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Sep 7, Fall 2006IAT 4101 Meta-Information: Presentations Giving a talk Writing a game proposal Game History Game Genres
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Sep 7, Fall 2006IAT 4102 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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Sep 7, Fall 2006IAT 4103 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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Sep 7, Fall 2006IAT 4104 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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Sep 7, Fall 2006IAT 4105 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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Sep 7, Fall 2006IAT 4106 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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Sep 7, Fall 2006IAT 4107 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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Sep 7, Fall 2006IAT 4108 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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Sep 7, Fall 2006IAT 4109 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms
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Sep 7, Fall 2006IAT 41010 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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Sep 7, Fall 2006IAT 41011 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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Sep 7, Fall 2006IAT 41012 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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Sep 7, Fall 2006IAT 41013
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Sep 7, Fall 2006IAT 41014 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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Sep 7, Fall 2006IAT 41015 How to write a Game Proposal Think Small
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Sep 7, Fall 2006IAT 41016 Think Small Really, I mean it
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Sep 7, Fall 2006IAT 41017 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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Sep 7, Fall 2006IAT 41018 Do One Thing Well Possible areas –Great graphics –Witty sounds –Clever puzzles –Compact concept
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Sep 7, Fall 2006IAT 41019 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
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Sep 7, Fall 2006IAT 41020 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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Sep 7, Fall 2006IAT 41021 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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Sep 7, Fall 2006IAT 41022 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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Sep 7, Fall 2006IAT 41023
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Sep 7, Fall 2006IAT 41024 Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc
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Sep 7, Fall 2006IAT 41025 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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Sep 7, Fall 2006IAT 41026 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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Sep 7, Fall 2006IAT 41027 Some examples
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Sep 7, Fall 2006IAT 41028 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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Sep 7, Fall 2006IAT 41029 Asteroids (Clone)
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Sep 7, Fall 2006IAT 41030 Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND Women: –Pac-Man –Frogger –Centipede
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Sep 7, Fall 2006IAT 41031 Defender / Stargate
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Sep 7, Fall 2006IAT 41032 Missile Command
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Sep 7, Fall 2006IAT 41033 Centipede
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Sep 7, Fall 2006IAT 41034 Arcade Games 1981-83 Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out
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Sep 7, Fall 2006IAT 41035 Joust
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Sep 7, Fall 2006IAT 41036 Pole Position
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Sep 7, Fall 2006IAT 41037 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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Sep 7, Fall 2006IAT 41038 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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Sep 7, Fall 2006IAT 41039 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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Sep 7, Fall 2006IAT 41040 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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Sep 7, Fall 2006IAT 41041 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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Sep 7, Fall 2006IAT 41042 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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Sep 7, Fall 2006IAT 41043 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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Sep 7, Fall 2006IAT 41044 Mid 90s Networked Games Ultima Online, Everquest, etc
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Sep 7, Fall 2006IAT 41045 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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Sep 7, Fall 2006IAT 41046 Late 90s Software –Very strong 3D! –Decent sports games –Soul Caliber, Shenmue, Grand Theft Auto … PC Software –Graphics no longer 100% of the challenge –Consumer demand for 3D causes cheap 3D graphics!
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Sep 7, Fall 2006IAT 41047 2000’s Cell phone games –DoCoMo phones 2001 –Java J2ME, BREW 2002
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Sep 7, Fall 2006IAT 41048 2000s Xbox 2 (360) (2005) –3 Cores @ 3200MHz : 2 scalar CPUS 1 VMX 128 Vector Unit w/ 128 registers –9 billion dot products/sec (36 billion mults+27 billion adds/sec) –500 million triangles per second –16 gigasamples per second fillrate using 4X MSAA –500MB 700MHz DDR memory Playstation3 (2006) –PowerPC-base Core @3.2GHz 7 x scalar @3.2GHz 7 x 128b 128 SIMD Registers total FP performance: 218 GFLOPS –GPU : 1.8 TFLOPS floating point performance
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Sep 7, Fall 2006IAT 41049 Game Genres Name some!
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Sep 7, Fall 2006IAT 41050 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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Sep 7, Fall 2006IAT 41051 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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Sep 7, Fall 2006IAT 41052 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, Counterstrike
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Sep 7, Fall 2006IAT 41053 Adventure Follow the trail Solve puzzles Nice scenery Inventory Learning Examples: Zelda, Metroid, Myst, Prince of Persia 3D
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Sep 7, Fall 2006IAT 41054 Fighting Hand-to-hand combat Influenced by Asian martial arts+media Short games Arcane knowledge Limited virtual space
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Sep 7, Fall 2006IAT 41055 Puzzle Solving the puzzle is the primary goal Gives feelings of mastery Can be short –“Casual” games Can be left aside and picked up again
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Sep 7, Fall 2006IAT 41056 Racing First past the post Fairly strong simulation element Fine motor control
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Sep 7, Fall 2006IAT 41057 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, World O Warcraft…)
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Sep 7, Fall 2006IAT 41058 Simulations Flight Sim SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon,... Focus on details Training could be the goal
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Sep 7, Fall 2006IAT 41059 Business Simulate some commercial entrprise –Railroad Tycoon, Roller Coaster Tycoon –Typically network simulations
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Sep 7, Fall 2006IAT 41060 Sports Armchair coach Abstract war Abstract team fighting games
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Sep 7, Fall 2006IAT 41061 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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Sep 7, Fall 2006IAT 41062 Music “Name that Tune” Repeat a piece of music that the game plays for you Play along musically
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Sep 7, Fall 2006IAT 41063 Dance Dance Dance Revolution Dance kiosk type games
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Sep 7, Fall 2006IAT 41064 Artificial Life Tamagotchi, Creatures, Black & White
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