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