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Computer Game Development. Dr. Scott Schaefer. Course Information. Instructor: Dr. Schaefer Office:HRBB 527B Office Hours: by appointment Website: http://courses.cs.tamu.edu/schaefer/489_Spring2009. Grading. Website: 5% Proposal: 10% Status Reports/Presentations: 5% (6 total)

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Computer Game Development

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Computer game development l.jpg

Computer Game Development

Dr. Scott Schaefer


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Course Information

  • Instructor: Dr. Schaefer

    • Office:HRBB 527B

    • Office Hours: by appointment

  • Website: http://courses.cs.tamu.edu/schaefer/489_Spring2009


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Grading

  • Website: 5%

  • Proposal: 10%

  • Status Reports/Presentations: 5% (6 total)

  • Final Report/Presentation: 10%

  • Final Project: 30%

    • Originality, completion of milestones, polish, difficulty

  • Participation: 10%


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The Course Project

  • Build a team

    • Tell me your team members ASAP

    • If you can’t find a group, I’ll help

  • Build a game

    • Settle on a game idea (1/26)

    • Website (1/30)

    • Formal Game Proposal/Design (1/30)

    • Progress Reports/Presentations (every 2 weeks)

    • Final Report/Presentation (5/12)


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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

  • I’d like groups formed by 1/23!!!

  • Start after this lecture


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Game Ideas

  • Think small

    • You don’t have

      • Experience

      • Years of time

      • Millions of dollars


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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


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Game Website

  • Create a website for your game (send me the URL)

    • Team name/members

    • Description of game

    • Proposal link

    • Status reports

    • Final report

    • Download for final game


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Game Proposal

  • Description of game

  • Unique features of game

  • Screen mockups?

  • Development schedule

    • Functional minimum

      (I expect the minimum done before Spring break)

    • Low target

    • Desirable target

    • High target

    • State who will be responsible for each part


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Proposal Presentation

  • 10 minutes:1/30

    • Describe your game

    • State what’s unique about your game

    • Development schedule


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Progress Reports (Group)

  • Every two weeks (2/11,2/25,3/11,4/1,4/15,4/29)

  • State work done over past two weeks

  • Describe difficulties encountered

  • Oral presentation to class


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Progress Reports (Individual)

  • Send in an email to me

  • Assign a percentage effort to each team member

  • Describe what YOU think each team member did over the past two weeks (including yourself)

  • RMS of scores will make up part of your participation grade


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Final Report (Group)

  • Due on date of final exam (5/12)

  • Describe

    • what went right

    • what went wrong

    • what changes if any you made to your original design and why

    • what you would have done had you more time

  • Oral presentation demonstrating final game


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Final Report (Individual)

  • Send in an email to me

  • Assign a percentage effort to each team member including yourself

  • Write a justification for your assignments

  • RMS of scores will make up part of your participation grade


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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


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The Evolution of Game Hardware

  • Nintendo Entertainment System - 1985

    • 1.79MHz

    • 256x240 pixels

    • 2KB RAM

    • Mario Bros!


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The Evolution of Game Hardware

  • Sega Genesis - 1988

    • 7.6MHz

    • 64KB RAM

  • Game Boy -1989

    • 8-bit 4.2 MHz

    • 8KB RAM

    • Tetris!


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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

    • Reality Co-Processor – SGI

    • 4MB RAM


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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


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    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


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    The Evolution of Game Hardware

    The PC

    • Different processors

    • Different GPUs

    • Different amounts

      of RAM


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    Action

    1st Person Shooter

    Sports

    Fighting

    Puzzle

    Racing

    Role-Playing

    Game Genres


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