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Meta-Information: Presentations. Giving a talk Writing a game proposal Game History Game Genres. Giving a Talk. What to say and How to say it Getting through to the audience Visual and Aural aids Question Time. What to say & How to say it. Communicate Key ideas

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meta information presentations

Meta-Information: Presentations

Giving a talk

Writing a game proposal

Game History

Game Genres

giving a talk
Giving a Talk
  • What to say and How to say it
  • Getting through to the audience
  • Visual and Aural aids
  • Question Time
what to say how to say it
What to say & How to say it
  • Communicate Key ideas
  • Don’t get bogged down in details
  • Structure your talk
  • Use a Top-Down Approach
the introduction
The Introduction
  • Define the problem / issue / thingy
  • Motivate the audience
  • Introduce terminology
  • Discuss earlier work
  • Emphasize your new work contributions
  • Provide a road-map
  • For very short presentations, economize on this section
the body
The Body
  • General
    • Abstract the major results / thoughts / plans
    • Explain the significance of the results
  • Technicalities
    • Talk about the vital details that make the general points true
  • Conclusion
    • Hindsight is clearer than foresight
know your audience
Know your audience
  • Who are they--
    • The Public?
    • Scientists?
    • Computer Scientists?
    • Computer Scientists in your area?
    • Classmates?
  • The more expert or familiar the audience, the more you can focus on details
getting through
Getting Through
  • Use repetition
  • Remind the audience
  • Don’t Over-Run!
  • Maintain eye contact
  • Control your voice
  • Be well-groomed!
  • Avoid anxiety by Practice!
visual audio aids
Visual & Audio Aids
  • PowerPoint slides
    • Don’t overload them
    • Don’t write sentences
    • Allow 1-2 minutes per slide
    • Don’t cover slides
    • No special fonts!!!
  • Don’t animate text!
  • It’s irritating!!
  • You waste time waiting for the text to show up
visual audio aids9
Visual & Audio Aids
  • Use pictures!
  • Show a picture as soon as possible!
  • Use overlays for stop-frame animation of algorithms
visual audio aids10
Visual & Audio Aids
  • Use pictures!
  • Show a picture as soon as possible!
  • Use overlays for stop-frame animation of algorithms
  • Use animation if appropriate
visual audio aids11
Visual & Audio Aids
  • Beware the microphone
    • Don’t beat your chest!
    • Try turning it off while you are putting it on or taking it off
  • Test your video
    • Cue it up
    • Be ready to switch from source to source
    • Be ready to adjust sound
question time
Question Time
  • Request for Information
  • Implied request for adulation
    • Come up with a complimentary answer
  • Malicious question
    • Be prepared
    • Be ready to take them off-line
    • “I don’t know”
how to write a game proposal
How to write a Game Proposal
  • Today’s games have a production team
    • Artists
    • Designers
    • Musicians
    • Programmers
    • 20-100 experienced people
think small
Think Small
  • Really, I mean it
do one thing well
Do One Thing Well
  • Make the game stand out in one way
  • Don’t do a mediocre job in all things
  • Do NOT to lots of levels in the game
    • One level will do nicely
do one thing well18
Do One Thing Well
  • Possible areas
    • Great graphics
    • Witty sounds
    • Clever puzzles
    • Compact concept
understand your tools
Understand your Tools
  • The various tools have strengths & weaknesses
  • Don’t fight the tool
  • Understand what the tool is good for and tailor your project for that tool
  • Also.. Don’t fight your team’s skills
    • It’s understood that your team may be CS heavy
plan in layers
Plan in Layers
  • Detailed development schedule:
    • Functional Minimum
    • Your Low target
    • Your Desirable target
    • Your High target
    • Your Extras
      • Maybe do these after the term is done
the proposal
The Proposal
  • The game description
    • 5 pages of text
    • 1-3 pages of sketches/ mocked-up screens
  • Layered Development Schedule
    • As on previous slide
    • Also state whois responsible for what
  • Assessment
    • What One Thing will be cool about your game
the presentation
The Presentation
  • 7 minutes In class
    • Describe your game
    • Argue for the One Cool Thing
    • State what your primary development environment will be and why
    • Show your development schedule
      • Indicate why you think it’s do-able
  • Practice your talk!
game history genres

Game History, Genres

Space Invaders… Pong… Grand Theft Auto…

Action, Adventure, Puzzle, etc

history
History
  • Spacewar 1962
    • PDP-1
    • 2 Ships controlled by 4 buttons each:
    • Rotate left, right, thrust, fire
    • http://lcs.www.media.mit.edu/groups/el/projects/spacewar/
  • Adventure 1967
    • Text-based adventure
    • “You are in a maze of twisty little passages”
history26
History
  • Pong 1972
    • First arcade hit
  • Home version of Pong 1974
  • Fairchild Channel F 1976
    • Cartridges!
  • Hardware “Crash” 1977
    • Millions of Pong clones saturate the market
history28
History
  • Space Invaders 1978
  • Activision 1979
    • First software house makes Atari 2600 Cartridges
  • Asteroids 1979
    • Record score: 100,000,000
    • Two guys played it for a week in 1982
arcade games 1980
Arcade Games 1980
  • Defender
  • Missile Command
  • Battezone
  • Tempest
  • Popular with Men AND Women:
    • Pac-Man
    • Frogger
    • Centipede
arcade games 1981 83
Arcade Games 1981-83
  • Donkey Kong
  • Q*Bert
  • Tron
  • Zaxxon
  • Joust
  • Pole Position
  • Punch-Out
home games late 70s early 80s
Home Games Late 70s Early 80s
  • Atari 2600
    • 1.18MHz 6507, 128 bytes RAM, 4KB ROM
  • Atari 5200 (incompatible cartridge with 2600)
    • 1.8MHz 6502, 16KB RAM
  • Colecovision
  • Mattel Intellivision
  • Bally Astrocade
software crash of 1983 84
Software Crash of 1983-84
  • Market of 1982: $3 billion
  • Market of 1985: $100 million
  • Millions of clones and lousy cartridges
    • No rating system
    • No licensing system
    • Consumer confusion!
mid 80s
Mid 80s
  • 8-bit Home Games:
    • Nintendo Entertainment System (NES)
      • 1.8MHz 6502 256x240 pixels
      • Released 1986
      • Most popular toy of 1988
      • Mario Bros.
    • Sega Master System
      • Released 1986
late 80s
Late 80s
  • 16-bit Home Games
    • Sega Genesis
      • 7.8MHz 68000 + 4MHz Z80, 1MB Rom, 64KB Ram
      • Released 1989
    • NEC TurboGrafx-16
      • 16MHz 65802
  • Game Boy
  • Tetris
early 90s
Early 90s
  • Super NES (16 bit), 1990
    • 3.58Mhz 65C816, 128KB Ram
  • Game Gear
  • Software
    • Street Fighter 2
      • First decent fighting game
    • Super Mario Bros. 3
    • Sonic the Hedgehog
    • Mortal Kombat 1992
mid 90s
Mid 90s
  • Sega CD (1992)
  • PC CDROM (1994)
  • Software
    • NBA Jam (1993)
      • Earned $1 billion in arcades
      • First franchise
    • Virtua Fighter (1995)
mid 90s43
Mid 90s
  • Playstation (1995)
    • 33 MHz R3900 32bit CPU
    • 24 bit framebuffer
  • Sega Saturn (1995)
    • Two 28.8MHz 32bit Hitachi SH2s
    • 24 bit framebuffer
    • Hardware textures
  • Nintendo 64 (1996)
    • 93MHz R4300 64bit CPU
mid 90s44
Mid 90s
  • Networked Games
  • Ultima Online, Everquest, etc
late 90s
Late 90s
  • Sega Dreamcast (1999)
    • 200MHz 128bit NEC PowerVR
  • Playstation2 (2000)
    • 294MHz R12000 CPU,
    • 3.2GB/sec memory b/w, 6.2GFlops peak
  • XBox (2001)
    • 733MHz Celeron
    • nVidia GeForce4
    • 6.4GB/sec memory b/w, maybe 1TFlops peak
  • GameCube (2001)
    • 485MHz PowerPC
    • Flipper (ATI) Graphics (on-chip DRAM)
late 90s46
Late 90s
  • Software
    • Very strong 3D!
    • Decent sports games
    • Soul Caliber, Shenmue …
  • PC Software
    • Graphics no longer 100% of the challenge
    • Consumer demand for 3D causes cheap 3D graphics!
2000 s
2000’s
  • Cell phone games
    • DoCoMo phones 2001
    • Java J2ME, BREW 2002
game genres
Game Genres
  • Name some!
genres
Action

1st Person Shooter

Adventure

Fighting

Puzzle

Racing

Role-Playing

Simulations

Sports

Strategy

Music

Dance

Artificial Life

Quiz Show

Genres

Computer Game Design & Development

2d action games
2D Action Games
  • Shoot the horde of aliens
    • Shoot the horde of aliens
      • Shoot the horde of aliens
        • Shoot the horde of aliens
          • Shoot the horde of aliens
  • Space Invaders, Galaga, Defender/Stargate,
  • Mario Bros
1 st person shooter
1st Person Shooter
  • 3D Shoot the horde of aliens
    • 3D Shoot the horde of aliens
      • 3D Shoot the horde of aliens
        • 3D Shoot the horde of aliens
          • 3D Shoot the horde of aliens
  • Wolfenstein, Doom, Quake, Half-Life, Max Payne
adventure
Adventure
  • Follow the trail
  • Solve puzzles
  • Nice scenery
  • Inventory
  • Learning
  • Examples: Zelda, Metroid, Myst, Shenmue
fighting
Fighting
  • Pluses:
    • KILL!!!
    • Short games
    • Stress reliever, flow experience
  • Minuses
    • Arcane knowledge
    • Limited virtual space
    • Clone factor
puzzle
Puzzle
  • Solving the puzzle is the primary goal
  • Gives feelings of mastery
racing
Racing
  • First past the post
  • Fairly strong simulation element
  • Fine motor control
role playing
Role-Playing
  • 3rd person adventure
  • Strong story component (potentially)
  • Learn the virtual world/environment
  • Players are free to act within the world’s constraints
  • Diablo, MMORPGs (EverQuest, UltimaOnline…)
simulations
Simulations
  • Flight Sim
  • SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon, ...
  • Focus on details
  • Training could be the goal
sports
Sports
  • Armchair coach
  • Abstract war
  • Abstract team fighting games
strategy
Strategy
  • Same components as Sim games
  • Historical simulation
  • Puzzles may play a part
  • A light story element
  • No twitch in turn-based strategy
music
Music
  • “Name that Tune”
  • Repeat a piece of music that the game plays for you
  • Play along musically
dance
Dance
  • Dance Dance Revolution
  • Dance kiosk type games (popular in Korea!)
artificial life
Artificial Life
  • Tamagotchi, Creatures, Black & White
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