Computer Game Development Dr. Scott Schaefer. Course Information Instructor: Dr. Schaefer / Dr....
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Transcript of Computer Game Development Dr. Scott Schaefer. Course Information Instructor: Dr. Schaefer / Dr....
Course Information
• Instructor: Dr. Schaefer / Dr. Srinivasan• Office: HRBB 527B / Langford C 418• Office Hours: by appointment
• Website: http://courses.cs.tamu.edu/schaefer/489_Spring2010
Grading
• In-class presentation (individual): 5%• Project 1 (group): 25%• Project 2 (group): 60%• Class Participation: 5%• Course Evaluation: 5%
In-class Presentation
• Pick a topic related to game development / design• Try to pick something of interest to you or
relevant to your game
• Give a 20 minute talk in class• List of potential topics will be posted online• Must pick talk topic by Monday! (1/25)
• Approved by us
• Order of talks is randomly determined
Project 1: Initial 2D Game
• Designed to • get you working in teams • familiar with the game development process• aspects of game development
• Due: 2/12
Project 1: Requirements
• User Interface• Keyboard, Mouse, Gamepad• Status of game displayed on screen
• Graphics• Animation• 2D Graphics (at most 2D game play)• Import some art asset from file
• Game Play• Single player okay• No networking!• Must have time constraint• Must have win/lose conditions
Project 1: Grading
• Project Presentations (3): 30%
• Game Website: 10%
• Game based on previous criteria: 50%
• Peer Evaluation: 10%
Building a Team
• Games are made up of lots of areas of CS• Graphics, networking, AI, physics, etc…• Consider building a diverse team
• Come up with a name for your team
• Five to six people per team
• Start after this lecture
Project 2: Final Project
• Due at end of semester
• May choose different teams
• Similar to Project 1, but more ambitious
Project 2: Grading
• Project Presentations (6): 18%
• Final Presentation: 7%
• Game Website: 10%
• Game: 40%
• Peer Evaluation: 10%
• Group-defined Milestones: 15%
Game Ideas
• Try to do one thing well• Good graphics/animation• Cool physics• Excellent sounds• Clever puzzles
• Don’t do a mediocre job in everything• One of everything
• You won’t design hundreds of levels
The Evolution of Game Hardware
• Atari 2600 - 1977• 1.18MHz 6507• 128 bytes RAM• 4KB ROM
• Atari 5200 - 1982(incompatible cartridge with 2600)• 1.8MHz 6502• 16KB RAM
The Evolution of Game Hardware
• Nintendo Entertainment System - 1985• 1.79MHz• 256x240 pixels• 2KB RAM• Mario Bros!
The Evolution of Game Hardware
• Sega Genesis - 1988• 7.6MHz • 64KB RAM
• Game Boy -1989• 8-bit 4.2 MHz• 8KB RAM• Tetris!
The Evolution of Game Hardware
• Super NES - 1990• 3.58Mhz 65C816 16bit CPU
• 128KB RAM
• Playstation - 1994• 34 MHz R3900 32bit CPU
• 2MB RAM (CPU), 1MB RAM (Video)
• Nintendo 64 - 1996• 94MHz R4300 64bit CPU
• 4MB RAM
• Reality Co-Processor – SGI• 100K triangles/second!
The Evolution of Game Hardware
Playstation2 - 2000• 295MHz R12000 CPU• 32MB RAM
• XBox - 2001• 733MHz Celeron• 64MB RAM• nVidia GeForce4
• GameCube - 2001• 485MHz PowerPC• 43MB RAM
The Evolution of Game Hardware
Playstation3 - 2006• 3.2GHz Cell CPU• 256MB RAM + 256MB Video RAM
• XBox360 - 2005• 3.2GHz PowerPC• 512MB RAM
• Nintendo Wii - 2006• 729MHz PowerPC• 88MB RAM