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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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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
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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
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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
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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
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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
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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!
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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
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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
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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
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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
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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”
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Jan 7, Fall 2005ITCS4010/5010-00213
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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
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Jan 7, Fall 2005ITCS4010/5010-00215 How to write a Game Proposal Think Small
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Jan 7, Fall 2005ITCS4010/5010-00216 Think Small Really, I mean it
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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
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Jan 7, Fall 2005ITCS4010/5010-00218 Do One Thing Well Possible areas –Great graphics –Witty sounds –Clever puzzles –Compact concept
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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
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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
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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
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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!
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Jan 7, Fall 2005ITCS4010/5010-00223
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Jan 7, Fall 2005 ITCS4010/5010-002 24 Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc
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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”
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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
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Jan 7, Fall 2005ITCS4010/5010-00227 Some examples
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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
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Jan 7, Fall 2005ITCS4010/5010-00229 Asteroids (Clone)
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Jan 7, Fall 2005ITCS4010/5010-00230 Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND Women: –Pac-Man –Frogger –Centipede
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Jan 7, Fall 2005ITCS4010/5010-00231 Defender / Stargate
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Jan 7, Fall 2005ITCS4010/5010-00232 Missile Command
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Jan 7, Fall 2005ITCS4010/5010-00233 Centipede
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Jan 7, Fall 2005ITCS4010/5010-00234 Arcade Games 1981-83 Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out
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Jan 7, Fall 2005ITCS4010/5010-00235 Joust
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Jan 7, Fall 2005ITCS4010/5010-00236 Pole Position
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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
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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!
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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
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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
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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
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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)
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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
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Jan 7, Fall 2005ITCS4010/5010-00244 Mid 90s Networked Games Ultima Online, Everquest, etc
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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)
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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!
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Jan 7, Fall 2005ITCS4010/5010-00247 2000’s Cell phone games –DoCoMo phones 2001 –Java J2ME, BREW 2002
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Jan 7, Fall 2005ITCS4010/5010-00248 Game Genres Name some!
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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
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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
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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
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Jan 7, Fall 2005ITCS4010/5010-00252 Adventure Follow the trail Solve puzzles Nice scenery Inventory Learning Examples: Zelda, Metroid, Myst, Shenmue
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Jan 7, Fall 2005ITCS4010/5010-00253 Fighting Pluses: –KILL!!! –Short games –Stress reliever, flow experience Minuses –Arcane knowledge –Limited virtual space –Clone factor
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Jan 7, Fall 2005ITCS4010/5010-00254 Puzzle Solving the puzzle is the primary goal Gives feelings of mastery
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Jan 7, Fall 2005ITCS4010/5010-00255 Racing First past the post Fairly strong simulation element Fine motor control
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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…)
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Jan 7, Fall 2005ITCS4010/5010-00257 Simulations Flight Sim SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon,... Focus on details Training could be the goal
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Jan 7, Fall 2005ITCS4010/5010-00258 Sports Armchair coach Abstract war Abstract team fighting games
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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
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Jan 7, Fall 2005ITCS4010/5010-00260 Music “Name that Tune” Repeat a piece of music that the game plays for you Play along musically
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Jan 7, Fall 2005ITCS4010/5010-00261 Dance Dance Dance Revolution Dance kiosk type games (popular in Korea!)
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Jan 7, Fall 2005ITCS4010/5010-00262 Artificial Life Tamagotchi, Creatures, Black & White
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