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Uncover the realities of the games industry, explore key concepts, and prepare for a successful career in gaming development. This course covers game design fundamentals, software development, computer technology, and emerging technologies. Learn about industry myths, grading criteria, and essential software and books for game development. Stay engaged with lectures, tutorials, and collaborative labs. Equip yourself with the right tools and knowledge to thrive in the rapidly evolving games industry.
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CO1301 - Games ConceptsWeek 1Introduction + Myths and Truths about the Games Industry • Gareth Bellaby + Laurent Noel
Course Content • The course material has been produced by Gareth Bellaby and Laurent Noel. • However, it will be Gareth who will be delivering the material.
Gareth • Gareth Bellaby • Email: GJBellaby@uclan.ac.uk • Tel: 3299 • Room: CM027
Laurent • Laurent Noel • Email: LSNoel@uclan.ac.uk • Tel: 3294 • Room: CM027
Games Development - Yr 1 • CO1301 - Games Concepts • CO1404 - Introduction to Software Devt. (Sem 1) • CO1401 - Program Design and Implementation (Sem 2) • CO1501 - Computer Technology • CO1505 - Computing Skills • CO1705 - Entertainment Computing • CO1801 - Practitioner Skills
Games Development - Yr 2 • CO2301 - Games Development 1 • CO2402 - Advanced Programming with C++ • CO2403 - Professional Skills • CO2409 - Computer Graphics • CO2509 - Mobile Computing • CO2401 - Software Development
Games Development - Yr 3 • CO3301 - Games Development 2 • CO3302 - Emerging Games Technologies • CO3402 - Object Oriented Methods in Computing • CO3808 - Honours Degree Project
Games Development - Yr 3 • Plus one of the following options: • CO3709 - Research Topics in Computing • CO2411 - Software Engineering Practices
Year 1 • How grades are calculated. • Look at module spec for exact details, but a weighted average. • Who makes the decision? • The exam board - course leaders, programme leader, possibly other academic members of staff, e.g. Head of School. • What are the outcomes of the board? • passing • resits • passing after resits • failure after resits
Games Concepts • Each week you'll have: • 1 hour lecture • 2 hour tutorial. This will happen in the lab. • If I give you a handout then I expect you to have done it by the next tutorial.
What you need to bring • Bring paper and pen/pencil to the lectures. • You must also bring paper and pen/pencil to the tutorials/practicals. • You’ll need this: • to make notes • to carry out exercises • Slides and worksheets are on the web site. Technical information will always be available electronically, e.g. an equation or code. • However, I expect you to take notes in the lectures.
The Lectures • The lectures and assignments can be found on the games web site. • http://www.uclan.ac.uk/facs/destech/compute/staff/noel/resources/modules/co1301/materials.html • You need to follow the arguments presented in the lectures make notes about supplementary material, write down key words, key points.
Games Concepts • Structure and character of the module. • Material covered. • Assessment. • Plagiarism • Collaboration without plagiarising. • The labs. • Conduct in the labs. • Group work: discussion and conduct.
What Software to get • We are part of MSDN - Academic Alliance. You can get some Microsoft software free. • http://msdn60.e-academy.com/elms/Storefront/Home.aspx?campus=msdnaa_sw0335 • You will need a username and password. These will be emailed to you by our Departmental technicians during the first semester.
What Software to get • You need to obtain: • Visual Studio 2005 Professional Edition (2 CDs) or Visual Studio 2008. • Windows XP Professional (Single User) (If you haven't already got it- remember to install Service Pack 2 as well) • Visio Professional 2003 • MSDN Library for the version of Visual Studio you are using
What Software to get • We also suggest that you download and install the latest version of: • DirectX • the DirectX SDK (Software Development Kit).
What Books to get • You must buy: • Rabin, Steve, (ed.), (2005), Game Development, Charles River Media. ISBN: 1584503777 • van Verth, James, (2008), Essential Mathematics For Games & Interactive Applications: A Programmer's Guide Book, 2nd ed., Morgan Kaufmann. ISBN-13: 978-0123742971 • The maths book has an associated web site: • http://www.essentialmath.com/tutorial.htm
What Books to get • These books are intended for all three years of your degree. Do not get worried if some of the maths, for example, looks initially too daunting. On the first year of the degree we'll concentrate on Chapter 1 of the Essential Mathematics book.
What Books to get • For this particular module we also recommend: • Ernest Adams & Andrew Rollings, (2006), Fundamentals of Game Design, Prentice Hall. ISBN-13: 978-0131687479 • Andrew Rollings & Dave Morris, (2004), Game Architecture and Design: A New Edition, New Riders. ISBN-13: 978-0735713635
Myths and Truths • Why are you doing this course? What do you hope to gain out of it? • What do you think the industry is like? • What are the good and bad sides of working in the games industry?
Myths and Truths • Many software developers see the computer games industry as an ideal workplace. • But its ‘shiny’ reputation is not always well-deserved. • Some of the supposed advantages are myths, and there are harsh truths which are sometimes overlooked.
Myths • I will be able to create my own games. – no: games are created collectively – by a team. • If my game sells well, I will make a lot of money. • – no: the company will, you might not… • Writing games is like being a games tester. • – no: you don’t play games to make them. • Writing games is not like writing “serious” applications software. • – yes it is, but often with tighter deadlines.
Half-Truths • The games industry is bigger than the movie industry; there are loads of jobs. • - you still need to prove your ability to get them. • I will earn a lot of money writing games. • - but you need to make some successful games first and work hard. • I will have creative control over my own work. • - yes, when you’re experienced; before that expect to be told what to do. • If I reach the top, I will be able to control an entire team. • - responsibility: yes, creative control: no.
Truths – The Bad • Computer games are very complex, but management and development practices are sometimes poor. • When projects slip, working hours can become very long. • Games companies can be unstable as a result. • The business is fashion-led: Game design and development is often driven by market factors.
Truths – The Good • Work environments are usually relaxed and informal. • Social life can be very active, it’s a young industry. • Experienced developers work independently (in their own areas) and as part of a team (on wider game issues). This flexible approach is enjoyable. • Success and experience are richly rewarded - if you take the opportunities. • You get to play games for research (a little).
Summary • The games industry can offer a great working experience. • However, you need to be realistic in your expectations, and be prepared to work for success.