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