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This game development course, taught by Dr. Scott Schaefer and Dr. Srinivasan, explores the fundamental aspects of creating games, from team dynamics to technical development. Students will engage in individual and group projects, starting with a simple 2D game and culminating in a more ambitious final project. Emphasis is placed on collaboration, creativity, and developing a solid understanding of game mechanics. Class participation and presentations are also integral to the grading structure, fostering a comprehensive learning experience.
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Computer Game Development Dr. Scott Schaefer
Course Information • Instructor: Dr. Schaefer / Dr. Srinivasan • Office: HRBB 527B / Langford C 418 • Office Hours: by appointment • Website: http://courses.cs.tamu.edu/schaefer/489_Spring2010
Grading • In-class presentation (individual): 5% • Project 1 (group): 25% • Project 2 (group): 60% • Class Participation: 5% • Course Evaluation: 5%
In-class Presentation • Pick a topic related to game development / design • Try to pick something of interest to you or relevant to your game • Give a 20 minute talk in class • List of potential topics will be posted online • Must pick talk topic by Monday! (1/25) • Approved by us • Order of talks is randomly determined
Project 1: Initial 2D Game • Designed to • get you working in teams • familiar with the game development process • aspects of game development • Due: 2/12
Project 1: Requirements • User Interface • Keyboard, Mouse, Gamepad • Status of game displayed on screen • Graphics • Animation • 2D Graphics (at most 2D game play) • Import some art asset from file • Game Play • Single player okay • No networking! • Must have time constraint • Must have win/lose conditions
Project 1: Grading • Project Presentations (3): 30% • Game Website: 10% • Game based on previous criteria: 50% • Peer Evaluation: 10%
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 for your team • Five to six people per team • Start after this lecture
Project 2: Final Project • Due at end of semester • May choose different teams • Similar to Project 1, but more ambitious
Project 2: Grading • Project Presentations (6): 18% • Final Presentation: 7% • Game Website: 10% • Game: 40% • Peer Evaluation: 10% • Group-defined Milestones: 15%
Game Ideas • Think small • You don’t have • Experience • Years of time • Millions of dollars • …
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
Action 1st Person Shooter Sports Fighting Puzzle Racing Role-Playing Game Genres
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
The Evolution of Game Hardware • Nintendo Entertainment System - 1985 • 1.79MHz • 256x240 pixels • 2KB RAM • Mario Bros!
The Evolution of Game Hardware • Sega Genesis - 1988 • 7.6MHz • 64KB RAM • Game Boy -1989 • 8-bit 4.2 MHz • 8KB RAM • Tetris!
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 • 4MB RAM • Reality Co-Processor – SGI • 100K triangles/second!
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
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
The Evolution of Game Hardware The PC • Different processors • Different GPUs • Different amounts of RAM