CIS 300: Introduction to Computer Game Design

Introduction to Game Design and Architecture

Fall 2004 Schedule

Week  Monday  Wednesday  Friday  Assignments
8/23     Introduction - Administrative stuff, GDIAC history, course structure and goals Assignment 1: PopCap Game Analysis Due 9/3
8/30 Games and Game Design - Why do we play games? What makes a game a game? What's important about games? What is game design? What makes a good designer? What is the role of the designer? Lab 1: Introduction to GameX - GameX demos, tweaking of demos. Coding using GameX.  Initial Presentation of Game Ideas - Individual idea proposals; brainstorming. Assignment 2: Idea Preferences Due 9/6
9/6 Game Concepts - Where do ideas come from? Ideas from a setting perspective, and a gameplay perspective.  Formation of Groups - Each group is formed, and decides on project. The People -  Composition of a development team. Developer roles. Team management. Assignment 3: Group Charter Due 9/15
9/13 Group Project Time Lab 2: AI and Pathfinding - Using Finite State machines for AI, and basic pathfinding implementation. Documents and Development - Technical and design documents. Development cycles. Traditional vs. iterative development models.  Assignment 4: Concept Document Due 9/29
9/20
Group Project Time Interfaces: In-class exercise - Design an interface according to a game specification. Group Project Time Assignment 5: 1st prototype Due 10/6
9/27
History of Computer Games, Part 1 History of Computer Games, Part 2 Group Project Time Assignment 6: Milestone Document Due 10/15
10/4
The Parts of a Game - Engines, Mechanics, Interfaces, and Content.  Group Demonstations - 1st prototype. Short Games - In class discussion of Oasis and Strange Adventures in Infinite Space. Qualities of a good short game.  Assignment 7: Functional Specification Due 10/15
10/11 Fall Break EA Guest Lecture  Physics in Games - The role of realism. Collision and collision detection. Mathematical models Assignment 8: Mechanic Analysis
10/18 Group Project Time Group Demonstations - 2nd  prototype. Graphics and Art - The interactions between design, programming, and art. Artistic style. Animation. Concept art and storyboarding. Assignment 9: Website/Game Treatment
10/25 Artificial Intelligence - FSMs revisited. A* and pathfinding. Flocking. Neural nets. Machine learning in games. Computer "cheating". Challenge vs. realism. Group Project Time - Vicarious Visions visit. Level Design - Creating satisfying challenges. Using bosses. Simplicity, focus, and elegance. Maintaining the game flow. Challenge, learning curves, and pacing. Assignment 10: Level Design
11/1 Sound Effects and Music - The physics of sound. Adaptive music. Similarities and differences to film scores. Effects in the environment and the interface. Group Demonstations - Alpha (code complete). Realism, Immersiveness, Story and Narrative - Immersiveness and resonance. Monomyth. Frustrated author syndrome. Choices and linearity. World simulating. Suspension of disbelief. User created story. Assignment 11:Missed Opportunities
11/8 Violence, Sex, and Marketing - Ratings. Mature games. Legislation. Demographics. Stereotypes. Games for girls. Group Project Time Game Genres and Action Games - Overview of genres. The earliest games. Shooters, platformers, and FPSs. Control paradigms. Simluators and sports games. Assignment 12: Game Script
11/15 Role-Playing and Adventure - Roots in pen and paper games. The role of the story. Numbers and dice rolls. The scope of RPGs. Text games, quest games. Film comparisons. Group Demonstations - Beta (feature complete). Strategy Games - Turn-based vs. real-time. Roots in board games. 4X games. Stats and balancing. Management games. Assignment 13: Genre Analysis
11/22 Multiplayer and Online Games - MUDs and MUSHes. History of MMORPGs. Social science and online games.  The role of AI. Cooperation vs. competition. Impact of a multiplayer environment on design. Cultural considerations. Thanksgiving Thanksgiving  
11/29 The Game Development Industry - How do games get made? Publishers and developers. The economics of game development. Realities of the business. The future of games. Group Demonstations - Release (tested, content complete). Careers in the Industry - The different development tracks. A game industry resume. A game industry interview. What companies are looking for. Getting your foot in the door.  
12/6 Reading Period Reading Period Final Presentations