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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• Adams, Chapter 1
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01/24/11
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Lecture 2
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Developing Ideas
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• Adams, Chapter 3
Optional:
• Players Who Suit MUDs
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01/26/11
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Lecture 3
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Design Elements
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• Adams, Chapters 5 and 9
Optional:
• [Fullerton: Formal Elements]
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01/28/11
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Lecture 4
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Development Process
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• Adams, Chapter 2
• Sample Design Documents
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01/31/11
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Lecture 5
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Parts of a Game
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Optional:
• [Fullerton: Structure of Games]
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02/04/11
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Lecture 6
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Prototyping
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• [Fullerton: Nondigital Prototyping]
Optional:
• Steering Prototype
• Visibility Prototype
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02/07/11
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Lecture 7
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Rules & Mechanics 1
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• Adams, Chapter 10
Optional:
• Rules of Play, Chapters 12 and 14
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02/09/11
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Lecture 8
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Rules & Mechanics 2
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Optional:
• Rules of Play, Chapters 15 - 17
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02/11/11
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Lecture 9
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Game Balance
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• Adams, Chapter 11
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02/14/11
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Lecture 10
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Game Architecture
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Optional:
• TemperatureController source code
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02/21/11
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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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02/25/11
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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 API
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02/28/11
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Lecture 13
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2D Sprite Graphics
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Optional:
• Affine Transforms in Java 2D
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03/02/11
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Lecture 14
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Colors & Textures
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Optional:
• Drawing 3D Primitives (XNA 4.0)
• Basic Effect with Texturing (XNA 4.0)
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03/07/11
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Lecture 15
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Drawing Perspective
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• Axonometric Projections in Games
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03/09/11
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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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03/11/11
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Lecture 17
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2D Collisions: Static Scenes
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03/14/11
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Lecture 18
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2D Collisions: Dynamic Scenes
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Optional:
• Gilbert-Johnson-Keerthi
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03/16/11
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Lecture 19
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Character AI Design
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Optional:
• Handling Complexity in the Halo 2 AI
• Behavior Trees for Game AI (part I)
• Behavior Trees for Game AI (part II)
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03/28/11
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Lecture 20
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Character AI: Senses & Events
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Optional:
• Building an AI Sensory System
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03/30/11
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Lecture 21
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Pathfinding
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• A* Pathfinding for Beginners
Optional:
• Toward More Realistic Pathfinding
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04/01/11
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Lecture 22
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Strategic AI & Planning
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• Adams, Chapter 14
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04/04/11
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Lecture 23
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User Testing
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• Testing Design with Users
• Cognitive Walkthrough
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04/11/11
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Lecture 24
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Dramatic Elements
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• Adams, Chapter 12
Optional:
• Extra Credit!
• Ten Tips For Managing Difficulty
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04/13/11
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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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04/15/11
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Lecture 26
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Story Implementation
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• Adams, Chapter 7
Optional:
• Dialog File from Avernum 6
• Drama Manager in Façade
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04/18/11
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Lecture 27
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The Industry
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04/25/11
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Lecture 28
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Networking 1
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• Adams, Chapter 21
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04/27/11
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Lecture 29
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Networking 2
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04/29/11
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