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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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Presentation on theme: "8/15/2015 - Spring 20091 Meta-Information: Presentations  Giving a talk  Writing a game proposal  Game History  Game Genres."— Presentation transcript:

1 8/15/2015 - Spring 20091 Meta-Information: Presentations  Giving a talk  Writing a game proposal  Game History  Game Genres

2 Spring 20092 Giving a Talk  What to say and How to say it  Getting through to the audience  Visual and Aural aids  Question Time

3 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

4 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

5 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

6 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

7 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!

8 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

9 Spring 20079 Visual & Audio Aids  Use pictures!  Show a picture as soon as possible!  Use overlays for stop-frame animation of algorithms

10 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

11 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

12 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”

13 Spring 200913

14 Spring 200914 How to write a Game Proposal  Today’s games have a production team –Artists –Designers –Musicians –Programmers –20-100 experienced people

15 Spring 200715 How to write a Game Proposal  Think Small

16 Spring 200916 Think Small  Really, I mean it

17 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

18 Spring 200918 Do One Thing Well  Possible areas –Great graphics –Witty sounds –Clever puzzles –Compact concept

19 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

20 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

21 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

22 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!

23 Spring 200923

24 8/15/2015 Spring 200924 Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc

25 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”

26 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

27 Computer Game Design & Development 27 Some examples

28 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

29 29 Asteroids (Clone) Computer Game Design & Development

30 30 Arcade Games 1980  Defender  Missile Command  Battezone  Tempest  Popular with Men AND Women: –Pac-Man –Frogger –Centipede Computer Game Design & Development

31 31 Defender / Stargate Computer Game Design & Development

32 32 Missile Command Computer Game Design & Development

33 33 Centipede Computer Game Design & Development

34 34 Arcade Games 1981-83  Donkey Kong  Q*Bert  Tron  Zaxxon  Joust  Pole Position  Punch-Out Computer Game Design & Development

35 35 Joust Computer Game Design & Development

36 36 Pole Position Computer Game Design & Development

37 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

38 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

39 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

40 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

41 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

42 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

43 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

44 44 Mid 90s  Networked Games  Ultima Online, Everquest, etc Computer Game Design & Development

45 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

46 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

47 47 2000’s  Cell phone games –DoCoMo phones 2001 –Java J2ME, BREW 2002 Computer Game Design & Development

48 48 Game Genres  Name some! Computer Game Design & Development

49 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

50 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

51 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

52 52 Adventure  Follow the trail  Solve puzzles  Nice scenery  Inventory  Learning  Examples: Zelda, Metroid, Myst, Shenmue Computer Game Design & Development

53 53 Fighting  Pluses: –KILL!!! –Short games –Stress reliever, flow experience  Minuses –Arcane knowledge –Limited virtual space –Clone factor Computer Game Design & Development

54 54 Puzzle  Solving the puzzle is the primary goal  Gives feelings of mastery Computer Game Design & Development

55 55 Racing  First past the post  Fairly strong simulation element  Fine motor control Computer Game Design & Development

56 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

57 57 Simulations  Flight Sim  SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon,...  Focus on details  Training could be the goal Computer Game Design & Development

58 58 Sports  Armchair coach  Abstract war  Abstract team fighting games Computer Game Design & Development

59 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

60 60 Music  “Name that Tune”  Repeat a piece of music that the game plays for you  Play along musically Computer Game Design & Development

61 61 Dance  Dance Dance Revolution  Dance kiosk type games (popular in Korea!) Computer Game Design & Development

62 62 Artificial Life  Tamagotchi, Creatures, Black & White Computer Game Design & Development


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