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Computer Game Design Class Dr. H é ctor Mu ñ oz-Avila Sources: www.wikipedia.org Others And: Aaron Battalion Todd Fisher Hai Hoang Stephen Lee-Urban Marc Ponsen Megan Vasta Chad Hogg Joe Souto Kit Ming Chang Frank Cremen John Gerace Ben Mautner Chris Olsisnki

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computer game design class

Computer Game Design Class

Dr. Héctor Muñoz-Avila

  • Sources:
  • www.wikipedia.org
  • Others
research on ai computer games at lehigh

And:

Aaron Battalion

Todd Fisher

Hai Hoang

Stephen Lee-Urban

Marc Ponsen

Megan Vasta

Chad Hogg

Joe Souto

Kit Ming Chang

Frank Cremen

John Gerace

Ben Mautner

Chris Olsisnki

Jarret Raim

Your name cold be here…

Research on AI & Computer Games at Lehigh

By: Héctor Muñoz-Avila

http://www.cse.lehigh.edu/InSyTe/

the origins
The Origins
  • Long term interest on Games
  • 2002: Aaron Battalion & Todd Fisher wanted to do an Ind. Study on “Game stuff”
  • 2003: First Installation of Unreal Tournament Bots at Lehigh
first steps 2003
First Steps: 2003
  • Kit Ming Chang report on Age of Empires Rule-Based System: “CLIPS”
  • Frank Cremen, Ben Mautner and Chris Olsisnki build Poker game

http://www.cse.lehigh.edu/%7Emunoz/projects/AIGames/poker-web/LUPoker.html

  • Small grant from NRL on game (military simulation-related) research
continuation 2004
Continuation - 2004
  • Exploratory paper on hierarchical explanation in games
  • Exploratory paper on using hierarchical planning for controlling a team of Unreal Tournament bots
  • First class Game Programming at Lehigh
    • Graduate-level course
  • Exploratory grant from DARPA on game (military simulation-related) research
expansion 2005
Expansion - 2005
  • Paper on using hierarchical planning for controlling a team of Unreal Tournament bots in the First International Conference on Artificial Intelligence and Interactive Digital Entertainment
  • Work on translation of gaming language to AI languages
  • Paper on Reinforcement Learning in Real Time Strategy Games (at Innovative Applications of AI conference)
  • Grant from DARPA on game (military simulation-related) research
  • Donation from Poker Academy

http://press.arrivenet.com/tec/article.php/593714.html

  • AI Game Programming course taught for the second time
    • Undergraduate (senior) level and graduate level
today well established
Today – Well Established
  • Chapters appear AI Game Programming Wisdom 3 and 4
  • More than 10 papers on topics related to Au and:
    • Real-time strategy games
    • First-person shooter games
  • Game Design Class taught 4 times
  • Grants from different sources involving game research
  • Course on AI Game Programming taught 3 times
  • Associate Editor of IEEE Transactions on Computational Intelligence and AI in Games
  • Program Committee member of a number of Ai & Games conference including Artificial Intelligence and Interactive Digital Entertainment Conference
myths about computer game design
Myths About Computer Game Design

Myth # 1: Computers have to play as good as possible

Myth # 2: Only programmers can design computer games

Myth # 3: Succesful games need deep storylines

Myth # 4: Computer graphics “make” a game

myth 1 computers have to play as good as possible
Myth # 1: Computers have to play as good as possible

You know what is an attack “Kung Fu” style?

  • Only 2 enemies are attacking at any point of time
  • The other “appear” busy
  • Same idea is implemented in many games

http://www.youtube.com/watch?v=5q9kYKtvYU0

myth 2 only programmers can design computer games

E

S

Chase

~S

D

S

Myth # 2: Only programmers can design computer games
  • In the “old times” it was like that
  • Modern tools allow the design of “AI” behavior witout need of a computer opponent

Attack

~E

D

E

Wander

E

~E

Spawn

D

myth 3 successful games need deep storylines ii
Myth # 3: Successful games need deep Storylines (II)

Storyline: "Murderous aliens have landed in futuristic Los Angeles, and humans suddenly find themselves atop the endangered species list. The odds are a million-to-one, just the way Duke likes it!"

  • Duke Nukem 3d
  • Released in 1996
  • Crude humor
    • “That's gotta hurt”
  • http://www.youtube.com/watch?v=opUWFt5XWLc
myth 4 computer graphics make a game
Myth # 4: Computer graphics “make” a game
  • Tale of two games:
  • Game # 2:
  • 2D graphics
  • Turn-based
  • Graphics highlight: Lead designer appears in the game
  • Roles a dice to decide who wins combat
  • Game # 1:
  • Top-notch (for its time) 3D Graphics
  • Real-time
  • Dinosaurs!
  • “beautiful” people
  • “Realistic” physics encoded in game
myth 4 computer graphics make a game15
Myth # 4: Computer graphics “make” a game
  • Tale of two games:
  • Game # 2:
  • Civilization II
  • Gamespot.com score: 9.2/10
  • Graphics are functional
  • Considered the best game of all time
  • http://www.youtube.com/watch?v=HaaM78MG5Z8
  • Game # 1:
  • Trespasser (PC version)
  • Gamespot.com score: 3.9/10
  • Graphics grew old pretty quickly
  • http://www.youtube.com/watch?v=QBVgca_ggHU
ok so what is a good computer game design
Ok So What is a Good Computer Game Design?
  • We don’t know
    • Many games developed fail because of inadequate design
  • Strong evidence that “game play mechanics” have a crucial role in the success of a game:
    • Civilization
    • Diablo
    • World of Warcraft
    • Heroes of Might and Magic
  • We are going to study a model inspired by cognitive science and other fields.
    • We may not agree completely with this model. But provides a good base for discussion.
computer game design class17
Computer Game Design Class

Narrative - storyline

Game mechanics – rules of play

class

Concept art

sound

graphics

computer game design class18
Computer Game Design Class
  • “Designing/programming games is not a game”
  • URL of the course: http://www.cse.lehigh.edu/~munoz/ComputerGameDesignClass/
  • One text books:
    • Rules of Play: Game Design Fundamentals
      • Author: Katie Salen and Eric Zimmerman
  • Optional text book:
    • Game Design: Theory & Practice
      • Author: Richard Rouse III
      • Available electronically in campus computers
student work i
Student Work (I)
  • Examination:
    • 2 tests (20% each)
    • A final exam (35%; cumulative)
  • Material for evaluations:
    • Classes
    • Chapters covered from text books
      • In class we will cover typically only part of a chapter
      • You are responsible for the whole chapter
      • Strongly suggest that you read as we go along
  • Other work:
    • Design project (15%)
    • Homework assignments (10%)
  • Attendance to class is required:
    • Failure to attend classes may result in a lower final grade or losing the course
student work ii
Student Work (II)
  • Design Project:
    • Select a game of your choice
    • Write a document (20+ pages) analyzing its design according o the methodology studied in the course
    • Class presentation of the design
    • Groups of 2 or 3 people
  • Optional: (extra-credit)
    • Class presentation about a certain topic
    • Implementation of a game design in an actual engine
      • If really good, this may exempt you from the Final Exam
      • Idea: Use existing engine such as the Aurora Engine from Neverwinter Nights
      • Do 2, 3, and 4 as in the Design project
student work educ 491
Student Work: EDUC 491
  • Same required as for CSE 197
  • PLUS:
    • Report on Instructional Gaming as per guidelines from professor MJ Bishop
    • Class presentation about Instructional Gaming
    • Implementation of a game design in an actual engine
      • If possible create an Instructional Game