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Explore the journey of game development from the early days of the Tandy TRS-80 to contemporary technologies, including advanced AI, dynamic acoustic modeling, and sophisticated rendering engines. This talk by Graeme Devine delves into the history of games through milestones like the Atari 2600 and DOOM, highlighting key innovations in pathfinding algorithms, AI for enemies, and script compilers for game entities. Discover how the roles of programmers, artists, and designers have evolved and the ongoing challenges of game development, including the notorious 'crunch' culture.
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TGS Talk By Graeme Devine
Games “touch” Computer Science • pathfinding algorithm for AI • dynamic acoustic modeling • rendering engine • script compiler for AI entities • advanced AI for enemies
History Lesson • 1978 - Tandy TRS-80 • 1980 - Atari 2600 • 1982 - PC, 84 – Mac, 84 – C64 • 1988 - Multimedia! • 1988 - Nintendo/Sega • 1990 - Consoles move to 16bit • 1992 - 7th Guest, MYST, Wolfenstein
History Lesson • 1994 - 11th Hour. DOOM 1/2 • 1996 - Quake 1 • 1997 - Age of Empires • 1998 - Quake 2 • 2000 - Quake 3 • 2002 - Age of Mythology
People who make games • Programmers • Artists • Level Designers • Audio Designer • Team Management • Game Designers
Why will this change? • Crunch • Crunch • Crunch • Crunch • Game development structure is changing