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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 l.jpg

Meta-Information: Presentations

Giving a talk

Writing a game proposal

Game History

Game Genres


Giving a talk l.jpg
Giving a Talk

  • What to say and How to say it

  • Getting through to the audience

  • Visual and Aural aids

  • Question Time


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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


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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


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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


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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


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Getting Through

  • Use repetition

  • Remind the audience

  • Don’t Over-Run!

  • Maintain eye contact

  • Control your voice

  • Be well-groomed!

  • Avoid anxiety by Practice!


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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


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Visual & Audio Aids

  • Use pictures!

  • Show a picture as soon as possible!

  • Use overlays for stop-frame animation of algorithms


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Visual & Audio Aids

  • Use pictures!

  • Show a picture as soon as possible!

  • Use overlays for stop-frame animation of algorithms

  • Use animation if appropriate


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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


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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”


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How to write a Game Proposal

  • Today’s games have a production team

    • Artists

    • Designers

    • Musicians

    • Programmers

    • 20-100 experienced people



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Think Small

  • Really, I mean it


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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


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Do One Thing Well

  • Possible areas

    • Great graphics

    • Witty sounds

    • Clever puzzles

    • Compact concept


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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


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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


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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


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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!


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Game History, Genres

Space Invaders… Pong… Grand Theft Auto…

Action, Adventure, Puzzle, etc


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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”


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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



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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



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Arcade Games 1980

  • Defender

  • Missile Command

  • Battezone

  • Tempest

  • Popular with Men AND Women:

    • Pac-Man

    • Frogger

    • Centipede





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Arcade Games 1981-83

  • Donkey Kong

  • Q*Bert

  • Tron

  • Zaxxon

  • Joust

  • Pole Position

  • Punch-Out




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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


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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!


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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


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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


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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


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Mid 90s

  • Sega CD (1992)

  • PC CDROM (1994)

  • Software

    • NBA Jam (1993)

      • Earned $1 billion in arcades

      • First franchise

    • Virtua Fighter (1995)


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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


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Mid 90s

  • Networked Games

  • Ultima Online, Everquest, etc


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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)


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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!


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2000’s

  • Cell phone games

    • DoCoMo phones 2001

    • Java J2ME, BREW 2002


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Game Genres

  • Name some!


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Action

1st Person Shooter

Adventure

Fighting

Puzzle

Racing

Role-Playing

Simulations

Sports

Strategy

Music

Dance

Artificial Life

Quiz Show

Genres

Computer Game Design & Development


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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


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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


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Adventure

  • Follow the trail

  • Solve puzzles

  • Nice scenery

  • Inventory

  • Learning

  • Examples: Zelda, Metroid, Myst, Shenmue


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Fighting

  • Pluses:

    • KILL!!!

    • Short games

    • Stress reliever, flow experience

  • Minuses

    • Arcane knowledge

    • Limited virtual space

    • Clone factor


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Puzzle

  • Solving the puzzle is the primary goal

  • Gives feelings of mastery


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Racing

  • First past the post

  • Fairly strong simulation element

  • Fine motor control


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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…)


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Simulations

  • Flight Sim

  • SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon, ...

  • Focus on details

  • Training could be the goal


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Sports

  • Armchair coach

  • Abstract war

  • Abstract team fighting games


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Strategy

  • Same components as Sim games

  • Historical simulation

  • Puzzles may play a part

  • A light story element

  • No twitch in turn-based strategy


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Music

  • “Name that Tune”

  • Repeat a piece of music that the game plays for you

  • Play along musically


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Dance

  • Dance Dance Revolution

  • Dance kiosk type games (popular in Korea!)


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Artificial Life

  • Tamagotchi, Creatures, Black & White


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