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SE320: Introduction to Computer Games

SE320: Introduction to Computer Games. Week 2 Gazihan Alankus. Outline. Introduction Project Today’s class: video game concepts. Outline. Introduction Project Today’s class: video game concepts. Instructor. Gazihan Alankuş METU, BS 2002, MS 2005 WUSTL, PhD 2011 (Working on it)

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SE320: Introduction to Computer Games

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  1. SE320: Introduction to Computer Games Week 2 GazihanAlankus

  2. Outline • Introduction • Project • Today’s class: video game concepts

  3. Outline • Introduction • Project • Today’s class: video game concepts

  4. Instructor • GazihanAlankuş • METU, BS 2002, MS 2005 • WUSTL, PhD 2011 (Working on it) • Some industry experience • I do research on games • Now I get to teach games • reasonable > idealistic

  5. You • Introduce in detail, from where, etc. • You and games • Registered? Why? • What do you expect • from this class? • to see happen by the end of semester? • Programmer? • Java? Eclipse? IDEs? Debugging? Open source? 116? • Artist? • Graphic designer? Sound maker?

  6. We’ll Create Games • This is the most important thing here!

  7. Outline • Introduction • Project • Today’s class: video game concepts

  8. Project students ideas selected ideas group assignments pitching voting ALL THIS WILL BE NEXT WEEK I’LL GRADE THE QUALITY OF YOUR PITCH

  9. Project • Due next week: • One page summary of your game idea • High concept + game treatment (in your book’s terms) • Three minute presentation on the board (strict timing, shoot for two)

  10. Group Assignments • I’ll make the one-page summaries available online • You’ll e-mail me in confidence • top 10 game choices • top 5 preferred group members (optional) • top 5 not preferred group members (optional) • I will try to assign groups, trying to (and failing at) making everyone happy • I will announce them next week, also adding new people coming from add-drops.

  11. Project: Create a Game as a Team • I don’t want to make this difficult for you • Java and Eclipse! • Slick2D • Taught in-class • Also perfectly fine • Any other technology (involving programming) • 3D or 2.5D games • Less tech support

  12. Outline • Introduction • Project • Today’s class: video game concepts

  13. Video Game Concepts • Read chapters 1 and 2 from your book

  14. Short Chat about Video Games

  15. Game Design • Imagine • Define how it works • Describe its elements in detail • Transmit this to other team members

  16. Game Design • Art? • Science? • Craft

  17. Anatomy of Game Design • Common principles can help • Design is very important • Creativity • Hi-tech or fancy-art games are often marked down for poor game design • Key elements • Rules, role, challenges, etc. (we will learn later)

  18. Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative • Interactivity

  19. Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative • Interactivity

  20. Core Mechanics • The “science” of game design • A consistent set of rules • The rules that the game works according to • Examples • Mario • World of Goo

  21. Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative • Interactivity

  22. Story • What you imagine while dealing with the core mechanics • Implicit story, let the player imagine • Explicit story, run through a plot line • Linear • Nonlinear

  23. Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative • Interactivity

  24. Interactivity • Graphics • Sounds • User interface (buttons, menus, etc.)

  25. Documenting the Design • Team with >1 people, have to communicate the design • Types of documents • High concept • get someone interested • Game treatment • let them play it in their imaginations • Game script • detailed design decisions for developers to create it Target in your pitches fornext week

  26. Anatomy of a Game Designer • Imagination • Technical awareness • Analytical competence • Mathematical competence • Aesthetic competence • General knowledge • Writing skills • Drawing skills • The ability to compromise

  27. Finding an Idea • Daydream • Ideas from other media • Ideas from other games • Let others share the same dream through the game

  28. Elements of a Game • Game • Participatory, interactive entertainment • Rules (actions, moves, etc.) • How the artificial universe works • What you can and cannot do • Role • Who you are, what you are doing • Games vs toys and puzzles

  29. Elements of a Game (cont’d) Rules Gameplay Actions Challenges

  30. Elements of a Game (cont’d) • Victory condition • Beat previous score • Finish plot line • Beat other player • Number of players • Single-player • Multi-player • Cooperative • Competitive

  31. Elements of a Game (cont’d) • Setting • The game world • Board, stadium, etc. • Interaction model • Avatar, omnipresent • Perspective • Top-down, isometric, first person, side-scrolling • Attractiveness vs. practicality

  32. Elements of a Game (cont’d) • Role • James Bond • FatihTerim • Counter-terrorism officer • Garrett the thief • Any well-defined fictional character

  33. Elements of a Game (cont’d) • Mode • Switches in the nature of gameplay • Structure • Relationship between modes, rules, why and when modes change • Flowchart • Realism • Story

  34. Understanding Your Audience • Entertaining other people is hard! • Common characteristics • Core vs. casual • Age groups • Male vs. female • User testing is indispensable!

  35. Genres • Action • Physical challenges, puzzles, races, conflict, economy • Strategic, conceptual • Strategy • Strategic, tactical, logistical, economic challenges • Physical challenges, races, puzzles • Role-playing • Tactical, logistical, exploration, economic challenges, puzzles • Physical challenges

  36. Genres (cont’d) • Simulations • Sports, vehicles, physical and tactical challenges • Exploration, economic, conceptual challenges • Construction and management • Economic, conceptual challenges • Physical challenges • Adventure • Exploration, puzzles, conceptual challenges • Puzzle • Logical, time pressure, some action

  37. Hardware • Game consoles • PCs • Handheld devices • Phones • Other devices

  38. Design Motivations • Market-driven games • Designer-driven games • License exploitation • Technology-driven games • Art-driven games • Integrate elements from multiple goals

  39. Game Concept Worksheet • Nature of gameplay (challenges, actions, etc.) • Victory condition • Role (in relation to gameplay) • Game setting (world) • Interaction model (avatar, omnipresent, etc.) • Primary perspective (camera) • Structure and modes • Single or multi player, competitive-cooperative • Story and narrative • Genre (if an existing one applies) • Target audience

  40. Game Ideas for Next Week • One-page game summary (e-mail to me before class) • Story • Details • Small image or background image (optional) • Three-minute presentation • Shoot for two • Pitch your game idea • Why should people want to work with you?

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