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