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Computer Game Design Class

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

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  1. Computer Game Design Class Dr. Héctor Muñoz-Avila • Sources: • www.wikipedia.org • Others

  2. 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/

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. Game # 1: some screenshots

  14. Game # 2: Screenshot

  15. 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

  16. 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.

  17. Computer Game Design Class Narrative - storyline Game mechanics – rules of play class Concept art sound graphics

  18. 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

  19. 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

  20. 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

  21. 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

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