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8/15/2015 - Spring 20091 Meta-Information: Presentations Giving a talk Writing a game proposal Game History Game Genres
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Spring 20092 Giving a Talk What to say and How to say it Getting through to the audience Visual and Aural aids Question Time
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Spring 20093 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
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Spring 20094 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
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Spring 20075 The Body General –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
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Spring 20076 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
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Spring 20097 Getting Through Use repetition Remind the audience Don’t Over-Run! Maintain eye contact Control your voice Be well-groomed! Avoid anxiety by Practice!
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Spring 20098 Visual & Audio Aids PowerPoint slides –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
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Spring 20079 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms
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Spring 200910 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms Use animation if appropriate
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Spring 200911 Visual & Audio Aids Beware the microphone –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
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Spring 200912 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”
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Spring 200913
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Spring 200914 How to write a Game Proposal Today’s games have a production team –Artists –Designers –Musicians –Programmers –20-100 experienced people
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Spring 200715 How to write a Game Proposal Think Small
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Spring 200916 Think Small Really, I mean it
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Spring 200917 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
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Spring 200918 Do One Thing Well Possible areas –Great graphics –Witty sounds –Clever puzzles –Compact concept
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Spring 200719 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
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Spring 200720 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
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Spring 200721 The Proposal The game description –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
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Spring 200922 The Presentation 7 minutes In class –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!
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Spring 200923
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8/15/2015 Spring 200924 Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc
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Spring 200925 History Spacewar 1962 –PDP-1 –2 Ships controlled by 4 buttons each: –Rotate left, right, thrust, fire –http://lcs.www.media.mit.edu/groups/el/projec ts/spacewar/ Adventure 1967 –Text-based adventure –“You are in a maze of twisty little passages”
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Spring 200926 History Pong 1972 –First arcade hit Home version of Pong 1974 Fairchild Channel F 1976 –Cartridges! Hardware “Crash” 1977 –Millions of Pong clones saturate the market
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Computer Game Design & Development 27 Some examples
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Computer Game Design & Development28 History Space Invaders 1978 Activision 1979 –First software house makes Atari 2600 Cartridges Asteroids 1979 –Record score: 100,000,000 –Two guys played it for a week in 1982
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29 Asteroids (Clone) Computer Game Design & Development
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30 Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND Women: –Pac-Man –Frogger –Centipede Computer Game Design & Development
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31 Defender / Stargate Computer Game Design & Development
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32 Missile Command Computer Game Design & Development
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33 Centipede Computer Game Design & Development
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34 Arcade Games 1981-83 Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out Computer Game Design & Development
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35 Joust Computer Game Design & Development
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36 Pole Position Computer Game Design & Development
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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 Computer Game Design & Development
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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! Computer Game Design & Development
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39 Mid 80s 8-bit Home Games: –Nintendo Entertainment System (NES) 1.8MHz 6502 256x240 pixels Released 1986 Most popular toy of 1988 Mario Bros. –Sega Master System Released 1986 Computer Game Design & Development
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40 Late 80s 16-bit Home Games –Sega Genesis 7.8MHz 68000 + 4MHz Z80, 1MB Rom, 64KB Ram Released 1989 –NEC TurboGrafx-16 16MHz 65802 Game Boy Tetris Computer Game Design & Development
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41 Early 90s Super NES (16 bit), 1990 –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 Computer Game Design & Development
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42 Mid 90s Sega CD (1992) PC CDROM (1994) Software –NBA Jam (1993) Earned $1 billion in arcades First franchise –Virtua Fighter (1995) Computer Game Design & Development
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43 Mid 90s Playstation (1995) –33 MHz R3900 32bit CPU –24 bit framebuffer Sega Saturn (1995) –Two 28.8MHz 32bit Hitachi SH2s –24 bit framebuffer –Hardware textures Nintendo 64 (1996) –93MHz R4300 64bit CPU Computer Game Design & Development
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44 Mid 90s Networked Games Ultima Online, Everquest, etc Computer Game Design & Development
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45 Late 90s Sega Dreamcast (1999) –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) Computer Game Design & Development
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46 Late 90s 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! Computer Game Design & Development
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47 2000’s Cell phone games –DoCoMo phones 2001 –Java J2ME, BREW 2002 Computer Game Design & Development
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48 Game Genres Name some! Computer Game Design & Development
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49 Genres Action 1 st Person Shooter Adventure Fighting Puzzle Racing Role-Playing Simulations Sports Strategy Music Dance Artificial Life Quiz Show Computer Game Design & Development
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50 2D Action Games Shoot the horde of aliens –Shoot the horde of aliens Shoot the horde of aliens –Shoot the horde of aliens Shoot the horde of aliens Space Invaders, Galaga, Defender/Stargate, Mario Bros Computer Game Design & Development
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51 1 st Person Shooter 3D Shoot the horde of aliens –3D Shoot the horde of aliens 3D Shoot the horde of aliens –3D Shoot the horde of aliens 3D Shoot the horde of aliens Wolfenstein, Doom, Quake, Half-Life, Max Payne Computer Game Design & Development
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52 Adventure Follow the trail Solve puzzles Nice scenery Inventory Learning Examples: Zelda, Metroid, Myst, Shenmue Computer Game Design & Development
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53 Fighting Pluses: –KILL!!! –Short games –Stress reliever, flow experience Minuses –Arcane knowledge –Limited virtual space –Clone factor Computer Game Design & Development
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54 Puzzle Solving the puzzle is the primary goal Gives feelings of mastery Computer Game Design & Development
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55 Racing First past the post Fairly strong simulation element Fine motor control Computer Game Design & Development
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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…) Computer Game Design & Development
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57 Simulations Flight Sim SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon,... Focus on details Training could be the goal Computer Game Design & Development
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58 Sports Armchair coach Abstract war Abstract team fighting games Computer Game Design & Development
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59 Strategy Same components as Sim games Historical simulation Puzzles may play a part A light story element No twitch in turn-based strategy Computer Game Design & Development
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60 Music “Name that Tune” Repeat a piece of music that the game plays for you Play along musically Computer Game Design & Development
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61 Dance Dance Dance Revolution Dance kiosk type games (popular in Korea!) Computer Game Design & Development
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62 Artificial Life Tamagotchi, Creatures, Black & White Computer Game Design & Development
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