CIS 3000: Introduction to Computer Game Design

Lectures

Additional readings will be added as the semester progresses. Please check back here before each lecture for the current readings.

We will also make the lecture slides available shortly before each class. Be warned, however, that because of the way that lectures are run in this course, the slides will not be self-contained. They are provided as an aid to help you understand the lecture, but are in no way a replacement for the lecture.

Lecture Topic Additional Materials Date
Lecture 1 Overview   • Fullerton, Chapter 1 08/24/11
Lecture 2 Developing Ideas   • Fullerton, Chapter 6
Optional:
  • Players Who Suit MUDs
08/26/11
Lecture 3 Design Elements   • Fullerton, Chapter 3 08/29/11
Lecture 4 Development Process   • Fullerton, Chapters 12, 13 & 14
  • Sample Design Documents
08/31/11
Lecture 5 Parts of a Game   • Fullerton, Chapter 2 09/02/11
Lecture 6 Prototyping   • Fullerton, Chapters 7 & 8
Optional:
  • Steering Prototype
  • Visibility Prototype
09/07/11
Lecture 7 Mechanics: Rules & Systems   • Fullerton, Chapter 5
Optional:
  • Rules of Play, Chapters 12 and 14
09/09/11
Lecture 8 Mechanics: Uncertainty & Risk Optional:
  • Rules of Play, Chapters 15 - 17
09/12/11
Lecture 9 Game Balance   • Fullerton, Chapters 10 & 11 09/19/11
Lecture 10 Game Architecture I Optional:
  • TemperatureController source code
02/21/11
Lecture 10 Game Architecture II 02/23/11
Lecture 11 Architecture Design   • Class-Responsibility-Collaborator Models
  • UML Activity Diagrams
Optional:
  • Laboratory for Object-Oriented Thinking
09/26/11
Lecture 12 Data-Driven Design   • Sample Level Editor
  • Tile-Based Game Techniques
Optional:
  • Blades of Avernum
  • Blades of Avernum API
09/28/11
Lecture 13 Graphics: Sprites Optional:
  • Affine Transforms in Java 2D
10/05/11
Lecture 14 Graphics: Perspective   • Axonometric Projections in Games 10/07/11
Lecture 15 Graphics: Colors & Textures Optional:
  • Drawing 3D Primitives (XNA 4.0)
  • Basic Effect with Texturing (XNA 4.0)
10/12/11
Lecture 16 Physics & Motion Optional:
  • Rigid Body Dynamics
  • Steering Behaviors
10/14/11
Lecture 17 Collisions: Static Scenes 10/19/11
Lecture 18 Collisions: Dynamic Scenes Optional:
  • Gilbert-Johnson-Keerthi
Unscheduled
Lecture 19 Pathfinding   • A* Pathfinding for Beginners
Optional:
  • Steering Behaviors (applets)
  • Toward More Realistic Pathfinding
10/21/11
Lecture 20 Character AI: Sensing Optional:
  • Building an AI Sensory System
  • Handling Complexity in the Halo 2 AI
10/24/11
Lecture 21 Character AI: Thinking Optional:
  • Behavior Trees for Game AI (part I)
  • Behavior Trees for Game AI (part II)
  • Evolve your Heirarchy
10/26/11
Lecture 22 User Testing   • Fullerton, Chapter 9
  • Testing Design with Users
  • Cognitive Walkthrough
11/28/11
Lecture 23 Strategic AI 10/04/11
Lecture 24 Dramatic Elements   • Fullerton, Chapter 4
Optional:
  • Extra Credit!
  • Ten Tips For Managing Difficulty
11/07/11
Lecture 25 Story Design Optional:
  • Where Stories End and Games Begin
  • Why Writing in Games Matters: Part I
  • Why Writing in Games Matters: Part II
  • Why Writing in Games Matters: Part III
11/09/11
Lecture 26 Story Implementation Optional:
  • Dialog File from Avernum 6
  • Drama Manager in Façade
11/11/11
Lecture 27 Networking: Consistency 11/18/11
Lecture 28 Networking: Security 11/21/11
Lecture 29 The Industry   • Fullerton, Chapter 15 11/23/11