Sp’16 select topics By: Matt Boggus. List o’ stuff Game genres/concepts First person shooter 3D action, puzzles, and exploration Role playing game systems.

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Presentation transcript:

Sp’16 select topics By: Matt Boggus

List o’ stuff Game genres/concepts First person shooter 3D action, puzzles, and exploration Role playing game systems Economy systems Game technology topics Procedural content Data analytics Lighting ; Illumination Smart cameras Weather effects ; Shaders Destructible environments ; Voxels Physics Player AI (rpgs ; strategy) Character animation Networking 3D sound ; Procedural music

Over-arching challenges Art assets box.osu.edu Free packages on Unity Store Purchase requests Character animation State logic for models with prebuilt poses HUD elements User input See InControl on box for controller handling library

Character animation example

HUDs – User Interfaces in Unity links part-1 part-1

Game genres

First person shooter Examples: Au15 - Grunk's Arena Sp15 - Supa Cool Sp14 – Team Rocket 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 – discrete logic for tactics, difficulty/skill Networking (try uNet)

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 action, puzzles, and exploration Examples: Sp’15 Tree Huggers (open world survival and exploration) Sp’14 Squirvival (open world action) Sp’13 Luximation (set piece puzzles) 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 action, puzzles, and exploration 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

RPG, trading, and economy systems Examples: Au14 – Project Mayhem (Diablo-like rpg) Sp14 – Team.GreatName (Outerspace real time strategy) Sp13 – DriPSaP (Fantasy turn based strategy) Common technical elements and challenges Numeric systems Design for stability, variety, realism, or ? Progression systems Leveling, technology/skill trees, etc. Limited computational time for real-time games (or player patience for turn- based) Creation of environments and resources

RPG, trading, and economy links Developing AI in Darwinia Revisiting the Design of Civ 5 Oiligarchy Postmortem Designing AI Algorithms For Turn-Based Strategy Games

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

Game technology topics

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 –

Data analytics ; 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 Unity Services ( )

Lighting ; 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

Smart cameras Automatically avoiding occlusion Spatial agents Unity animation curves AnimationCurves.htmlhttp://docs.unity3d.com/Manual/animeditor- AnimationCurves.html Intelligent camera control for graphical environments Narrative-driven camera control for cinematic replay of computer games

Weather effects ; Shaders Real-time rendering concepts and the graphics pipeline Example implementations of common rendering effects Example implementations of common weather effects Rain, snow, sleet, etc. Day/night cycle Clouds Natural disasters Tutorial on using and modifying pre-made shaders writing your own shaders

Destructible environments ; Voxels Case studies of commercial games Deformable heightfields Fracturing meshes Techniques to manage performance of instantiation and destruction of objects during runtime Constructive solid geometry for interaction with voxels Constructing geometry from voxel data – cubes or mesh Level of detail for dealing with large resolutions

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)

AI 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

Character animation Tutorial on Unity’s Mecanim system Ragdoll animation Blending Motion graphs Using real-time motion capture data

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

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