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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%

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computer game development

Computer Game Development

Dr. Scott Schaefer

course information
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
Grading
  • In-class presentation (individual): 5%
  • Project 1 (group): 25%
  • Project 2 (group): 60%
  • Class Participation: 5%
  • Course Evaluation: 5%
in class presentation
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
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
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 1: Grading
  • Project Presentations (3): 30%
  • Game Website: 10%
  • Game based on previous criteria: 50%
  • Peer Evaluation: 10%
building a team
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
Project 2: Final Project
  • Due at end of semester
  • May choose different teams
  • Similar to Project 1, but more ambitious
project 2 grading
Project 2: Grading
  • Project Presentations (6): 18%
  • Final Presentation: 7%
  • Game Website: 10%
  • Game: 40%
  • Peer Evaluation: 10%
  • Group-defined Milestones: 15%
game ideas
Game Ideas
  • Think small
    • You don’t have
      • Experience
      • Years of time
      • Millions of dollars
game ideas12
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
game genres
Action

1st Person Shooter

Sports

Fighting

Puzzle

Racing

Role-Playing

Game Genres
the evolution of game hardware
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 hardware16
The Evolution of Game Hardware
  • Nintendo Entertainment System - 1985
    • 1.79MHz
    • 256x240 pixels
    • 2KB RAM
    • Mario Bros!
the evolution of game hardware17
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 hardware18
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 hardware19
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 hardware20
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 hardware21
The Evolution of Game Hardware

The PC

  • Different processors
  • Different GPUs
  • Different amounts

of RAM