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Computer Game Development

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23 diapositives · 726 Views · Apr 27, 2011

Computer Game Development. Dr. Scott Schaefer. Course Information. Instructor: Dr. Schaefer Office: HRBB 527B Office Hours: by appointment Website: http://courses.cs.tamu.edu/schaefer/489_Spring2009. Grading. Website: 5% Proposal: 10% Status Reports/Presentations: 5% (6 total)

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  1. Computer Game Development Dr. Scott Schaefer

  2. Course Information • Instructor: Dr. Schaefer • Office: HRBB 527B • Office Hours: by appointment • Website: http://courses.cs.tamu.edu/schaefer/489_Spring2009

  3. Grading • Website: 5% • Proposal: 10% • Status Reports/Presentations: 5% (6 total) • Final Report/Presentation: 10% • Final Project: 30% • Originality, completion of milestones, polish, difficulty • Participation: 10%

  4. The Course Project • Build a team • Tell me your team members ASAP • If you can’t find a group, I’ll help • Build a game • Settle on a game idea (1/26) • Website (1/30) • Formal Game Proposal/Design (1/30) • Progress Reports/Presentations (every 2 weeks) • Final Report/Presentation (5/12)

  5. Building a Team • Games are made up of lots of areas of CS • Graphics, networking, AI, physics, etc… • Consider building a diverse team • Come up with a name • I’d like groups formed by 1/23!!! • Start after this lecture

  6. Game Ideas • Think small • You don’t have • Experience • Years of time • Millions of dollars • …

  7. Game Ideas • Try to do one thing well • Good graphics/animation • Cool physics • Excellent sounds • Clever puzzles • Don’t do a mediocre job in everything • One of everything • You won’t design hundreds of levels

  8. Game Website • Create a website for your game (send me the URL) • Team name/members • Description of game • Proposal link • Status reports • Final report • Download for final game

  9. Game Proposal • Description of game • Unique features of game • Screen mockups? • Development schedule • Functional minimum (I expect the minimum done before Spring break) • Low target • Desirable target • High target • State who will be responsible for each part

  10. Proposal Presentation • 10 minutes: 1/30 • Describe your game • State what’s unique about your game • Development schedule

  11. Progress Reports (Group) • Every two weeks (2/11,2/25,3/11,4/1,4/15,4/29) • State work done over past two weeks • Describe difficulties encountered • Oral presentation to class

  12. Progress Reports (Individual) • Send in an email to me • Assign a percentage effort to each team member • Describe what YOU think each team member did over the past two weeks (including yourself) • RMS of scores will make up part of your participation grade

  13. Final Report (Group) • Due on date of final exam (5/12) • Describe • what went right • what went wrong • what changes if any you made to your original design and why • what you would have done had you more time • Oral presentation demonstrating final game

  14. Final Report (Individual) • Send in an email to me • Assign a percentage effort to each team member including yourself • Write a justification for your assignments • RMS of scores will make up part of your participation grade

  15. The Evolution of Game Hardware • Atari 2600 - 1977 • 1.18MHz 6507 • 128 bytes RAM • 4KB ROM • Atari 5200 - 1982 (incompatible cartridge with 2600) • 1.8MHz 6502 • 16KB RAM

  16. The Evolution of Game Hardware • Nintendo Entertainment System - 1985 • 1.79MHz • 256x240 pixels • 2KB RAM • Mario Bros!

  17. The Evolution of Game Hardware • Sega Genesis - 1988 • 7.6MHz • 64KB RAM • Game Boy -1989 • 8-bit 4.2 MHz • 8KB RAM • Tetris!

  18. The Evolution of Game Hardware • Super NES - 1990 • 3.58Mhz 65C816 16bit CPU • 128KB RAM • Playstation - 1994 • 34 MHz R3900 32bit CPU • 2MB RAM (CPU), 1MB RAM (Video) • Nintendo 64 - 1996 • 94MHz R4300 64bit CPU • Reality Co-Processor – SGI • 4MB RAM

  19. The Evolution of Game Hardware Playstation2 - 2000 • 295MHz R12000 CPU • 32MB RAM • XBox - 2001 • 733MHz Celeron • 64MB RAM • nVidia GeForce4 • GameCube - 2001 • 485MHz PowerPC • 43MB RAM

  20. The Evolution of Game Hardware Playstation3 - 2006 • 3.2GHz Cell CPU • 256MB RAM + 256MB Video RAM • XBox360 - 2005 • 3.2GHz PowerPC • 512MB RAM • Nintendo Wii - 2006 • 729MHz PowerPC • 88MB RAM

  21. The Evolution of Game Hardware The PC • Different processors • Different GPUs • Different amounts of RAM

  22. Action 1st Person Shooter Sports Fighting Puzzle Racing Role-Playing Game Genres