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Meta-Information: Presentations

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Presentation on theme: "Meta-Information: Presentations"— Presentation transcript:

1 Meta-Information: Presentations
Giving a talk Writing a game proposal Game History Game Genres Fall 2006 COMP 4970

2 Giving a Talk What to say and How to say it
Getting through to the audience Visual and Aural aids Question Time Fall 2006 COMP 4970

3 What to say & How to say it
Communicate Key ideas Don’t get bogged down in details Structure your talk Use a Top-Down Approach Fall 2006 COMP 4970

4 The Introduction Define the problem / issue / thingy
Motivate the audience Introduce terminology Discuss earlier work Emphasize your new work contributions Provide a road-map For very short presentations, economize on this section Fall 2006 COMP 4970

5 The Body General Technicalities Conclusion
Abstract the major results / thoughts / plans Explain the significance of the results Technicalities Talk about the vital details that make the general points true Conclusion Hindsight is clearer than foresight Fall 2006 COMP 4970

6 Know your audience Who are they--
The Public? Scientists? Computer Scientists? Computer Scientists in your area? Classmates? The more expert or familiar the audience, the more you can focus on details Fall 2006 COMP 4970

7 Getting Through Use repetition Remind the audience Don’t Over-Run!
Maintain eye contact Control your voice Be well-groomed! Avoid anxiety by Practice! Fall 2006 COMP 4970

8 Visual & Audio Aids PowerPoint slides No special fonts!!!
Don’t overload them Don’t write sentences Allow 1-2 minutes per slide Don’t cover slides No special fonts!!! Don’t animate text! It’s irritating!! You waste time waiting for the text to show up Fall 2006 COMP 4970

9 Visual & Audio Aids Use pictures! Show a picture as soon as possible!
Use overlays for stop-frame animation of algorithms Fall 2006 COMP 4970

10 Visual & Audio Aids Use pictures! Show a picture as soon as possible!
Use overlays for stop-frame animation of algorithms Use animation if appropriate Fall 2006 COMP 4970

11 Visual & Audio Aids Beware the microphone Test your video
Don’t beat your chest! Try turning it off while you are putting it on or taking it off Test your video Cue it up Be ready to switch from source to source Be ready to adjust sound Fall 2006 COMP 4970

12 Question Time Request for Information Implied request for adulation
Come up with a complimentary answer Malicious question Be prepared Be ready to take them off-line “I don’t know” Fall 2006 COMP 4970

13 Fall 2006 COMP 4970

14 How to write a Game Proposal
Today’s games have a production team Artists Designers Musicians Programmers experienced people Fall 2006 COMP 4970

15 How to write a Game Proposal
Think Small Fall 2006 COMP 4970

16 Think Small Really, I mean it Fall 2006 COMP 4970

17 Do NOT to lots of levels in the game
Do One Thing Well Make the game stand out in one way Don’t do a mediocre job in all things Do NOT to lots of levels in the game One level will do nicely Fall 2006 COMP 4970

18 Do One Thing Well Possible areas Great graphics Witty sounds
Clever puzzles Compact concept Fall 2006 COMP 4970

19 Understand your Tools The various tools have strengths & weaknesses
Don’t fight the tool Understand what the tool is good for and tailor your project for that tool Also.. Don’t fight your team’s skills It’s understood that your team may be CS heavy Fall 2006 COMP 4970

20 Plan in Layers Detailed development schedule: Functional Minimum
Your Low target Your Desirable target Your High target Your Extras Maybe do these after the term is done Fall 2006 COMP 4970

21 The Proposal The game description Layered Development Schedule
5 pages of text 1-3 pages of sketches/ mocked-up screens Layered Development Schedule As on previous slide Also state who is responsible for what Assessment What One Thing will be cool about your game Fall 2006 COMP 4970

22 The Presentation 7 minutes In class Practice your talk!
Describe your game Argue for the One Cool Thing State what your primary development environment will be and why Show your development schedule Indicate why you think it’s do-able Practice your talk! Fall 2006 COMP 4970

23 Fall 2006 COMP 4970

24 Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc
Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc Fall 2006 COMP 4970

25 History Spacewar 1962 Adventure 1967 PDP-1
2 Ships controlled by 4 buttons each: Rotate left, right, thrust, fire Adventure 1967 Text-based adventure “You are in a maze of twisty little passages” Fall 2006 COMP 4970

26 History Pong 1972 Home version of Pong 1974 Fairchild Channel F 1976
First arcade hit Home version of Pong 1974 Fairchild Channel F Cartridges! Hardware “Crash” 1977 Millions of Pong clones saturate the market Fall 2006 COMP 4970

27 Some examples Fall 2006 COMP 4970

28 History Space Invaders 1978 Activision 1979 Asteroids 1979
First software house makes Atari 2600 Cartridges Asteroids 1979 Record score: 100,000,000 Two guys played it for a week in 1982 Fall 2006 COMP 4970

29 Asteroids (Clone) Fall 2006 COMP 4970

30 Arcade Games 1980 Defender Missile Command Battezone Tempest
Popular with Men AND Women: Pac-Man Frogger Centipede Fall 2006 COMP 4970

31 Defender / Stargate Fall 2006 COMP 4970

32 Missile Command Fall 2006 COMP 4970

33 Centipede Fall 2006 COMP 4970

34 Arcade Games 1981-83 Donkey Kong Q*Bert Tron Zaxxon Joust
Pole Position Punch-Out Fall 2006 COMP 4970

35 Joust Fall 2006 COMP 4970

36 Pole Position Fall 2006 COMP 4970

37 Home Games Late 70s Early 80s
Atari 2600 1.18MHz 6507, 128 bytes RAM, 4KB ROM Atari 5200 (incompatible cartridge with 2600) 1.8MHz 6502, 16KB RAM Colecovision Mattel Intellivision Bally Astrocade Fall 2006 COMP 4970

38 Software Crash of 1983-84 Market of 1982: $3 billion
Market of 1985: $100 million Millions of clones and lousy cartridges No rating system No licensing system Consumer confusion! Fall 2006 COMP 4970

39 Mid 80s 8-bit Home Games: Nintendo Entertainment System (NES)
1.8MHz x240 pixels Released 1986 Most popular toy of 1988 Mario Bros. Sega Master System Fall 2006 COMP 4970

40 Late 80s 16-bit Home Games Game Boy Tetris Sega Genesis
7.8MHz MHz Z80, 1MB Rom, 64KB Ram Released 1989 NEC TurboGrafx-16 16MHz 65802 Game Boy Tetris Fall 2006 COMP 4970

41 Early 90s Super NES (16 bit), 1990 Game Gear Software
3.58Mhz 65C816, 128KB Ram Game Gear Software Street Fighter 2 First decent fighting game Super Mario Bros. 3 Sonic the Hedgehog Mortal Kombat 1992 Fall 2006 COMP 4970

42 Mid 90s Sega CD (1992) PC CDROM (1994) Software NBA Jam (1993)
Earned $1 billion in arcades First franchise Virtua Fighter (1995) Fall 2006 COMP 4970

43 Mid 90s Playstation (1995) Sega Saturn (1995) Nintendo 64 (1996)
33 MHz R bit CPU 24 bit framebuffer Sega Saturn (1995) Two 28.8MHz 32bit Hitachi SH2s Hardware textures Nintendo 64 (1996) 93MHz R bit CPU Fall 2006 COMP 4970

44 Mid 90s Networked Games Ultima Online, Everquest, etc Fall 2006
COMP 4970

45 Late 90s Sega Dreamcast (1999) Playstation2 (2000) XBox (2001)
200MHz 128bit NEC PowerVR Playstation2 (2000) 294MHz R12000 CPU, 3.2GB/sec memory b/w, 6.2GFlops peak XBox (2001) 733MHz Celeron nVidia GeForce4 6.4GB/sec memory b/w, maybe 1TFlops peak GameCube (2001) 485MHz PowerPC Flipper (ATI) Graphics (on-chip DRAM) Fall 2006 COMP 4970

46 Late 90s Software PC Software Very strong 3D! Decent sports games
Soul Caliber, Shenmue … PC Software Graphics no longer 100% of the challenge Consumer demand for 3D causes cheap 3D graphics! Fall 2006 COMP 4970

47 2000’s Cell phone games DoCoMo phones 2001 Java J2ME, BREW 2002
Fall 2006 COMP 4970

48 Game Genres Name some! Fall 2006 COMP 4970

49 Genres Action 1st Person Shooter Adventure Fighting Puzzle Racing
Role-Playing Simulations Sports Strategy Music Dance Artificial Life Quiz Show Fall 2006 COMP 4970

50 2D Action Games Shoot the horde of aliens
Space Invaders, Galaga, Defender/Stargate, Mario Bros Fall 2006 COMP 4970

51 1st Person Shooter 3D Shoot the horde of aliens
Wolfenstein, Doom, Quake, Half-Life, Max Payne Fall 2006 COMP 4970

52 Adventure Follow the trail Solve puzzles Nice scenery Inventory
Learning Examples: Zelda, Metroid, Myst, Shenmue Fall 2006 COMP 4970

53 Fighting Pluses: KILL!!! Minuses Short games
Stress reliever, flow experience Minuses Arcane knowledge Limited virtual space Clone factor Fall 2006 COMP 4970

54 Puzzle Solving the puzzle is the primary goal
Gives feelings of mastery Fall 2006 COMP 4970

55 Racing First past the post Fairly strong simulation element
Fine motor control Fall 2006 COMP 4970

56 Role-Playing 3rd person adventure Strong story component (potentially)
Learn the virtual world/environment Players are free to act within the world’s constraints Diablo, MMORPGs (EverQuest, UltimaOnline…) Fall 2006 COMP 4970

57 Simulations Flight Sim
SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon, ... Focus on details Training could be the goal Fall 2006 COMP 4970

58 Sports Armchair coach Abstract war Abstract team fighting games
Fall 2006 COMP 4970

59 Strategy Same components as Sim games Historical simulation
Puzzles may play a part A light story element No twitch in turn-based strategy Fall 2006 COMP 4970

60 Music “Name that Tune” Repeat a piece of music that the game plays for you Play along musically Fall 2006 COMP 4970

61 Dance Dance Dance Revolution
Dance kiosk type games (popular in Korea!) Fall 2006 COMP 4970

62 Artificial Life Tamagotchi, Creatures, Black & White Fall 2006
COMP 4970


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