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CIS 300 Introduction to Computer Game Design http://www.cis.cornell.edu/courses/cis300/2007sp http://gdiac.cis.cornell.e

CIS 300 Introduction to Computer Game Design http://www.cis.cornell.edu/courses/cis300/2007sp http://gdiac.cis.cornell.edu Lecture 1: The Nature of Games Spring 2007. Announcements. Check CMS ( cms.csuglab.cornell.edu ) to make sure that you’re there! Email me if you’re not. Assignments:

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CIS 300 Introduction to Computer Game Design http://www.cis.cornell.edu/courses/cis300/2007sp http://gdiac.cis.cornell.e

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  1. CIS 300 • Introduction to Computer Game Design • http://www.cis.cornell.edu/courses/cis300/2007sp • http://gdiac.cis.cornell.edu • Lecture 1: The Nature of Games • Spring 2007

  2. Announcements • Check CMS (cms.csuglab.cornell.edu) to make sure that you’re there! Email me if you’re not. • Assignments: • Reading: Chapters 1&2 of R&A for Wednesday Jan 24 • Assignment 0 - Preferences: Submit general preferences for the kind of game you’d like to make this semester. Include “people” preferences if you like, but we make no guarantees. Due Tuesday Jan 23 at midnight.

  3. CIS 300 CIS 300: Introduction to Computer Game Design • This course is about game design! • Interdisciplnary development teams of 4-6 people • A single, semester long game project

  4. CIS 300 Game Projects • Before the project starts, we spend 3-4 weeks preparing: • developing your game concepts • learning basic development skills through labs • Projects are developed using an engine called GameX • Projects must be non-networked, and (fundamentally) 2D • Project ideas must be approved by instructors. We will only allow games we think are innovative and feasible. This generally disallows RPGs and other very content heavy projects • We’ll provide you with a general milestone schedule, but it’s up to you to determine your development plan • Games will be demonstrated at our semester-end showcase • Games will be posted on the GDIAC website, forever

  5. Course Structure • Lectures • Once or twice a week, usually on Tuesday and/or Thursday • Of general design and development interest • Will come with reading assignments, and general design-oriented writing assignments • Game Labs • Once a week, usually on Friday • First four weeks are structured lab assignments • You complete labs (programming, art, music, writing) according to your intended primary role • After this initial period, Game Labs will be used for workshops, critiques, demonstrations, or group work

  6. Course Structure • Communication Labs • Once a week, usually on Wednesday • Develop documents and presentations for your group and project, and develop group communication skills • Will have weekly associated communications assignments • Engineers get technical writing credit for this • Workshops • Once a week, once the semester gets going, on Tuesday or Thursday • We spend the entire session focusing on one group’s project, discussing their development progress and design decisions • Case Studies • Once a week, usually on Monday • We will look at one game of particular design interest, and discuss/analyze its design as a class. When possible, we’ll give people a chance to play the game as well

  7. This course is a lot of work! • We expect each student to spend at least 10 hours/week outside of class working on the game project (once the project starts). You will probably find that 10 hours/week is the bare minimum to get anything done. • This does not include time spent on readings, or the general design assignments (although there won’t be too many of these), or attending class 5 times/week • If you are concerned you may not have enough time for this class, please see us immediately! It is crucial that, once the groups are formed, that we don’t lose members.

  8. Some things you will do In completing your game project, some of the things that you will create: • A game concept document • A functional specification (code architecture doc) • A milestone (production timeline) document • A comprehensive game wiki (containing all design decisions) • A game webpage • A game manual • A showcase poster • A buglist forum • Two-week production updates • Prototype, alpha, beta, code complete, and release builds • ..and of course, the game itself

  9. Some more things you will do • Our Monday-Friday meetings won’t be even close to enough time for your group to work together. • You will have to meet outside of class quite a bit. • We will in fact require that you meet as a group for 1/hour week at a regular time and place. This meeting will give us an opportunity to find you and meet with you outside of class as needed. • Feel free to invite Mohan or any of the TAs to your meetings if you like.

  10. What is a Game?

  11. What is a game? Hopscotch Rules: Use chalk to draw a hopscotch pattern on the ground or use masking tape on a floor. Create adiagram with 8 sections and number them. Each player has a marker such as a stone, beanbag,bottlecap, shell, button, etc.The first player stands behind the starting line to toss her or his marker in square 1. Hop oversquare 1 to square 2 and then continue hopping to square 8, turn around, and hop back again. Pausein square 2 to pick up the marker, hop in square 1, and out. Then continue by tossing the stone insquare 2. All hopping is done on one foot unless the hopscotch design is such that two squares areside-by-side. Then two feet can be placed down with one in each square. A player must alwayshop over any square where a maker has been placed.A player is out if the marker fails to land in the proper square, the hopper steps on a line, thehopper looses balance when bending over to pick up the marker and puts a second hand or footdown, the hopper goes into a square where a marker is, or if a player puts two feet down in asingle box. The player puts the marker in the square where he or she will resume playing on thenext turn, and the next player begins. Sometimes a dome-shaped "rest area" is added on one end of the hopscotch pattern where theplayer can rest for a second or two before hopping back through.

  12. What is a game? General Contest Rules For the 1A and 2A divisions, all compulsory tricks completed on the first attempt receive 5 points. If necessary, a successful second attempt receives 3 points. For the Sport Ladders, one attempt per trick is allowed. One missed trick will be forgiven and the second miss retires the player. The score will be based on the highest completed trick with the highest first missed trick breaking ties. A trick is complete when the string is fully wound around the axle and back in the hand. A yo-yo must be caught with one hand, the hand that originally threw the yo-yo, and not trapped against the body. More than five inches of string remaining outside the yo-yo when caught is considered a miss. No string misses or flipovers are allowed on any tricks. A trick starts and finishes within the trick box. A player must keep feet planted unless the trick requires movement. If a players feet leave the trick box during a trick it is considered a miss. A throw made within the trick box counts as an attempt. Outside the trick box a player may only toss a throwdown, spinner, forward pass, a single loop, a single hop the fence, or string adjustments (excluding UFO prior to attempting that trick). Practicing a contest trick outside the trick box during the judging session is considered a miss. A player may adjust the yo-yo and string. An unintentional broken or knotted string may be replaced. A yo-yo may not be dismantled during the judging session. A yo-yo must be able at all time to sleep a minimum of 3 seconds and a judge may request to test any yo-yo at any time. Any yo-yo may be used. The same yo-yo must be used for all tricks. A judge has the discretion to allow a similar replacement yo-yo to be used if the original yo-yo is damaged. Good sportsmanship is expected. Interfering with another contestant may be cause for disqualification. A player in the finals who is not sure if their music is appropriate for a public competition should have it reviewed in advance of their performance. An appeal must be discussed with the judge before the end of the judging session. No video challenges will be allowed. A judges decision is final.

  13. What is a game? Instructions: Rotate sections of the Rubik’s Cube so that each face is a solid color.

  14. What is a game? Amazon.com Be the first to move your child-shaped playing piece from square one to square 100 on the Chutes and Ladders game board--but watch out! If you land on the square that shows you ate too much candy--Ouch!--you get a tummy ache and slide down a chute to a square a few numbers below. But if you end your turn on a good-deed square, such as helping sweep up a mess, you'll be rewarded by a ladder-climb up the board. A fantastic follow-up to Candy Land, Chutes and Ladders is ideal for younger children who are still learning to take turns and just beginning to recognize numbers (the spinner stays in the single digits). It's also a gentle introduction to the higher numbers as players climb to 100 at the top of the board. And, thanks to all those chutes and ladders, it's got enough excitement to keep your 7-year-old on the edge of her seat. English and Spanish instructions are included; no reading is necessary to play. Chutes and Ladders is for two to four players. --Julie Ubben

  15. What is a game?

  16. What is a game?

  17. What is a game?

  18. What is a game?

  19. What is a game?

  20. What is a game?

  21. What is a game?

  22. What is a game?

  23. Definitions of Games • Rollings & Adams: A game is a form of interactive entertainment where players must overcome challenges, by taking actions that are governed by rules, in order to meet a victory condition. • Salen & Zimmerman: A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome.

  24. Characteristics of Games • Does a game need all of these…? • Players? • Rules? • A victory condition or quantifiable outcome? • Goals? • Challenges or conflict? • Entertainment value? • What are some possible counterexamples?

  25. What is game design? • Rollings & Adams - Game design is the process of: • Imagining a game. • Defining the way it works. • Describing the elements that make up the game. • Transmitting that information to the development team. • Salen & Zimmerman – Game design is the process by which a game designer creates a game, to be encountered by a player, from which meaningful play emerges. • What makes play meaningful?

  26. What about fun? • Games are designed to entertain. Above we’ve (vaguely) described what game design is, but not what good game design is. • How do we create good games? • What makes a game fun? Really, the most fundamental question is: • Why do people play games?

  27. Reasons to Play • To be entertained by a story • To be challenged • To socialize with players • To prove superiority • To escape reality • To learn • To be stimulated • To relax • … what else? • Core gamers and Casual gamers play differently, and for different reasons. • Core gamers play lots of games, always to the finish. They want hard games, and will tolerate frustration. • Casual gamers play for enjoyment, and will stop when the game stops being fun. They want challenge, but only reasonable challenge, and rarely twitch challenge.

  28. Next Time • Players, Designers, and Ideas

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