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Computer Game Design CIS 487/587 Bruce R. Maxim UM-Dearborn Kinds of Games 1. Adventure 2. Role playing 3. Sports 4. Card games 5. Arcade games 6. Flight simulators 7. 3d games 8. Children’s games Platforms Computer – Win95/98 Direct-x (Mac or pc) Video games – console games

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computer game design

Computer Game Design

CIS 487/587

Bruce R. Maxim

UM-Dearborn

kinds of games
Kinds of Games

1.Adventure

2.Role playing

3.Sports

4.Card games

5.Arcade games

6.Flight simulators

7.3d games

8.Children’s games

platforms
Platforms
  • Computer – Win95/98 Direct-x (Mac or pc)
  • Video games – console games
  • Multi-player games
    • Peer to peer – modem
    • Pc network
    • Client server
languages
Languages
  • Assembly
  • C
  • C++
  • VB
  • Java
  • Flash
tools
Tools
  • Sound digitizer
  • Music editor or sequencer
  • Graphics tools like photo shop
  • Video digitizer
  • Video camera’s
  • Graphics library
  • Game engines
trends
Trends
  • 3D technology
    • Motion capture
  • Virtual reality
    • Improve interaction devices
  • Really good AI
    • Allow games to react to users dynamically
    • Build really good opponents
trends7
Trends
  • Specialized play hardware
    • 3D accelerator cards
    • Wave audio
    • Force feedback devices
  • Web games (interactive)
1970 s and earlier
1970’s and Earlier
  • Space War developed at MIT 1961
    • Used vector graphics on PDP-1
  • Star Trek popular in 70’s
    • Mainframes
    • Almost no graphics
slide9
1971
  • Nolan Bushnell develops Computer Space from Space War
  • First commercial arcade game
  • Vector graphics
  • Company formed will become Atari
slide10
1972
  • Atari releases pong as arcade game
  • Odyssey produced by Magnavox
slide11
1974
  • Kee releases Tank
  • First game to use ROM
  • Atari releases Pong as home game
slide12
1975
  • Wiliam Crowther develops Adventure
  • First text-based adventure
  • Ran on DEC PDP-10 mainframes
slide13
1976
  • Bushnell sells Atari to Warner Communications
  • Warner markets home version of Pong
  • Breakout designed by Jobs and Wozniak
slide14
1977
  • Apple begins selling Apple II
  • Atari introduces 2600 VCS as first home console with multiple games
slide15
1978
  • Space Invader developed by Taito in Japan
  • Phillips creates Odyssey II
  • Adventure for Atari released
slide16
1979
  • Activision created by Atari developers
  • First third party game development houses are created
  • Atari 800 introduced
slide17
1980
  • Mattel creates Intellivision
    • Good graphics, poor controller
  • Namco markets Pac-Man as arcade game
  • Atari releases Asteroids
  • Zork released by Infocom
slide18
1981
  • Game industry > $6 billion in sales
  • Nintendo releases Donkey Kong
  • Hot games
    • Galaxian
    • Centipede
    • Tempest
    • Ms. Pac-Man
  • IBM introduces the PC
slide19
1982
  • Atari
    • Sales down 50%
    • Buys rights to develop ET
  • ColecoVision gets Donkey Kong
  • Activision releases Pitfall
  • Game companies start for home computers
    • Sierra On-Line
    • Broderbund
    • BudgeCo
  • Electronic Arts is formed
slide20
1983
  • Mattel loses $225M from Intellivision
  • Atari loses money
    • Lots of poor quality games
  • Coleco crashes
  • Commodore 64 released as home computer
  • Dragon’s Lair released by Bluth Studios as first Laserdisk arcade game
slide21
1984
  • Industry drops below $800M
  • Apple introduces MacIntosh
    • Birth of modern computer
    • Good graphics and sound
  • King’s Quest release by Sierra On-Line
slide22
1985
  • Nintendo creates NES
    • Strict control on software
    • Sells cartridges to software distributors
  • Atari markets 16-bit 520ST as computer and game system
  • Carmen Sandiego released by Broderbund
slide23
1986
  • Commodore ships the Amiga as computer system designed to support games
  • Sega ships Sega Master System as console game
  • Atari ships the 7800
  • Nintendo is king (10 to 1)
slide24
1987
  • Electronic Arts releases their first in-house game: Skate or Die
  • Serious games released for IBM PC’s
    • VGA and SVGA graphics
slide25
1988
  • Tetris imported from Soviet Union
slide26
1989
  • Sega Genesis released as 16-bit system
    • Sells EA sports titles to console market
  • Nintendo stays with 8-bit
    • Super Mario Brothers
    • Introduces Gameboy
slide27
1990
  • Nintendo releases Super Mario 3
  • Amiga and Atari die out
  • PC’s and consoles are major game platforms
  • Electronics Arts starts to buy out other publishers
slide28
1991
  • Nintendo launches Super-NES as 16-bit machine
  • Nintendo has $7 billion in sales (higher profits than all US movie and TV studios combined)
slide29
1993
  • Pentium chip launches
  • Sega and Nintendo consoles are 80% of game market
  • Panasonic ships Real-3DO as 32-bit software product
  • Civilization released
slide30
1994
  • Atari ships 64-bit Jaguar
    • $700 for console
    • $100 for game titles
  • DOOM released by Id
  • Myst becomes the all time biggest game
slide31
1995
  • Sega ships 32-bit Saturn
  • Sony ships 32-bit Playstation
  • Microsoft releases Win95
    • Inlcudes DirectX as Game SDK
  • Internet and WWW explode
  • Full-motion video capture becomes part a game (e.g. 7th Guest)
slide32
1996
  • Nintendo ships Ultra 64
  • Multi-player gaming becomes serious
    • Modem
    • Network companies
    • Internet
  • Legend of Zelda generates more revenue in 6 weeks and any single movie
slide33
1997
  • Force-feedback joy sticks and steering wheels
  • Games begin to assume 3D acceleration
  • Standardization around 3D-FX
  • Pentium II’s with 200MHz processors introduced
slide34
1998
  • Lots of very good PC games
  • Playstation is console king
slide35
1999
  • Sega Dreamcast
  • HDTV
  • UM-Dearborn offers first game design course
slide36
2000
  • Development moves from PC’s to consoles
  • Playstation II
  • Diablo II
  • Sims
slide37
2001
  • Gamecube from Nintendo
  • X-Box from Microsoft
slide38
2002
  • PC Hardware Standard
    • 300 MHz Pentium
    • 64MB RAM
    • 300-700 MB disk space
    • CD ROM
    • MS Windows 95/98/2000/XP
    • DirectX
  • Sims best selling game of all time
slide39
2003
  • SIMS on-line
  • SIMS Superstar
  • Star Wars Galaxies >275,000 registered users
  • Ports from consoles
    • Warcraft III
    • Half Life 2
    • UT 2003
slide40
2004
  • Serious games summit added to annual Game Developer Conference
slide41
2006
  • World of Warcraft generates $1B in on-line subscription sales
  • Hand-held and cell phone games gross $3.5B in single year
  • Educators workshop added as GDC pre-conference workshop
  • UMD listed as as 9th best game design school in US