Au’15 select topics By: Matt Boggus. List o’ stuff Game genres Party minigames Arena first person shooter 3D platformer/puzzler Horror Game technology.

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Presentation transcript:

Au’15 select topics By: Matt Boggus

List o’ stuff Game genres Party minigames Arena first person shooter 3D platformer/puzzler Horror Game technology topics Shaders/graphics Procedural Content Physics Sound Illumination AI Networking Automatic evaluation of games

Game genres

Party mini-games Exemplar games: Mario Party, Fusion Frenzy, Rayman Raving Rabbids, WarioWare Common technical elements and challenges Transitioning to different game states Lots of simple gameplay logic scripting (ai players may greatly increase this) Deep menus or game logic for choosing/computing which mini-game is next Handling multiple input devices simultaneously Camera and rendering options for splitscreen Character animation

Party mini-games links Designing RPG Mini-Games (and Getting Them Right) Mini-Games and the Compartmentalizing of Design

Arena first person shooter Exemplar games: Doom, Quake, Unreal Tournament, TimeSplitters Common technical elements and challenges Collision detection (object intersection, raycasting) Physics (choosing movement speed(s), interactive objects) Level design and balancing If extra large levels are desired, level of detail techniques Scripting weapons Input remapping and sensitivity levels Enemy AI – tactics, difficulty/skill Character animation

Arena first person shooter links Quake post mortem 1997 Quake post mortem Unreal Tournament 3 post mortem 2008 Unreal Tournament 3 post mortem Secrets of the Sages: Level Design The Visual Guide to Multiplayer Level Design

3D platformer/puzzler Exemplar games: Mario 64, The Legend of Zelda, Okami, Darksiders Common technical elements and challenges Wider variety of character animation required if they interact with objects Environment design Puzzle design Player and camera controls Player and object physics

3D platformer/puzzler links

Okamiden post mortem 2011 Okamiden post mortem Procedural generation of Sokoban puzzles What Legend of Zelda Can Teach Us about Dungeon Design Video: Designing puzzles that make players feel smart Video: Game Maker's Toolkit - Super Mario 3D World's 4 Step Level Design

Horror Exemplar games: Silent Hill, Amnesia: the Dark Descent, Eternal Darkness, parts of the Thief series Common technical elements and challenges Environment and level design Physics if there are objects to interact with AI (may or may not be aggressive against the player) Sound design and special effects Graphics design and special effects Puzzle design

Horror links Game Design Deep Dive: Amnesia's 'Sanity Meter‘ Game Design Deep Dive: Amnesia's 'Sanity Meter‘ php php an_Be_Scary.php an_Be_Scary.php e.php e.php

Additional miscellaneous links mortems-and-game-design-docs--gamedev mortems-and-game-design-docs--gamedev ortems_every_developer_should_read.php ortems_every_developer_should_read.php

Game technology topics

Aside on character animation

AI technology topics Unsuitable Point A to point B pathfinding (ex: A*) State machines Search algorithms Suitable Use cases / genre specific AI / case studies from commercial games Fuzzy logic Advanced pathfinding (dynamic environments, multiple goals or agents) Machine learning / changing behavior during run-time Emulating human game playing behavior

Physics Unsuitable Rigid body dynamics Suitable Specific use cases / case studies from commercial games Cloth, object destruction or deformation, ragdolls, cartoon physics, fluids History and evaluation of the use of physics in games Tutorial on a specific physics engine (Unity v5.0 uses Nvidia's PhysX v3.3)

Automated game evaluation Locating or creating datasets for analysis Sales, reviews, marketing, classification (by genre, development team, etc.) Use cases – evaluate fun (challenge, fantasy, curiosity, …) of Environments, levels, gameplay mechanics, … Finding bottlenecks common in game development projects Game AI Turing Test Patterns in game design and development Methods and terminology of playtesting

Procedural content Procedural Made automatically (or semi-automatically) instead of entirely by an artist Content Textures Models (terrain, plants, cities, buildings, …) Level / maps Distribution of clutter/objects (generation of random samples) Sound effects and music Gameplay mechanics and balancing SP 2015 research course at OSU SP 2015 research course Procedural Content Generation Wiki – Procedural Content Generation in Games eBook –

Sound Procedurally creating sound and music Evaluating or classifying songs automatically Composing or sequencing tracks during run-time Tutorial on specific 3D sound software libraries

Illumination Common practices, problems, and limitations of illumination in games Study on the performance limitations of Unity’s lighting implementation Tutorial on Unity’s lighting features Alternative real-time illumination techniques Global illumination algorithms

Networking Common practices and problems in networking for games Latency Cheating Streaming Massively multiplayer games (can include a look at parallel programming) Tutorial on specific networking libraries or primitive objects for implementing your own

Shaders Real-time rendering concepts and the graphics pipeline Example implementations of common rendering effects Tutorial on using and modifying pre-made shaders writing your own shaders