What Do You Think Goes Into Developing Games? Consider a computer game you want to build (or, one you like that has been built) Assume you are inspired.

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Presentation transcript:

What Do You Think Goes Into Developing Games? Consider a computer game you want to build (or, one you like that has been built) Assume you are inspired (or forced or paid) to engineer the game Take 3-4 minutes to write a list of the tasks required –Chronological or hierarchical, as you wish –Include your name and name of game (I’ll collect and read, but not grade) Trade write-ups with another student What do we have?

IMGD 1001 The Game Development Process Mark Claypool

Topics Background Topics Course Materials Motivation

Professor Background (Who am I?) Dr. Mark Claypool (professor, “Mark”) –Computer Science Operating Systems, Distributed Computer Systems, Multimedia, Networks –Director of the IMGD program The Game Development Process Research interests –Networks, Multimedia, Network games, Performance

Student Background (Who Are You?) Year (freshman, sophomore, …) Major (IMGD (Art or Tech), CS, HUA, …) Programming Classes Gamer: (casual) 1 to 5 (hard-core) Number of Games Built (zero is ok) Other …

Syllabus Stuff Office hours: –TBA (about 3 per week each) –See Web page –{claypool, chocobo7, pbd} at cs.wpi.edu –id111x-ta at cs.wpi.edu –id111x-all at cs.wpi.edu

Course Materials Slides –On the Web –PPT and PDF –Caution! Don’t rely upon the slides alone! Use them as supplementary material (come to class) Timeline –Tentative planning Resources –Game creation toolkits, documentation, etc.

Text Books Course packet from several text books The Game Development Process –By lots of people, edited by Steve Rabin –Close to course material, required for this class –1000 pages! But good reference Game Architecture and Design - A New Edition –by Andrew Rollings and Dave Morris –Heavily used for design On Game Design –by Andrew Rollings and Ernest Adams –Some solid game design material Designing Arcade Computer Game Graphics –by Ari Feldman –Creating 2D art for games Creating the Art of the Game –by Matthew Omernick –Creating 3D art for games

Course Structure Prerequisites –None! –Neither Programming nor Art In-Class –Lecture –Discussion –Exams Out-of-Class –Reading –Projects Grading –Exams (45%) –Projects (50%) –Other (5%) (More on Exams and Projects, next)

Exams 2 exams 45% of grade Non-cumulative Closed-note Closed-paper Closed-friend One-page “crib-sheet” (handwritten)

Projects (1 of 2) About 7 projects –3 are tutorials with some “add ons” –4 are original, made from “scratch” 45% of your grade Groups (3 is good, 2 or 4 are possible) Apply concepts taught in class Related to Game Development Build upon each other –Should have working game at end!

Projects (2 of 2) Project 4: Game Inception and Design –Inspiration of a game, design and documentation Project 5: Content Creation –Create 2-d animated sprites (or other art) and select supporting content Project 6: Game Logic –Implement game objects and game rules Project 7: Level Design –Put above components together in compelling game Project pitch –To panel of experts

Topics Game Design –The Creative Process –Design Documentation Artistic Content Creation –Color and Displays –2D and 3D Graphics Animation –Audio Music Sound Effects Introduction –Team –Timeline –Size and Shape Engineering –Game Architectures –Programming Misc –Release –Postmortem

Why This Class? IMGD requirements (Core Course, see Introduction to steps of Game Development –In depth in Area Fun! (“passion for games”) H&A Sufficiency Technical Sufficiency Electives MQP IMGD Core MQP IQP Social Science IMGD Advanced IMGD Advanced Technical Area Artistic Area