11can do is to start structured. If you
- 5:15want that, you tell AI, I want to build
- 5:19an engine that does this, this, this,
- 5:22and this. For example, you can say, do
- 5:24you have any questions for me? Because
- 5:26it might think of something you did not
- 5:28know about. It will probably think of
- 5:31something you did not know about because
- 5:32like it or not any AI agent that is chat
- 5:36GPT cloud or Gemini right now knows more
- 5:39than you about writing a game engine
- 5:41right normally. So so but you can talk
- 5:46with the AI to I'm going to show you
- 5:49something if only I can find this. Where
- 5:53is this? I'm looking for the place to
- 5:54put the stylus.
- 5:56So
- 5:58for example, let me show you something I
- 6:00did. This is you guys. I will share my
- 6:03screen with you with sound
- 6:09and I want you to see me as well because
- 6:12so for example actually let me open VS
- 6:16code. We will go better from there. I
- 6:18don't know which one will open. So I
- 6:20will just text detective. Okay, that's
- 6:22all right. But this one uh this one
- 6:25isn't the thing I'm looking for. I'm
- 6:29looking for undermine the incremental
- 6:32I'm working on. Here it is.
- 6:35So for example for undermine
- 6:38actually let me show you my GitHub if it
- 6:40is here.
- 6:43See, you see this screen right on the
- 6:46left hand side
- 6:52you have. Wait a second. Where is it?
- 6:56Where is it?
- 6:59Source. Here it is.
- 7:01So, this game, let me show you what it
- 7:05is.
- 7:09Where does it run?
- 7:11Show me where you run.
- 7:17Okay, it's not running. Huh? It is
- 7:20already. Okay.
- 7:2373.
- 7:29Now,
- 7:33this is this is the game. All right. So
- 7:36you just uh build shafts and then push
- 7:40mining equipment into it and it starts
- 7:41digging for you. So it's a mining
- 7:43incremental game. All right. Now I will
- 7:45show you this.
- 7:48The game is actually this.
- 7:52So I first built I told cloud that I'm
- 7:57going to use phaser and I want to build
- 8:00a hex game engine inside phaser. So I
- 8:05don't
- 8:07if there is a demo scene. Let me try to
- 8:10find that
- 8:17demo scene. There is a demo scene but I
- 8:19don't know how I can. So I have
- 8:21forgotten how I can do that. So
- 8:25let's ask
- 8:27I want to start the demo scene for this
- 8:32game.
- 8:35which will
- 8:37display all the underlying engine
- 8:41capabilities
- 8:43like tiles, arrows, etc.
- 8:49Scan the codebase and tell me how I can
- 8:54display it because I forgot. I mean,
- 8:57it's been about one and a half months
- 8:59since I made this. So it's going to
- 9:03look through things now.
- 9:06So this is a brand new fresh agent. It's
- 9:09going to go through the codebase. So uh
- 9:12level name public levels with no
- 9:14extension.
- 9:18So scene demo. It wants this one. Okay.
- 9:23Let's go back here.
- 9:30scene demo. Here it is. So,
- 9:35for example, I made this one and I
- 9:39worked with phaser. I worked with cloud
- 9:41code and I said I want a hex engine and
- 9:46for reference, let me show you how I
- 9:49structured this, how I planned this. I
- 9:51mean this is a little bit out of our
- 9:52scope for the class but I think this is
- 9:54a much more valuable thing for you to
- 9:57learn so we will catch up on the other
- 9:59don't worry about that where is my steam
- 10:01where is my steam now there is this game
- 10:04I don't know if you heard of it who who
- 10:07among you likes playing strategy games
- 10:11turnbased
- 10:13strategy trying to
- 10:23There is a game called Into the Bridge.
- 10:26If you don't know about it, it is on
- 10:28discount. Okay, you all have to buy it
- 10:29or you cannot pass my class. Okay, I'm
- 10:32not serious or or am I? But let me show
- 10:36you the trailer because it is just that
- 10:39good. It's worth one minute of your
- 10:41time.
- 11:00Heat. Heat.
- 11:07Heat. Heat.
- 11:17[music]
- 11:38>> [music]
- 11:42>> So you will understand why it is so
- 11:44great when you play it if you are into
- 11:46strategy games otherwise it might bore
- 11:48you. But every
- 11:51every game screen is like a chessboard
- 11:54and every turn what the enemies will do
- 11:57is perfectly shown. It's called
- 12:00telegraphing. So when you show what an
- 12:02enemy will do, it's telegraphing. You
- 12:04see it a lot in games. And in this one,
- 12:07there is no randomness. What each enemy
- 12:10will do is completely
- 12:13open to you. So you can see it, right?
- 12:16And then you act accordingly. So each
- 12:19turn is like solving a puzzle.
- 12:22Anyway, I just love this game. And I
- 12:25said to myself, I want to build a
- 12:27prototype like this, but with hexagons
- 12:30because this is a little bit I want to
- 12:32do try something different. I want I
- 12:34don't want to make a clone of this. So,
- 12:35I want to introduce something new. And a
- 12:38hexport is something that is tried and
- 12:40tested in strategy games. So, I said to
- 12:43cloud, I want to build some this is our
- 12:45gold standard. This is our baseline.
- 12:48Okay. And I want to build something like
- 12:49this. And it gave me a spec list. You
- 12:52should we need this, this, this, and
- 12:54this. And then I said, okay, first let's
- 12:57build the grid. And for example, I think
- 13:01besides the demo, there is this
- 13:05hexagon. No, hexagon is this one. Okay.
- 13:08Anyway, I don't want to go too deep into
- 13:11that. But what you can do is for example
- 13:15you can draw paths from one point to
- 13:18another
- 13:19like this. And these paths can follow
- 13:22around obstacles.
- 13:24So or you can highlight cells like this.
- 13:29And you can have twins move objects.
- 13:34So this is just a press of a button. And
- 13:38you can have indicators like this from
- 13:41one hex to another to show
- 13:42directionality, right? And you can have
- 13:45small icons on the bottom right or any
- 13:48point of the hex to show any status
- 13:51icons. So I thought what would a game
- 13:54like that require? And I said I want a
- 13:58game engine. Technically this is not a
- 14:00game engine itself. It uses phase phaser
- 14:03game engine but it's a another framework
- 14:06on top of it. Right? So this can build
- 14:10any game that uses a hex like this. This
- 14:13has no troop movement. It has movement
- 14:17but it doesn't have an understanding of
- 14:19a unit, a character, a stat. It is a
- 14:22grid. It can create a grid. It can draw
- 14:25lines on cells because I want to show
- 14:28paths for example. And it can calculate
- 14:31the path from one point to another, the
- 14:34shortest path. It's a very simple
- 14:36algorithm. It can highlight cells. It
- 14:38can highlight tiles. And it can print
- 14:41sprites on these tiles. So this is a
- 14:44game engine I built. And then on top of
- 14:49that,
- 14:53I I realized I first want to do
- 14:55something simpler. I don't want to go
- 14:56into complex unit calculations and
- 14:59combat mechanics and balancing. So I
- 15:02said I'll just make a mining incremental
- 15:04game. So this uses the same engine. The
- 15:06underlying engine is the same. And you
- 15:09can see now when I just for example
- 15:11click on this I highlighted the tile.
- 15:14This is engines capability. So I just
- 15:17say when I'm coding this game I say to
- 15:20the AI when I click on a tile it should
- 15:23be highlighted. That's all I have to say
- 15:25because the engine I built beforehand
- 15:29already has the code for it and most
- 15:31importantly
- 15:33I have full documentation for that here
- 15:38because one of my command commands to
- 15:41cloud was whenever we add a feature you
- 15:44will add extensive documentation for
- 15:47that because I will not always work with
- 15:50the same agent. Sometimes maybe I will
- 15:53use this game engine with another agent
- 15:56or I will give it to somebody else, a
- 15:58human to work with, right? Documentation
- 16:01has to be there. And in the older times
- 16:04when we were coding by hand,
- 16:05documentation was that thing everybody
- 16:07dreaded.
- 16:09No coders, designers, nobody wanted to
- 16:11mess with the documentation. They just
- 16:13wanted to do the job, right? But
- 16:15documentation is just as important as
- 16:18doing the thing. Without that you have
- 16:20no memory of what you did and why you
- 16:23did it. Imagine people just living
- 16:25through life old up till days and they
- 16:28never kept any records. It would be a
- 16:30mess, right? Our entire society would be
- 16:33a complete mess anyway. But now AI can
- 16:36do this very cheaply and I can highlight
- 16:39cells. This costs me nothing to
- 16:42implement in the game because the engine
- 16:44already has it. And for example, the
- 16:48engine has no UI. This is just a
- 16:50placeholder UI so you can see it. See it
- 16:53just logs things very bare bones. But
- 16:56then I select an equipment
- 16:58and you see this is for free because
- 17:01these arrows are already implemented in
- 17:03the engine. So I just say to the AI when
- 17:06I want to build an equipment
- 17:09choose the push direction and highlight
- 17:12it. So you push it like this. For
- 17:14example, I will build a shaft here. It
- 17:16costs incrementally more but I have $1
- 17:19trillion anyway. So what you do is for
- 17:21example you push another one. Okay. And
- 17:25then you push another one and it merges.
- 17:26It's a merge incremental
- 17:29right. But I had to deal with some
- 17:31limitations myself. So for example if I
- 17:35hope they are still here I will to show
- 17:37them to you external images. So you see
- 17:41I had a merge problem.
- 17:44Not that one. Shaft problem. So I just
- 17:47took these. But where is that? Oh, I I
- 17:50deleted them. So there was a graphics
- 17:52problem. Very basic. When I zoomed out,
- 17:56these lines, see these lines here would
- 17:59disappear, right? Because of antalyzing
- 18:02and such. Now Godo, Unity, Unreal, or
- 18:06pretty much any other engine you will
- 18:07deal with already has this. My engine
- 18:11Phaser did not. and my engine did not
- 18:15right. So I had to work with AI with
- 18:18cloud and it took about three or four
- 18:21days to handle it properly.
- 18:25I I had to work with AI to create for
- 18:27example atlases of sprites here because
- 18:31I handled that problem. These these
- 18:34lines would disappear. I wish the image
- 18:36was there to show. Wait wait wait a
- 18:38second. Maybe it lives in my screenshots
- 18:41folder. Let me try to find it.
- 18:46Ah, it's on the other computer. Not
- 18:47here. I work on the other computer.
- 18:48Anyway, no worries. But the thing is
- 18:52then I I solved these problems, these
- 18:55lines disappearing. But then I had
- 18:59complete fault lines like this because
- 19:02the map is being divided into chunks and
- 19:04rendered that way. So I had to solve
- 19:07that one. Unity has that built in.
- 19:10Unreal is not that good at 2D, but it
- 19:13has it built in. Godo definitely has it
- 19:16built in. And now my engine has that
- 19:19built in. But I did this because, for
- 19:22example, this game was not in this. This
- 19:25game was not an idea. This game was just
- 19:28because I didn't want to make something
- 19:30as complicated as this for a starting
- 19:33game in this one engine. Right? So I
- 19:36will build this one. But then I will
- 19:38have a hex engine. And actually when I
- 19:41talked to cloud as when creating this I
- 19:44said this will be this engine will be
- 19:46hex for now but in the future it will
- 19:50definitely have square grids as well
- 19:53rectangular grids. So plan for that.
- 19:57Does it make sense?
- 20:01So I don't know what it did inside. I
- 20:03admit because as I said I'm not a
- 20:05JavaScript coder. I don't know what's
- 20:07going on inside this grid. See this
- 20:10entire grid is the engine and this game
- 20:13is what you see on the screen. This is
- 20:15the game. Okay, it doesn't even have
- 20:18proper folder structure because I just
- 20:20let it do its thing. Maybe we should do
- 20:23this sometime. But this thing animation
- 20:26and I worked in modules animation module
- 20:29camera module clustering it. It detects
- 20:32clusters for biomes etc. for example and
- 20:35vis there is visibility some if
- 20:37something is
- 20:40further front it overlaps the it
- 20:46closes the thing on the back I'm a
- 20:50little bit sleepless and hungry I'm
- 20:52sorry about that but there was also one
- 20:56scene
- 20:58okay it public levels
- 21:01Round world 20. Let's try that one.
- 21:11But how do I round
- 21:1520? Let's try that. No, doesn't work.
- 21:19Hexagon pointy.
- 21:26No, you lied to me.
- 21:30scene. Demo demo scene. Ah, level. Okay,
- 21:34not scene. Sorry about that.
- 21:39But there was a tilted
- 21:47tilted
- 21:49demo level.
- 21:52So because this is top down but this is
- 21:55not right. You see it at an angle. So I
- 21:58said I told cloud to that this should be
- 22:02able to work at an angle and all the
- 22:05because it is 2D it cannot actually turn
- 22:08it. What it does is squish the tiles to
- 22:11make it look like it is turning right.
- 22:16So let's see where that one is.
- 22:20and hexagon tilted a copy and
- 22:24okay let's do what it says
- 22:29I think I deleted that out of it
- 22:32let's go into the level
- 22:35and it says add tilt
- 22:43so it's been a while so I forget about
- 22:46these things.
- 22:52No. Is it?
- 22:59Let's try. I mean, what can we lose? We
- 23:02are doing things together, right?
- 23:08No, didn't work.
- 23:12Oh, wait a second. Let's see. Where is
- 23:15the tilt value in this one?
- 23:20Ah, tilt is just written like that.
- 23:21Okay, that's why it didn't work
- 23:29like this. Let's see. I don't This is
- 23:33JSON. I'm not very proficient with JSON
- 23:35file format either because I never
- 23:37directly interface with it. But I can
- 23:40find my way around it. Tilt is equal to
- 23:43zero. And is it
- 23:450.5. Okay, let's try this again. Now
- 23:50see, so I can tilt it. But for example,
- 23:54right now I cannot rotate it any more
- 23:57than it is like this. But this is just
- 23:59things squished. So let's try that on
- 24:02the demo scene. For example, where is
- 24:04the demo scene?
- 24:09It's not in the levels than it is in
- 24:13source
- 24:15game demo scene. But this is
- 24:20yeah this is not the this is all this
- 24:22this is all the game so I cannot tilt it
- 24:24from here I guess. Anyway, but you get
- 24:27the point, right?
- 24:33We have spent the first half of our
- 24:36lecture on engines and how to build one.
- 24:41But I think it was fruitful
- 24:44and you can rest in bliss knowing that I
- 24:49will not ask anything from this in the
- 24:51exam. Probably not.
- 24:56because that come on. Yes, I will
- 24:59definitely stop using this.
- 25:06I mean, it's partially the software's
- 25:08fault and partially this thing is acting
- 25:10up. So, I hate switching from stylus to
- 25:14mouse, but for you guys,
- 25:20what was that for you? Nothing is
- 25:25It's a Fallout 4 reference and I cannot
- 25:27click on it now.
- 25:31Ah, come on.
- 25:38Okay, I'm right about to end this. Oh,
- 25:41you don't see my You don't see the
- 25:42struggle I'm in now. You will see.
- 25:46See? Do you see it?
- 25:53See,
- 25:55this is what I'm dealing with every day
- 25:57in my life. No, not actually. But why is
- 26:00it stuck?
- 26:05Okay, I'm officially done with this. I'm
- 26:08just going to do it with my mouse first.
- 26:11And I think it will stop acting up once
- 26:13I start type writing with it. No. Why
- 26:17does it still
- 26:19I think there's a button that has been
- 26:24okay guys three minute break until I fix
- 26:27this thing. Okay, let's take a five.
- 26:29Let's make it 5 minutes. It's 11. Let's
- 26:31meet 5 minutes later at 11.0 11:05 and
- 26:36this thing will be fixed. Okay, see you.
- 26:41Okay, welcome back everyone. Welcome
- 26:43back everyone. So
- 26:47before the break we discussed about what
- 26:49is an engine and how can we make one
- 26:52using an AI and then begs the question
- 26:55do we need to make one? Could I have
- 26:57made this thing that I showed you in
- 27:00Unity? I mean I could have no problems.
- 27:03Could I have used AI to make it in
- 27:05Unity? Yes, I could have. Same as in
- 27:08Godo. Why did I choose something like
- 27:10Phaser that I don't know how to write
- 27:13in? Right? Because for example for this
- 27:16specific thing,
- 27:19Unity is an editor first engine. There
- 27:22are many things that are happening in
- 27:24the editor and you have to see them. And
- 27:26as I said back in back in the day, my
- 27:29experience with Unity's MCP's AI with
- 27:31Unity wasn't very good. And also
- 27:34whenever I did something in Unity, I was
- 27:37going to have to go to Unity, press play
- 27:40button, check things, see if it works,
- 27:42blah blah blah. Whereas in here, I just
- 27:45interface with the AI and it
- 27:50it automatically puts the thing on the
- 27:52screen next to me when I type it. And I
- 27:55type it, I give it a command, it does
- 27:58its thing for three, four, five minutes,
- 28:00whatever, and I can do something else in
- 28:02the meantime. It's I'm delegating that
- 28:04work to the AI. And that is frankly the
- 28:07only way I can find time in my schedule
- 28:11to make a game right now. So
- 28:14Unity would require me to constantly
- 28:17step in adjust something in the UI in
- 28:20the inspector, adjust something in the
- 28:22settings blah blah. I didn't want to go
- 28:24through with that. So I wanted something
- 28:26headless. Headless means it works in
- 28:29code all by itself. Godo has such a
- 28:31mode. So we can try godo too. Anyway,
- 28:34now we are back to the topic at hand.
- 28:37So, let's go. Let's very carefully try
- 28:42the ah
- 28:45because this isn't in focus. It should
- 28:47be in focus. Yeah, here it is. A working
- 28:53stylus is a happy stylus. So, what did
- 28:55we talk about last week? We we talked
- 28:58about the steps of production. If you
- 29:00remember, we had the ideation stage.
- 29:07We had the pre-production,
- 29:17we have production,
- 29:23and we had post production. I don't have
- 29:27there's a USB problem here because my
- 29:30numpad micropad also flashes the lights
- 29:33which means there is a USB communication
- 29:36problem. Maybe the mainboard there are
- 29:38lots of USB devices plugged into this
- 29:40thing. So maybe I should make it powered
- 29:42postp production.
- 29:49Okay, so we already covered this one.
- 29:55So let's put double ticks on that. And
- 29:58now we want to cover this one.
- 30:03What is pre-production?
- 30:06What is the
- 30:10pre production stage? What do you think
- 30:13we do there?
- 30:23As much as I love the extra monitor, I
- 30:25think I'm going to go back to my old
- 30:28tablet.
- 30:29What do we do? What is your opinion?
- 30:32What do you think we do in
- 30:34pre-production stage?
- 30:36>> We start planning.
- 30:39>> Okay, good.
- 30:40>> My we start planning how the game is
- 30:43going to work. Uh the main game loop.
- 30:46>> Mhm. And
- 30:48>> how are we going to go about making the
- 30:51game? Like there's going to be different
- 30:54enemy type. So we make a default enemy
- 30:56type and change a little thing about it.
- 31:00>> Wonderful. Wonderful remark. You said we
- 31:02make a default enemy type. Where do we
- 31:05make it?
- 31:08>> Oh, that's also pre-production. I guess
- 31:10you choose which engine you are going to
- 31:12use or if you are going to use an engine
- 31:14and stuff. So because when you say we
- 31:17make a default enemy type it implies you
- 31:20code it in right but do you have your
- 31:23basic game mechanics laid down yet? The
- 31:27more important thing is have you decided
- 31:30what exactly your mechanics will be? Now
- 31:34there are different there is a
- 31:35difference between for example saying
- 31:38let's say
- 31:42and
- 31:44FPS game
- 31:48where
- 31:51we
- 31:54fight zombies
- 32:00and the name FP the genre FPS PS gives
- 32:03me a lot of information. I'm going to
- 32:05have guns. I'm going to shoot with them.
- 32:07Blah blah blah. Right? But these are the
- 32:11core mechanics. And now when I'm in
- 32:14pre-production, I want to decide maybe
- 32:16for example
- 32:20zombie
- 32:28limbs fly off.
- 32:35when you shoot them.
- 32:43Okay, there is definitely So, but
- 32:49this is an additional mechanic. It's a
- 32:51polish mechanic, but this is something
- 32:53you want to implement into the game
- 32:55because you want it to be appealing, for
- 32:57example, or maybe a more concrete
- 33:01mechanic
- 33:10you cannot get.
- 33:14Sorry, this is this is a total disaster.
- 33:21I will just type it.
- 33:26Huh?
- 33:30Wait a second. Why is my control key is
- 33:32pressed for some reason?
- 33:35Come on.
- 33:37Is it the other keyboard? There are two
- 33:39keyboards.
- 33:41No.
- 33:45Okay, this is coming to you live.
- 33:48And can I delete it? I cannot.
- 33:55What does this button do? It carries.
- 33:56What does this one do? It's scales. I
- 33:59like this software less and less. And I
- 34:02don't think it's the software's fault.
- 34:06Let's say the mechanic is
- 34:10you
- 34:13cannot
- 34:17heal.
- 34:21When you die,
- 34:24you restart.
- 34:29These may not be the things you have
- 34:30decided during the ideation stage. In
- 34:33the ideation stage, you wanted to make a
- 34:35cool FPS game where you shoot zombies.
- 34:37But now that you go into pre-production,
- 34:40you have to think of all of these things
- 34:42and you have to design for them, right?
- 34:46So in the pre-production unless we are
- 34:49doing something that requires it we are
- 34:52not touching the code we are not
- 34:53touching the engine we are planning okay
- 35:11we are not making the game we haven't
- 35:12even started making the game so what do
- 35:15we do
- 35:19I will start I will go in random order.
- 35:23So for example
- 35:25we will define our art style.
- 35:32Now you can say
- 35:35but we have we should have already
- 35:37decided that in the ideation stage
- 35:38because it's a very central part of it
- 35:40and you are correct but you may maybe
- 35:43you don't define
- 35:48But you refine the art style.
- 35:51You wanted handp painted graphics like
- 35:54Warcraft, but then you decide, oh, maybe
- 35:57we should go this specific route down
- 35:59it, etc.
- 36:07Okay,
- 36:09I will just remove this. I think this
- 36:11causes all my problems. game pad
- 36:13features and such. We will see. So, we
- 36:16will define or refine our art style,
- 36:19right? And
- 36:22we will decide.
- 36:27No, it wasn't a problem.
- 36:30It was just a symptom pipeline.
- 36:38Guys, can you give me a minute?
- 36:41I will do something. And I think I know
- 36:43what's going on.
- 37:29I'll be back. Let's see.
- 37:36No, it doesn't work at all. It's
- 37:38blended.
- 37:40No, it does.
- 37:46No, the same problems, the same
- 37:47everything. There's some interference in
- 37:49the USB ports.
- 37:51Maybe something is short circuiting. I
- 37:53don't know. I tried I switched the USB
- 37:55ports, but it didn't help.
- 37:58This is our problem today. So but we are
- 38:01planning our pipeline. For example, one
- 38:03very important thing that you should do
- 38:05first and foremost team formation.
- 38:10Who will be in which role?
- 38:25Right? Because you are six people and
- 38:28you should ple me this even if you say
- 38:33oh we are just four people everyone will
- 38:35do whatever they can you still should
- 38:39have your roles set up to a point
- 38:43because if there are three coders
- 38:47and each one is trying to pull the code
- 38:49base in a different direction you are
- 38:51going to tear that team apart pretty
- 38:53fast. You should know okay we are three
- 38:55coders but we should decide
- 38:59which who decides which code about what.
- 39:02Maybe one person will be specifically
- 39:04dealing with the combat code right the
- 39:07other will be dealing with the other
- 39:09part of the code and the third person
- 39:11will just do the pipeline tooling for
- 39:14the 3D artist. I don't know
- 39:18but that is what you're going to do and
- 39:21we're going to do something that again
- 39:23everybody despises documentation.
- 39:35Now
- 39:37this is important
- 39:40because I just told you documentation is
- 39:43the memory of the project.
- 39:55Imagine that you have a mechanic right
- 39:58in your mind. So this is the mechanic
- 40:02and you try started testing it inside
- 40:05the game and it didn't go very well. So
- 40:09you scrapped it. You said we won't be
- 40:11using this mechanic. So your game is now
- 40:13without that mechanic, right? And two
- 40:16months, three months pass, maybe the
- 40:19person who coded this or the designer
- 40:21who worked with this is gone. Maybe
- 40:22you're a large studio and you're a small
- 40:25studio and that guy who just worked on
- 40:28that left and a new guy came and just
- 40:31said, "Oh, why don't we introduce a
- 40:32mechanic like this?"
- 40:34Now, if you don't have any
- 40:35documentation, you might say, "Oh,
- 40:37that's a great idea." But if you do have
- 40:39the documentation, if you know this was
- 40:42scrapped and better, if you know why it
- 40:45was scrapped, you say, "All right, we
- 40:47tried this once. It didn't work, so
- 40:51let's not use it again." And please
- 40:54don't trust your memory saying, "Oh, we
- 40:58would remember." No, you wouldn't. Okay,
- 41:02this is especially valid about code. You
- 41:05do things a certain way, it doesn't
- 41:08work. You scrap it, you start over, you
- 41:11do something else. And then some other
- 41:13coder or some friend of yours comes in
- 41:16and suggests why don't you use this
- 41:18method and you don't trust me, you
- 41:21probably won't remember it. You tried it
- 41:24and it didn't work because it will be
- 41:26suggested to you in a different way.
- 41:29Right? So documentation is really
- 41:33important. It's the memory of the
- 41:36project
- 41:38and as always the memory is not a fixed
- 41:41thing. So the
- 41:46the main document we have in game
- 41:48development is called game design
- 41:55document.
- 42:00Now remember last week we talked about
- 42:02the high concept document, right? High
- 42:05concept document is the two or three
- 42:08page five minute read summary of the
- 42:11game. This is
- 42:14everything. So this is the main document
- 42:27about
- 42:29everything in the game.
- 42:44Let me take it down here.
- 42:51I'm very disappointed with this.
- 42:56Maybe it's the holding angle. Maybe it's
- 42:57because I'm not holding it upright. We
- 43:00will see. Let's try another thing. So,
- 43:02but the other important thing is guys,
- 43:05this is very important.
- 43:08It is a living document.
- 43:19which means
- 43:26constantly updated
- 43:32throughout
- 43:39the game's development.
- 43:42So you don't create this document and
- 43:44say this is the fixed document let's
- 43:46make according to this because you are
- 43:48going to change designs the certain
- 43:51designs you had worked perfectly on
- 43:54paper will not work at all right
- 44:07this is a living document ment.
- 44:13Why is it living? So it is not a fixed
- 44:16document that you design once, you write
- 44:19once and everything else is made
- 44:22according to it. Now
- 44:24you are going to put
- 44:27for example
- 44:29mechanics into this
- 44:34your level design philosophies. For
- 44:36example,
- 44:39level design rules. You will say the
- 44:42levels will have these rules at minimum
- 44:44and the level designer will look at
- 44:46this, right? And we'll design that. You
- 44:48will have your character design rules.
- 45:03All sorts of stuff. everything.
- 45:13So this can be a document that is
- 45:15hundreds of pages long, right? Okay. So
- 45:19but you're going to create start
- 45:21creating it here. But you will know that
- 45:24it will start changing. Okay. And for
- 45:28example
- 45:31you can start the most important part
- 45:34here is this is where you touch the
- 45:35engine for example prototyping.
- 45:45Now there are different types of
- 45:46prototyping. The cheapest one actually
- 45:51is one that you probably don't know
- 45:53about and you probably will never do
- 45:55even if I tell you about it. It is
- 45:57something called paper prototyping.
- 46:11And paper prototyping is exactly what it
- 46:14sounds like. You take a piece of paper.
- 46:17You take Lego pieces, whatever to
- 46:19represent your units. Okay? You take
- 46:22whatever is handy in the physical space
- 46:25around you. You use things like this,
- 46:27for example. You use
- 46:32things like this, right? With symbols on
- 46:35it, for example, as board pieces. And
- 46:37you just
- 46:40put things. Let me show how can I show
- 46:42it to you? Can I do this? I apparently
- 46:46can. Back to the future is here. Okay.
- 46:49So, you will just take these and you
- 46:51will say these are my tiles.
- 46:55Okay. And you will say
- 46:59now this unit looks here and this one
- 47:02will be here. So, if it's two steps, you
- 47:04can hit that. Let me see if it can hit
- 47:06that. All right. It could hit it. You
- 47:08can see my You can see here, right? It's
- 47:10a little bit too far like this.
- 47:13Let's make it No, I cannot make it any
- 47:16closer because
- 47:19you can understand what I'm doing here.
- 47:21I'm just taking things that I have
- 47:23around me or I can I make them with
- 47:25paper and pen and I say, "Oh, there is a
- 47:28barrier here now. So, this one cannot
- 47:30hit this one. So, it will try to hit
- 47:33this one. Can it hit?" But what? So, I'm
- 47:35testing out my mechanics on the board in
- 47:39front of me. Why do I do this and not go
- 47:42into Unity and start typing away?
- 47:44Because this is way cheaper not in
- 47:48materials. This is cheaper in time.
- 47:51Okay? When you do something like this,
- 47:55it will be multiple times cheaper to do
- 47:59because I just had these lying around
- 48:00from other things, right? But uh you can
- 48:04just cut pieces of paper, write letters
- 48:06on them, put them on and you can test if
- 48:09what you are trying to do has some logic
- 48:13in what you are trying to do. If it has
- 48:15some fun in it and I'm going to show you
- 48:18something. Let's see if we can get back
- 48:19here now.
- 48:22Okay, minimal damage. Wonderful. I'm
- 48:25going to show you something really
- 48:28important.
- 48:30Let's share [snorts] the screen.
- 48:37Let me just gather these Lego pieces
- 48:39back because they're getting in my way
- 48:42of my typing.
- 48:45Me put everything in place
- 48:48while you watch a wonderful sunset. So,
- 48:52I'm going to show you.
- 48:58It's a terrible video quality, but
- 49:04I think we will find that. So, this guy,
- 49:07I think you know him. He's kind of a
- 49:09famous level designer, right? And when
- 49:13he designed
- 49:16Metal Gear Solid one,
- 49:19he used this
- 49:21method. For example, he was trying to
- 49:24understand this is basically paper
- 49:25prototyping but with Legos and a webcam
- 49:29but he was trying to visualize how
- 49:33different viewpoints would look before
- 49:37even coding in something and
- 49:41in our defense today it is actually easy
- 49:43to do this in Unity etc. But I'm trying
- 49:46to put the point across. Back in his
- 49:49time, it was very difficult because you
- 49:51didn't have the engine, right? You
- 49:53should you had to write the engine to
- 49:56support all of these.
- 49:58[music]
- 50:00>> So this is the game view. This is a
- 50:03summary of what they are doing. And I
- 50:05said terrible quality, but this is top
- 50:08down view. And he shows with the camera
- 50:10what it's going to look like.
- 50:12And this is when you are investigating
- 50:14your surroundings. It switches the first
- 50:16person view and he shows with the camera
- 50:19what it's going to look like.
- 50:22[music]
- 50:33like this.
- 50:35[music]
- 50:39But you can see even if you have Unity,
- 50:44having a programmer move this camera
- 50:46around is much slower than just taking
- 50:49the webcam in your hand and poking
- 50:51around in a Lego set to see what
- 50:54different camera angles will show you,
- 50:56right? So this thing still has merit
- 50:59actually when you think about because
- 51:00see how he very smoothly moves for
- 51:03example.
- 51:07>> So he can actually even simulate camera
- 51:10movements with his webcam in Unity.
- 51:13Again it's going to take some coding and
- 51:15some moving things around and then
- 51:16pressing play to see all of this. But
- 51:18he's using a live webcam shoot.
- 51:20>> So you go up. So for I'll just shut it
- 51:23off. And then he says as you come up the
- 51:26camera will move here quickly. So he can
- 51:28do it right because you see in the game
- 51:31and after you come out it goes into
- 51:32another mode again. This is switching
- 51:37and
- 51:40while we're at it.
- 51:43So this is for app design but the same
- 51:46thing goes for app design as well. So
- 51:49you can just paper prototype things,
- 51:52right? And show how things are going to
- 51:54go. And I admit this is from a time when
- 51:57the AI was not here. So
- 52:04we can just say
- 52:07AI agent prototyping
- 52:16prototyping prototyper
- 52:24we can say this right. So but we also
- 52:29have our traditional
- 52:31uh digital prototype.
- 52:34So what we do
- 52:46and the common of the feature of this
- 52:49one and now of this one as well. These
- 52:52would probably be disposable.
- 53:00What I mean is you will write quick, you
- 53:03will write dirty, you will cut corners,
- 53:06take shortcuts, and this prototype will
- 53:10probably not work in production because
- 53:13it will be too complicated to put
- 53:16something on top of this. You just want
- 53:18a simple WD move set and the basic
- 53:21camera movements. So you will move the C
- 53:23character around and see if what you are
- 53:25doing, put the basic mechanics in place
- 53:28and try to see what you are doing is
- 53:29fun. And if it is fun, you then sit down
- 53:33with all your game design constraints
- 53:36and you try to figure out how you will
- 53:38actually do it. As I say, AI has sped
- 53:43this up immensely.
- 53:46This is where you would see the true
- 53:48value of working with AI. Okay? Because
- 53:52you can prototype.
- 53:54For example, you are going to work in
- 53:56Godo or Unity in 3D, but you can just
- 53:59use an AI agent to prototype it in
- 54:02JavaScript in a 2D mode from top down
- 54:06with just a few prompts and a few hours
- 54:08of working on it, right? Whereas if you
- 54:12want to do it in Unity as a prototype,
- 54:13maybe you will spend two or three days
- 54:15to put everything in a very crude way
- 54:18together and see if it works. But you
- 54:20can just say build me a prototype of
- 54:23this and I have these ideas blah blah
- 54:26blah and it can create a structure for
- 54:28you. You can even do that structurally.
- 54:30It can create you a good coherent
- 54:32structure and build it and you play and
- 54:35you see if it is fun or not and then you
- 54:37say okay this is quite fun. So let's
- 54:40start building it for real. Does it make
- 54:43sense?
- 54:47This step is really important. Thus, and
- 54:51I can tell you
- 54:55pretty much all the games I made in my
- 54:58career were prototypes. Almost all of
- 55:02them because I worked in the mobile
- 55:04industry. And in mobile, you do this.
- 55:07you make the prototype, you do you put a
- 55:10you don't work on it too much. So
- 55:14uh when I was in come on
- 55:26when I started working on mobile
- 55:28industry the thing we called hyper
- 55:30casual was made in about three
- 55:34weeks or let's say two and a half weeks.
- 55:41So developing one prototype took about
- 55:43yeah it took about three weeks but no
- 55:46that was my first one because I was a
- 55:49noob back then. So it took about two and
- 55:52a half weeksish
- 55:56right when I left it the mobile mobile
- 56:00not exactly when I left hyper casual
- 56:02let's say not mobile completely it took
- 56:05about 4 days
- 56:09and this is a span of what 3 years four
- 56:13years
- 56:15so things and there was no AI back then
- 56:18no chat GPT wasn't even a thing. Okay,
- 56:22maybe Google even didn't publish the
- 56:24paper. No, Google did publish the paper,
- 56:26but it wasn't it was being developed in
- 56:28secret. So, but in three or three to
- 56:31four years, prototyping went from in two
- 56:35and a half weeks to four days. This is
- 56:38an almost a game that almost looks like
- 56:42the complete one in order to test it on
- 56:45people, right? So,
- 56:48and I made I think around a hundred of
- 56:51these
- 56:53and
- 56:5595 96% of them did not ship. One of the
- 56:58games I worked on was shipped but it
- 57:00wasn't hyper casual. That was later on.
- 57:02I think none of the hyper casuals I made
- 57:04shipped because in Turkey back in those
- 57:07days maybe they were releasing thousands
- 57:10of hyper casuals
- 57:13per month. Overall all the studios in
- 57:15Turkey, Roli alone used to work with
- 57:19around 90 game studios in Turkey and in
- 57:26Balkans I guess. So they had over 90
- 57:30game studios working with them and each
- 57:33of them was pumping around 10 apparently
- 57:36or there are others publishers as well
- 57:38but at least 1,000 games were hitting
- 57:40the market every month being tested
- 57:44every month. Okay. So only one or two of
- 57:47these are hits.
- 57:50So it's a
- 57:530.1% or like this chance to have a hit.
- 57:58So I never had one.
- 58:01But this is hyper casual. There's also
- 58:04hybrid casual, there's strategy, there's
- 58:05blood, there's premium, all that things.
- 58:07But that's not necessary. What we are,
- 58:09what I'm trying to tell you is you make
- 58:12a prototype
- 58:14to see what you are building is actually
- 58:17fun, if it actually works. Because if it
- 58:20not, it's not you are still in the early
- 58:22stages. You can cut it. Go back to
- 58:25ideiation and design something else. All
- 58:27right?
- 58:30Is this
- 58:33okay? Did you understand what I'm trying
- 58:35to do here? You do your prototype in the
- 58:37pre-production stage. And generally,
- 58:42let's put a yellow arrow, blue arrow
- 58:44here.
- 58:53Generally
- 58:55the prototype
- 59:07has to be
- 59:11completely rebuilt.
- 59:24for the game
- 59:31because the prototype is just to see if
- 59:33it will work. You just hack and cut
- 59:36corners and tie everything with duct
- 59:38tape. Okay, tie them together. But when
- 59:42the game gets larger, it generally does
- 59:45not hold. Well, now what people do
- 59:47actually
- 59:49is they is they build the prototype.
- 59:54This is the prototype, right? And they
- 59:57tell themselves, okay, when we decide
- 1:00:00that we going to build this, we will
- 1:00:02scrap this and do this proper. But then
- 1:00:05since all those systems seem to be
- 1:00:07working, they just start building around
- 1:00:09it anyway.
- 1:00:16like this. Okay, it's not a Microsoft
- 1:00:19logo. So in the end, what happens is and
- 1:00:24if you also don't have proper
- 1:00:26documentation, this is an abomination.
- 1:00:29Your game is an abomination that only
- 1:00:32you can understand.
- 1:00:35It will be a nightmare for any other
- 1:00:37coder you will bring in. And even if you
- 1:00:41even you two months from now will not be
- 1:00:44able to understand this if you just
- 1:00:46leave it and come back to it. You will
- 1:00:48curse at you in the past for doing it
- 1:00:52like this. But it is the easy path
- 1:00:55because you already have something
- 1:00:56working. So why not just keep building
- 1:00:59on it? Keep it in mind. You can do it in
- 1:01:02a structured way from the beginning of
- 1:01:05course but you have to keep these things
- 1:01:07in mind. All right. So, and the other
- 1:01:10thing that we have to do the last thing
- 1:01:15did I write pipeline planning here.
- 1:01:19Okay, let's just scroll with the mouse.
- 1:01:22No.
- 1:01:25Yes, we did the pipeline planning.
- 1:01:28But we have to do our for example
- 1:01:30technical tests.
- 1:01:40Because we have something in mind. Is it
- 1:01:42working? Can we do this?
- 1:02:04This is just an example.
- 1:02:06Sometimes you're going to test for a
- 1:02:08visual style. Can I achieve that visual
- 1:02:10style? Actually, is it possible? I have
- 1:02:12something in mind. I want things to look
- 1:02:14like a one log painting. Well, because
- 1:02:18the answer is
- 1:02:21can we do that in gaming? The answer is
- 1:02:25yes.
- 1:02:27Because you are just printing pixels on
- 1:02:29the screen. We are not doing anything
- 1:02:30else. So if you print if you find a way
- 1:02:33to print the correct pixels on the
- 1:02:36correct position on the screen, you can
- 1:02:38do anything that is defined by 2D
- 1:02:40surfaces. The point is can you do that?
- 1:02:45Right? The question is not can it be
- 1:02:47done because the answer is probably yes
- 1:02:51but the the true question is can we do
- 1:02:54that mechanic in this engine with
- 1:03:00now it comes with
- 1:03:05the money
- 1:03:09time
- 1:03:12or talent that's not like talent it's It
- 1:03:16dehumanizes people a little bit. People
- 1:03:20that we have
- 1:03:26now this is probably the most important.
- 1:03:30I wrote technical tests but I will erase
- 1:03:34this because there's a much more
- 1:03:36important word for this because it's not
- 1:03:39about technical at all. This is
- 1:03:41something behemoth called and tell me if
- 1:03:45you have heard it before
- 1:03:51Scope
- 1:03:53because maybe you do want to make an
- 1:03:56openw world
- 1:03:58sandbox survival crafting game with deck
- 1:04:01building mechanics and rogike
- 1:04:04progression. Can you do all that with
- 1:04:07what you have? You're going to you are
- 1:04:09going to look at your money me okay it's
- 1:04:11just me and my computer I don't need the
- 1:04:13money fine you don't have a money
- 1:04:15constraint wonderful
- 1:04:18and it's only me all right do you or my
- 1:04:22friend who does 3D okay do do you two
- 1:04:26have the capability then to do this
- 1:04:29and most importantly do you plan to
- 1:04:32release this anytime soon because if you
- 1:04:34give yourself 40 years to develop a game
- 1:04:37you can pretty much do anything right?
- 1:04:40So this is
- 1:04:44define scope
- 1:04:48is the most important thing you will do
- 1:04:52in this stage. You will say okay this
- 1:04:54will be an action RPG or this will be an
- 1:04:57zombie FPS so we probably don't need
- 1:05:01crafting in it.
- 1:05:03I mean can do we want crafting? Yes, we
- 1:05:06actually do. But we want to make this
- 1:05:09game playable in one year, for example.
- 1:05:11And if we put all these systems in, the
- 1:05:14crafting will be quite a lot of work. So
- 1:05:17you can say, all right, I'd say what I
- 1:05:19have my core features,
- 1:05:24right? I definitely want in the game.
- 1:05:27And then there are nice toes.
- 1:05:38And then there will be some
- 1:05:41that will be that will look very good on
- 1:05:44paper
- 1:05:47but that will be bloat. So you don't
- 1:05:50actually want them right. So you have to
- 1:05:53define your scope carefully.
- 1:05:58And the let me tell you if I can zoom
- 1:06:03out of this thing.
- 1:06:08So everything I said here see look this
- 1:06:12is this is the maximum zoom. All right.
- 1:06:15So you see production pre-production
- 1:06:17here we talked a lot about about a lot
- 1:06:19of things. Two things two two most three
- 1:06:23everything is important but the most
- 1:06:26important thing here is the scope.
- 1:06:29You have to be aware what you want to
- 1:06:33have in your game. Okay. What you want
- 1:06:37but cannot do.
- 1:06:40That's reasonable. what you want but
- 1:06:44wouldn't be fun in this game or would
- 1:06:47ruin the experience. Right? You have to
- 1:06:51find these things and you have to look
- 1:06:53at them. The way to
- 1:06:56refine your scope
- 1:06:59is to prototype.
- 1:07:02You refine by prototyping and testing
- 1:07:05things.
- 1:07:07And you write things in your game design
- 1:07:10document.
- 1:07:12Now you will think okay at this point I
- 1:07:15am making the game actually right
- 1:07:17because I I'm defining my scope I'm
- 1:07:20prototyping I'm writing a game design
- 1:07:22document but
- 1:07:25imagine that you are going to make a
- 1:07:28game that will take about three years to
- 1:07:30complete that's your vision right
- 1:07:32because we are four people we are also
- 1:07:34working we are not doing this full-time
- 1:07:36or even if we are doing this full-time
- 1:07:37making games is a long making a quality
- 1:07:40game can be a long time. So
- 1:07:44spending two months
- 1:07:47on proper prototyping is not actually
- 1:07:50wasted time because if the game doesn't
- 1:07:53work properly, it it was wonderful in
- 1:07:56your head. The ideation stage went
- 1:07:58perfectly. You said, "Okay, we're going
- 1:08:00to do this. The character will fly, will
- 1:08:01punch monsters, there will be zombies,
- 1:08:03there can even be dinosaurs, aliens. Oh,
- 1:08:05what? Wait, let's put crafting in it."
- 1:08:06You are ideating. You are throwing
- 1:08:08everything around, right?
- 1:08:10and you have the perfect thing in your
- 1:08:13head and then you sit down to actually
- 1:08:16making it. Sometimes, most of the times
- 1:08:19you will realize, oh, it's not as fun as
- 1:08:22we thought it would be.
- 1:08:25Then you don't lose one year, two years
- 1:08:28to realize that just by going into
- 1:08:31production. You realize that in two
- 1:08:33months. Yes, you lost two months, but at
- 1:08:36least you didn't lose a year or two.
- 1:08:39Okay, does it make sense?
- 1:08:43Any questions?
- 1:08:48Then I will do a happy dance because you
- 1:08:51all got this perfectly and there are no
- 1:08:54questions at all. So we couldn't go into
- 1:08:57production and post-production. We are a
- 1:08:58little bit behind. But hey, we talked
- 1:09:01about the engines and I think how to use
- 1:09:03AI with the engines and I think that is
- 1:09:06important because
- 1:09:09you will hopefully go into game design
- 1:09:11and development and you will want to use
- 1:09:13AI with it naturally so and you should
- 1:09:15it's a great tool right now to be doing
- 1:09:17things and
- 1:09:20it is important that you know how to
- 1:09:23properly use it to get work done. Now
- 1:09:28there is an important distinction here
- 1:09:30please. I want to make my camera I mean
- 1:09:33ever since I showed you that my camera
- 1:09:35is a little bit off. I think this should
- 1:09:37be the correct one. Okay. So
- 1:09:40here is the important thing. Now
- 1:09:45this semester I will keep talking a lot
- 1:09:47about AI because it is here. It is here
- 1:09:50even more than it was last year. It is
- 1:09:53here even more than it was last
- 1:09:55semester. All right. It is more here now
- 1:09:58than it was last week. The thing is
- 1:10:01improving people. Have you seen that
- 1:10:03people are putting Mario in Elden Ring,
- 1:10:05right? Because now the latest models
- 1:10:08Astra and Fable can reverse engineer
- 1:10:12game code and inject another game's code
- 1:10:15or rewrite another game's code in that
- 1:10:18game's code.
- 1:10:20So this is something that has that could
- 1:10:22never be actually there's something I
- 1:10:24will show you a website. Was it? Let me
- 1:10:28just just a second.
- 1:10:31I have to find it first.
- 1:10:34Some company reverse engineered
- 1:10:36Photoshop
- 1:10:41and
- 1:10:43wrote it again. Now, this is not
- 1:10:46illegal.
- 1:10:48They basically wrote another copy of
- 1:10:51Photoshop, right? Let me share my screen
- 1:10:53with you.
- 1:10:59This is let me
- 1:11:02show put the link in the chat as well
- 1:11:05for those of you who want to explore
- 1:11:08that. So they made Photoshop they made
- 1:11:12what was that in design? No, what was
- 1:11:15Photoshop? What was Adobe's vector
- 1:11:17program? Illustrator.
- 1:11:20So they made
- 1:11:23Premiere Pro, Lightroom,
- 1:11:28Acrobat. I will use this a lot.
- 1:11:32F what was Microsoft Adobe's? Do you
- 1:11:36know what the After Effects
- 1:11:38and I don't publisher I think I think
- 1:11:41but publisher was decry whatever anyway.
- 1:11:44So, but these guys reverse engineered
- 1:11:46these and this is actually the same
- 1:11:51interface as Photoshop. The same
- 1:11:54shortcuts, the same workflows, the same
- 1:11:56everything. Because up until now, the
- 1:12:00real contender was
- 1:12:04And the way Linux people do it is
- 1:12:07generally completely redesign everything
- 1:12:11in their own mind. or we had photo
- 1:12:15which is quite great by the way I still
- 1:12:17use it daily. This is a very good
- 1:12:19Photoshop clone but it lives on the web.
- 1:12:22So what these guys did is they reverse
- 1:12:25engineered it and I I suspect they
- 1:12:27heavily used AI for that right and they
- 1:12:31made a completely free Photoshop version
- 1:12:34and I will be using it quite a lot. So
- 1:12:39the use of AI is not even a discussion
- 1:12:42anymore. Well, if you talk about art,
- 1:12:45you can say that it is JI is a some is a
- 1:12:48topic different entirely. All right?
- 1:12:51Because that is about
- 1:12:54well copyrights and artist rights and
- 1:12:58everything. But in coding, in software
- 1:13:01development, the AI is here. Now you
- 1:13:06will ask me
- 1:13:08do we even need to learn coding anymore?
- 1:13:12That's and that would be a valid
- 1:13:14question because you have coding classes
- 1:13:15right and I say yes right now you do
- 1:13:20because
- 1:13:21the AI is not another way to code. You
- 1:13:27have to understand this. The AI is
- 1:13:30another agent another being not human
- 1:13:33but machine. It would be the same if you
- 1:13:36gave it to a human that does some coding
- 1:13:38for you, does the coding for you. So you
- 1:13:41have to understand the systems. You have
- 1:13:43to understand how the computer works,
- 1:13:46how code works to be able to direct AI
- 1:13:50properly. Otherwise, it will just go
- 1:13:53ahead and do what it thinks you want.
- 1:13:57Right?
- 1:13:58So even if it does it flawlessly, it may
- 1:14:02not be able to do what you want it to
- 1:14:04do. It might be doing something else.
- 1:14:06And you say, "Okay, then I will just
- 1:14:08prompt again." Well, it all costs money
- 1:14:10and tokens. You see, you go out to
- 1:14:13Twitter, formerly known as Twitter X,
- 1:14:16and there are AI bros there. Bro, I made
- 1:14:19Elen Ring in just three lines of prompt,
- 1:14:21blah blah blah. They just talk a lot,
- 1:14:24and you see them, and you say, "Oh, I
- 1:14:26must be missing something. These guys
- 1:14:27are doing so much with AI. Well, they
- 1:14:31look like they are doing so much with
- 1:14:32AI. What most of what they do is
- 1:14:34useless. They are playing around with it
- 1:14:36because they create content with it,
- 1:14:39right? And they don't tell you how much
- 1:14:41they spend in the background. They say,
- 1:14:44"Ah, Astra did this with just $60 of
- 1:14:46prompting." Okay, it is $60 for that,
- 1:14:49but what else did you do to acquire that
- 1:14:52prompt knowledge to tell it what to do?
- 1:14:55Have you spent $3,000 last week? You are
- 1:14:58not telling us that, right? So,
- 1:15:02long story short,
- 1:15:04coding is still relevant.
- 1:15:08Not about writing the actual code, but
- 1:15:11about knowing how code works. Okay.
- 1:15:16So, any questions now?
- 1:15:24Then I will leave you
- 1:15:27with a goodbye or with a Yeah. So I will
- 1:15:32first stop my this recording, then I
- 1:15:35will stop the Zoom recording. But at any
- 1:15:37rate, goodbye. Take care and go play
- 1:15:40some games.
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