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Jan 7, Fall 2005 ITCS4010/5010-002 1 Meta-Information: Presentations  Giving a talk  Writing a game proposal  Game History  Game Genres.

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Presentation on theme: "Jan 7, Fall 2005 ITCS4010/5010-002 1 Meta-Information: Presentations  Giving a talk  Writing a game proposal  Game History  Game Genres."— Presentation transcript:

1 Jan 7, Fall 2005 ITCS4010/5010-002 1 Meta-Information: Presentations  Giving a talk  Writing a game proposal  Game History  Game Genres

2 Jan 7, Fall 2005ITCS4010/5010-0022 Giving a Talk  What to say and How to say it  Getting through to the audience  Visual and Aural aids  Question Time

3 Jan 7, Fall 2005ITCS4010/5010-0023 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 Jan 7, Fall 2005ITCS4010/5010-0024 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 Jan 7, Fall 2005ITCS4010/5010-0025 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 Jan 7, Fall 2005ITCS4010/5010-0026 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 Jan 7, Fall 2005ITCS4010/5010-0027 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 Jan 7, Fall 2005ITCS4010/5010-0028 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 Jan 7, Fall 2005ITCS4010/5010-0029 Visual & Audio Aids  Use pictures!  Show a picture as soon as possible!  Use overlays for stop-frame animation of algorithms

10 Jan 7, Fall 2005ITCS4010/5010-00210 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 Jan 7, Fall 2005ITCS4010/5010-00211 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 Jan 7, Fall 2005ITCS4010/5010-00212 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 Jan 7, Fall 2005ITCS4010/5010-00213

14 Jan 7, Fall 2005ITCS4010/5010-00214 How to write a Game Proposal  Today’s games have a production team –Artists –Designers –Musicians –Programmers –20-100 experienced people

15 Jan 7, Fall 2005ITCS4010/5010-00215 How to write a Game Proposal  Think Small

16 Jan 7, Fall 2005ITCS4010/5010-00216 Think Small  Really, I mean it

17 Jan 7, Fall 2005ITCS4010/5010-00217 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 Jan 7, Fall 2005ITCS4010/5010-00218 Do One Thing Well  Possible areas –Great graphics –Witty sounds –Clever puzzles –Compact concept

19 Jan 7, Fall 2005ITCS4010/5010-00219 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 Jan 7, Fall 2005ITCS4010/5010-00220 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 Jan 7, Fall 2005ITCS4010/5010-00221 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 Jan 7, Fall 2005ITCS4010/5010-00222 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 Jan 7, Fall 2005ITCS4010/5010-00223

24 Jan 7, Fall 2005 ITCS4010/5010-002 24 Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc

25 Jan 7, Fall 2005ITCS4010/5010-00225 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 Jan 7, Fall 2005ITCS4010/5010-00226 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 Jan 7, Fall 2005ITCS4010/5010-00227 Some examples

28 Jan 7, Fall 2005ITCS4010/5010-00228 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 Jan 7, Fall 2005ITCS4010/5010-00229 Asteroids (Clone)

30 Jan 7, Fall 2005ITCS4010/5010-00230 Arcade Games 1980  Defender  Missile Command  Battezone  Tempest  Popular with Men AND Women: –Pac-Man –Frogger –Centipede

31 Jan 7, Fall 2005ITCS4010/5010-00231 Defender / Stargate

32 Jan 7, Fall 2005ITCS4010/5010-00232 Missile Command

33 Jan 7, Fall 2005ITCS4010/5010-00233 Centipede

34 Jan 7, Fall 2005ITCS4010/5010-00234 Arcade Games 1981-83  Donkey Kong  Q*Bert  Tron  Zaxxon  Joust  Pole Position  Punch-Out

35 Jan 7, Fall 2005ITCS4010/5010-00235 Joust

36 Jan 7, Fall 2005ITCS4010/5010-00236 Pole Position

37 Jan 7, Fall 2005ITCS4010/5010-00237 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

38 Jan 7, Fall 2005ITCS4010/5010-00238 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!

39 Jan 7, Fall 2005ITCS4010/5010-00239 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

40 Jan 7, Fall 2005ITCS4010/5010-00240 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

41 Jan 7, Fall 2005ITCS4010/5010-00241 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

42 Jan 7, Fall 2005ITCS4010/5010-00242 Mid 90s  Sega CD (1992)  PC CDROM (1994)  Software –NBA Jam (1993) Earned $1 billion in arcades First franchise –Virtua Fighter (1995)

43 Jan 7, Fall 2005ITCS4010/5010-00243 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

44 Jan 7, Fall 2005ITCS4010/5010-00244 Mid 90s  Networked Games  Ultima Online, Everquest, etc

45 Jan 7, Fall 2005ITCS4010/5010-00245 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)

46 Jan 7, Fall 2005ITCS4010/5010-00246 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!

47 Jan 7, Fall 2005ITCS4010/5010-00247 2000’s  Cell phone games –DoCoMo phones 2001 –Java J2ME, BREW 2002

48 Jan 7, Fall 2005ITCS4010/5010-00248 Game Genres  Name some!

49 Jan 7, Fall 2005ITCS4010/5010-00249 Genres  Action  1 st Person Shooter  Adventure  Fighting  Puzzle  Racing  Role-Playing  Simulations  Sports  Strategy  Music  Dance  Artificial Life  Quiz Show

50 Jan 7, Fall 2005ITCS4010/5010-00250 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

51 Jan 7, Fall 2005ITCS4010/5010-00251 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

52 Jan 7, Fall 2005ITCS4010/5010-00252 Adventure  Follow the trail  Solve puzzles  Nice scenery  Inventory  Learning  Examples: Zelda, Metroid, Myst, Shenmue

53 Jan 7, Fall 2005ITCS4010/5010-00253 Fighting  Pluses: –KILL!!! –Short games –Stress reliever, flow experience  Minuses –Arcane knowledge –Limited virtual space –Clone factor

54 Jan 7, Fall 2005ITCS4010/5010-00254 Puzzle  Solving the puzzle is the primary goal  Gives feelings of mastery

55 Jan 7, Fall 2005ITCS4010/5010-00255 Racing  First past the post  Fairly strong simulation element  Fine motor control

56 Jan 7, Fall 2005ITCS4010/5010-00256 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…)

57 Jan 7, Fall 2005ITCS4010/5010-00257 Simulations  Flight Sim  SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon,...  Focus on details  Training could be the goal

58 Jan 7, Fall 2005ITCS4010/5010-00258 Sports  Armchair coach  Abstract war  Abstract team fighting games

59 Jan 7, Fall 2005ITCS4010/5010-00259 Strategy  Same components as Sim games  Historical simulation  Puzzles may play a part  A light story element  No twitch in turn-based strategy

60 Jan 7, Fall 2005ITCS4010/5010-00260 Music  “Name that Tune”  Repeat a piece of music that the game plays for you  Play along musically

61 Jan 7, Fall 2005ITCS4010/5010-00261 Dance  Dance Dance Revolution  Dance kiosk type games (popular in Korea!)

62 Jan 7, Fall 2005ITCS4010/5010-00262 Artificial Life  Tamagotchi, Creatures, Black & White


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