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Computer Game Development By Jijun Tang People Instructor: Jijun Tang TA: None, the dept. is too poor to support one Room: 3A63 Email: jtang@cse.sc.edu Phone: (803) 777-8923 Web Site etc. www.cse.sc.edu/~jtang/CSE552S 10 Will create a forum/group to share ideas and questions

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people
People
  • Instructor: Jijun Tang
  • TA: None, the dept. is too poor to support one
  • Room: 3A63
  • Email: jtang@cse.sc.edu
  • Phone: (803) 777-8923
web site etc
Web Site etc.
  • www.cse.sc.edu/~jtang/CSE552S10
  • Will create a forum/group to share ideas and questions
  • Will accept emails for questions and suggestions
grading
Grading
  • No exam
  • One big project (70%):
    • Group of 4, you pick your own group.
    • Finish a 2D/3D game using existing engines.
    • 50% points for the programming part, including the final presentation
    • 20% for intermediate presentations
presentations
Presentations
  • 2 intermediate presentations:
    • 1st presentation is about the overall design, seek approval from the class
    • 2nd presentation is about the detailed design, check any missing part and discuss possible problems
  • Final presentation will be an open demo
    • Good to show off
    • With food
homework
Homework
  • 30%, 6-7 homework total
  • Some are simple, like doing a survey
  • Some are complex, for example to create a flash game
game history
Game History
  • First game: William Higinbotham
    • 1958
    • Analog computer
    • An isolated incident
  • Inpsiration: Steve “Slug” Russell
    • 1961 as a student in MIT
    • DEC PDP-1 (18 bit) $120,000
magnavox odyssey 1972
Magnavox Odyssey (1972)
  • 1967-1968, Ralph Baer
  • Light gun and shooting
  • Brown Box, the first home video game console
  • Sold to Magnavox
nolan bushnell and atari 1972
Nolan Bushnell and Atari (1972)
  • Computer Space machines
  • Atari company
  • Arcade games
  • Pong: first popular video game
pong and arcade
Pong and Arcade

Computer Space

crash 1983
Crash (1983)
  • Poor games
    • Pac-Man on console
    • E.T. ($20 Million for the right)
  • Too many cartridges
  • Rebirth, with Japanese companies
    • Nintendo Entertainment System (8 bit) from Nintendo
    • Miyamoto’s Mario
nes 90 market
NES (90% market)

NES

Mario

Gameboy

contra

slide20
Sega
  • Sega Master System (1985)
    • 16 bit
    • Genesis
  • Saturn (1994)
    • Not successful, but can add modem
  • Dreamcast (1999)
    • Built-in modem, 128-bit graphics
    • Last from Sega
sega systems
Sega Systems

Master System

Saturn

playstation
Playstation
  • Playstation I
    • Sony (1994-1995)
    • CD form
  • Playstation II (2000)
    • DVD
    • Strong third party support
  • Playstation III (2006)
playstation i
Playstation I

Final Fantasy

Grand Theft Auto

slide24
Xbox
  • Microsoft has been in game for long
    • Flight simulator
    • Age of Empires
  • Microsoft (2001)
    • PC architecture
    • Xbox Live
    • Xbox 360 (2006)—loosing big money
designers
Designers
  • Will Wright
    • SimCity
    • The Sims
  • Sid Meier
    • Pirates!
    • Railroad Tycoon
    • Civilization
  • Ken & Roberta Williams
    • Adventure games: Quest
    • half-Life
  • Richard Garriott
    • RPG games
    • Ultima
old legendary games
Old Legendary Games
  • Pac-Man
  • Tetris
  • Final Fantasy
  • Pokémon
  • Doom
studios
Studios
  • MS (flight simulator, AE)
  • Electronic Arts (publisher)
  • Interplay
  • LucasArts
  • Blizzard (Warcraft)
  • Id Software (DOOM)
types
Types
  • Adventure (text-based/graphical)
  • Action (shooting, combat sim)
    • First-person shooting
    • Combat sim
    • Action adventure
    • Platformer (Mario)
    • Fighting
    • Real-time strategy (RTS)
    • Survival Horror
types30
Types
  • Role Playing Game (RPG)
  • Stealth
  • Simulation
    • SimCity
    • Flight Simulator
    • Train Simulator
  • Racing
  • Sports
types31
Types
  • Rhythm
    • Dance Dance Revolution
  • Puzzle
    • Tetris
  • Education
    • Typing
    • NSF funds many such games
languages
Languages
  • Assembly
  • C/C++
  • VB
  • Java
  • Flash
  • Script
types of players from wiki
Types of Players (from wiki)
  • Casual gamer: A person who enjoys playing games with simple rules or which do not require large blocks of time to play, may even not consider him/herself as a gamer
  • Hardcore gamer: spends much of their leisure time playing games.
    • Competitive gamer: plays games for the enjoyment of competing with other players.
    • Retrogamer: enjoys playing or collecting vintage video games from earlier eras.
    • Glitcher: enjoys finding flaws in a game or finding ways to exploit unintentional features.
  • Professional Gamer: plays games for money
    • Game tournament
    • Receive prizes
    • Cyberathlete Professional League
slide36
ESA
  • Entertainment Software Association
  • www.theesa.com
industry facts
Industry Facts
  • Facts: $57 billion software sale globally in 2008, 68 billion in 2012??
  • US: grew 23% to $11.7 billion in 2008, quadrupling since 1996
  • 25% age 50+ play video game (9% in 1999)
  • 68% households play games
  • Average player is 35 years old and has been playing games for 12 years
  • 84% games are E, 10+ and T rated
sales
Sales

From ESA

who and what
Who and what

From ESA

genre info
Genre info

From ESA

online game
Online game

From ESA

how to interpret the data
How to Interpret the Data
  • Pro-data:
    • Do as data suggests
    • Why: the failure of targeting pre-teen female market
  • Anti-data:
    • Explore un-charted territory
    • Target older audience on Xbox?
    • Real Time Strategy on Xbox?
    • Shooting game for moms?
slide44
Entertainment Software Rating Board

Self-regulated rating board

ESRB

From ESA

why rating example conker
Why Rating? Example: Conker
  • Animated Violence, Mature Sexual Themes, Strong Language
  • Age 17+
  • Seven different worlds with 60+ sub-chapters to explore
  • Massive multiplayer mode
  • Easy to confuse parents and buy for young kids
hot coffee mod
Hot Coffee Mod
  • Hidden sexual mini-game in Grand Auto Theft San Andreas
  • Can be unlocked by changing one bit in the main.scm file
  • Who created the scene?
  • Re-rating and recall, lost $300M, numerous lawsuits.
  • Who’s responsibility? Rockstar? Modifier? End users?
game and violence
Game and Violence
  • Study from National Institute on Media and the Family
  • Concerns
    • Children are more likely to imitate the actions of a character with whom they identify. In violent video games the player is often required to take the point of view of the shooter or perpetrator.
    • Video games by their very nature require active participation rather than passive observation.
    • Repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral rehearsal for violent activity.
    • Rewards increase learning, and video games are based on a reward system.
concerns warranted
Concerns Warranted?
  • Exposure to violent games increases physiological arousal  
  • Exposure to violent games increases aggressive thoughts
  • Exposure to violent games increases aggressive emotions
  • Exposure to violent games increases aggressive actions
  • Exposure to violent games decreases positive prosocial (i.e., helping) actions
evidence against linking games and violence
Evidence against Linking Games and Violence
  • Violent crime, particularly among the young, has decreased dramatically since the early 1990s, whilevideo games have steadily increased in popularity and use.
  • Many games with violent content sold in the U.S. -- and some with far more violence -- are also sold in foreign markets.  However, the level of violent crime in these foreign markets is considerably lower than that in the U.S
  • Numerous authoritieshave examined the scientific record and found that it does not establish any causal link between violent programming and violent behavior.
  • The above are claims from theesa.com
results on 9 th grader
Results on 9th Grader

By David Walsh

culture issues
Culture Issues
  • Culture acceptance is hard to predict
  • Stereotypes
    • may backfire
    • but also may pay-off, should we avoid?
  • Foreign policies
    • Try to understand other cultures
    • Have some sensitivities
  • Culture acceptance is hard to predict
requirements of our projects
Requirements of Our Projects
  • We will mimic ESRB and rate your games (E, 10+ or T)
  • Vote from the class
  • Please do some research about your games: culture issue, violence? IP?
  • Avoid controversies
mmorpg
MMORPG
  • Massively Multiplayer Online Role-Playing Game
  • World of Warcraft (8M worldwide, 2M North America, 1.5M Europe, 3.5M China)
  • NavyField
  • MUD (Multi-User Dungeon)
  • Counter Strike: online first person shooter game (>200K simultaneously)
  • EverQuest
  • Second Life (virtual world)
society issues with online games
Society Issues with Online Games
  • Improve society and provide fun
  • Some people make a living through adding stuff to online games
  • Bad things can happen
    • Play too much, mess real life or cannot separate real from virtual
    • Security problems, cheating, hacking
  • Deindividuation
  • In-game regulatory tools