1 / 23

Computer Games

Computer Games. Professor Frank J. Rinaldo CC office 401. Computer Games. Class Schedule Lecture (30 – 60 minutes) Practical Experience (60 – 30 minutes) Class Plan Develop games using GameMaker As individuals As a member of a team. Why Study Computer Games?. Leading Edge Technology

clive
Télécharger la présentation

Computer Games

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Computer Games Professor Frank J. Rinaldo CC office 401

  2. Computer Games • Class Schedule • Lecture (30 – 60 minutes) • Practical Experience (60 – 30 minutes) • Class Plan • Develop games using GameMaker • As individuals • As a member of a team

  3. Why Study Computer Games? • Leading Edge Technology • Types of Games • Computer Game Industry • Computer Game Platforms

  4. Leading Edge Technology • Major driving force in market today • Millions of computer based games sold every year • High volume has driven down costs of hardware & software

  5. Leading Edge Technology Examples • Graphics • Has driven down the cost of high performance graphics cards • Networking • Has driven networking to higher & higher bandwidths & response times • Media • Created high demand for CDroms & DVD’s

  6. Leading Edge Technology Examples • Storage • Created high demand for disk storage (GB’s) • Processing Power • Processing power for new games increases every year • Parallel / Distributed computations • Games servers require high-performance HW • 3-D Sound • Has created demand for 3-D sound

  7. Types of Games • Strategy – Chess, Civilization, Command & Conquer • Simulation – Flight Simulators, SimCity, The Sims • Action – Doom, Unreal 2, Half-Life • Role Playing – Asheron’s Call EverQuest, Diablo • Problem Solving – Myst • Other / Combination – Age of Empires, Civilization 2, Warcraft, Starcraft

  8. Type of Games Game Play • Stand-Alone (single player or player vs computer) • Chess • Myst • DragonBall Z • Networked (2 – 20 players connected via network) • Civilization 2 • Age of Empires • Server-Based (MMOG) (100’s- 1000’s players) • EverQuest • Asheron’s Call

  9. Types of Games New Applications • Learning / Education • Train process & procedures – UA • Medical recovery / handicapped • Foreign Languages • Sightseeing • Scientific • Modeling • Simulation

  10. Computer Game Industry • Market NOW larger then Hollywood (movies) • Cross-Marketing • Games to Books: “Shattered Light” • Books to Games: “The Fleet” (‘Star General’) • Games to Movies / TV: • Laura Croft “Tomb Raider” • “Super Mario Brothers Movie” • Movies / TV to Games: • James Bond • Harry Potter • Dragon Ball Z

  11. Game Platforms • PC’s • IBM compatible • Apple • Handheld • Game Boy / Game Boy Advanced • Sony PlayStation Portable (PSP 2) • Game Machines • Sony PlayStation 2 • Sega Dreamcast • Microsoft Xbox • Cell Phones / PDAs

  12. Game Design Theme / Story Telling • Based on other licensed products • Based on history, economics, etc. • Based on simulations • Based on common knowledge • Requires HIGH LEVEL of: • Creativity! • Energy • Consistency

  13. Game Design Staffing / Job Functions • Game Designers • Programmers • Artists • Sound • Animators • Producer

  14. Game Software Game Engine • Basic Game Loop • Animation considerations • Divide computation (user vs. sever) • Multiple servers • Performance issues • Physics sub-engine

  15. Game Software Graphics & Animation • Artistic skills • Ability to draw • Ability to animate • Technical skills • Graphic size • Animation size • Frame rate • Available memory • Multiple layers • Graphic formats

  16. Game Software Artificial Intelligence • What is AI? • Simulating some aspect of intelligence on the computer • Why is it needed? • Makes games MUCH more interesting & fun to play • How is it used? • AI is used to make moves against human players

  17. Game Software Networking • Time delays • Modems • Switches • Distance from server • Bandwidth • How much data to send? • What format / representation? • What protocol? • What level of security?

  18. Game Software Testing & Validation • Testing • Game play (Is it playable?) • Game balance (Is it fair?) • Game bugs • Load testing (number of players) • Validation • Validate bug fixes • Validate documentation

  19. Class Plan • Homework: • Reading • Making Games • In class: • Listening to lecture • Making Games

  20. Class Grading • Your class grade will be based on: • Your class participation • The games you develop

  21. Game Development • You will be developing games in: • GameMaker • Some games you will develop as an individual • Some games you will develop as a member of a team

  22. Course Information • http://www.ritsumei.ac.jp/is/~rinaldo/ComputerGames/ComputerGames.htm • Professor Frank J Rinaldo • Creation Core room 401 • Office hours: M-F 1:00 – 5:00 (except when in class, lunch, or meetings)

  23. 4th Year Students • Advanced Game topics • Professor Frank J Rinaldo • Professor Ruck Thawonmas

More Related