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Computer Game Development

Computer Game Development. Dr. Scott Schaefer. 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%

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Computer Game Development

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  1. Computer Game Development Dr. Scott Schaefer

  2. 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

  3. Grading • In-class presentation (individual): 5% • Project 1 (group): 25% • Project 2 (group): 60% • Class Participation: 5% • Course Evaluation: 5%

  4. 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

  5. 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

  6. 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

  7. Project 1: Grading • Project Presentations (3): 30% • Game Website: 10% • Game based on previous criteria: 50% • Peer Evaluation: 10%

  8. 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

  9. Project 2: Final Project • Due at end of semester • May choose different teams • Similar to Project 1, but more ambitious

  10. Project 2: Grading • Project Presentations (6): 18% • Final Presentation: 7% • Game Website: 10% • Game: 40% • Peer Evaluation: 10% • Group-defined Milestones: 15%

  11. Game Ideas • Think small • You don’t have • Experience • Years of time • Millions of dollars • …

  12. 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

  13. Action 1st Person Shooter Sports Fighting Puzzle Racing Role-Playing Game Genres

  14. 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

  15. The Evolution of Game Hardware • Nintendo Entertainment System - 1985 • 1.79MHz • 256x240 pixels • 2KB RAM • Mario Bros!

  16. The Evolution of Game Hardware • Sega Genesis - 1988 • 7.6MHz • 64KB RAM • Game Boy -1989 • 8-bit 4.2 MHz • 8KB RAM • Tetris!

  17. 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!

  18. 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

  19. 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

  20. The Evolution of Game Hardware The PC • Different processors • Different GPUs • Different amounts of RAM

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