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Introduction

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0% found this document useful (0 votes)
9 views

Introduction

Uploaded by

mouryaajay703
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Computer Game Development

Dr. Scott Schaefer


Course Information
• Instructor: Dr. Schaefer
• Office: HRBB 527B
• Office Hours: by appointment

• TA: Sarah Beth Eisinger

• Website:
http://courses.cs.tamu.edu/schaefer/443_Fall2011
Grading
• In-class presentation (individual): 10%
• Project 1 (group): 25%
• Project 2 (group): 60%
• Class Participation: 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! (9/5)
• 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: 9/23
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 win/lose conditions
Project 1: Grading
• Project Presentations (3): 30%
• Game Website: 10%
• Screen shots
• Status updates
• Download link
• 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
• Four to five 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 (5): 15%
• Final Presentation: 5%
• Game Website: 10%
• Game: 45%
• Peer Evaluation: 10%
• Group-defined Milestones: 15%
Game Ideas
• Think small
• You don’t have
• Experience
• Years of time
• Millions of dollars
• …
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
Game Genres
• Action
• 1st Person Shooter
• Sports
• Fighting
• Puzzle
• Racing
• Role-Playing
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
The Evolution of Game Hardware
The PC
• Different processors
• Different GPUs
• Different amounts
of RAM

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