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  • Slide 1
  • Game Development Dr. Mathias Lux ITEC - Universitt Klagenfurt [email protected] This work is licensed under a Commons Attribution-Share Alike 3.0 Austria License. See http://creativecommons.org/licenses/by-sa/3.0/at/
  • Slide 2
  • http:// www.uni-klu.ac.at 2 Agenda Why teaching computer games? What is a good game? Game projects in teaching Game development
  • Slide 3
  • http:// www.uni-klu.ac.at 3 Why teaching computer games? Commercial relevance o Games are a big business Research and technology o Games lead to innovation Application of knowledge in game dev. o Maths, physics, algorithms, data structures o Project management & planning o Self reflection and team work Image (cc) by http://www.flickr.com/photos/juliebee
  • Slide 4
  • http:// www.uni-klu.ac.at 4 Why teaching computer games? Many people o play games themselves! o assume they are experts! o think they can do better! Image (cc) by http://www.flickr.com/photos/neilschelly
  • Slide 5
  • http:// www.uni-klu.ac.at 5 Industry Facts: ESA (US) Gaming industry economics & sales: o 2003-2006 the annual rate (gain) exceeded 17% (cp.
  • http:// www.uni-klu.ac.at 16 MMOG Economics WoW has >11 Mio. subscribers (Oct. 2008) o Monthly fees o Add-ons & DLC o World of WarCraft: Wrath of the Lich King was Xmas best seller at amazon.de Source: http://www.mmogchart.com/Chart1.html
  • Slide 17
  • http:// www.uni-klu.ac.at 17 Example: Super Mario Jump & Run, Nintendo Video game for NES o World -> SNES & GameBoy o Mario64 -> Nintendo64 o Super Paper Mario -> Wii o Most successful video game ever o 295 Mio. units sold
  • Slide 18
  • http:// www.uni-klu.ac.at 18 Example: LBP Little Big Planet o A collaborative platformer o 2.5 D Jump & Run Awards o Academy Of Interactive Arts & Sciences 2009 8 Awards including best overall game o E3 Awards Best console game, best casual and social game o etc.
  • Slide 19
  • http:// www.uni-klu.ac.at 19 Example: LBP Videos: o Danger Showing the gameplay o Sackzilla Showing the editor
  • Slide 20
  • http:// www.uni-klu.ac.at 20 Example: Guitar Hero & Rockband Guitar Hero (Activision) & Rockband (EA) o Revenue of 2.3 billion dollars o Within three years Guitar Hero III Legends of Rock o First game exceeding 1 billion $ revenue
  • Slide 21
  • http:// www.uni-klu.ac.at 21 Example: Popcap Games Popcap Games creates casual games Most popular game: Bejeweld o 150 million downloads, o 25 million sold units Distributes on o XBox Marketplace o PSN o PC (Steam, own shop, boxed)
  • Slide 22
  • http:// www.uni-klu.ac.at 22 Computer & Innovation Consumer Hardware o 3D graphic cards, Open GL for consumers o Video decoding (HD video) Cp. Nvidia & ATI/AMD graphic cards o Input and output methods High performance mouse Sensors (cp. Wiimote) 3D screens, shutter o PC Setup PSUs, cooling, etc.
  • Slide 23
  • http:// www.uni-klu.ac.at 23 Computer & Innovation Consumer Entertainment Hardware o PS3: 1 (control) +1 (PPC) +7 (SPE) =9 Cores o XBox: 3 Cores w. Hyperthreading ~= 6 Cores o Compare to Wii, DVD recorder, routers, Consumer Software o 3D interfaces Google Earth Brockhaus Multimedial Aero, Beryl, KDE4, etc.
  • Slide 24
  • http:// www.uni-klu.ac.at 24 Computer Games & Computer Science Computations o Using shaders for parallel processing o High performance clusters, CUDA Serious Games o Human Computing (v. Ahn) o Article Games with a purpose Educational Games o Military training o E-Learning, pedagogical (e.g. common sense)
  • Slide 25
  • http:// www.uni-klu.ac.at 25 Example: Hazmat Hotzone 3D training for fire fighters Handling hazardeous materials o E.g. terrorism, Employs Unreal engine Developed at CMU Quelle: http://www.gamasutra.com/features/20051102/carless_01b.shtml
  • Slide 26
  • http:// www.uni-klu.ac.at 26 US Army leadership development (CSU) Stories of soldiers are converted to knowledge Knowledge is applied in training scenarios for soldiers o Decisions in combat and surveillance scenarios o Interaction with locals (customs, etc.) (cc) by Army.mil, http://www.flickr.com/photos/soldiersmediacenter/2941583135/
  • Slide 27
  • http:// www.uni-klu.ac.at 27 Games as part of our culture Common sense & knowledge o Lara Croft & Pac-man o Mario Bros. & Sonic Merchandising o E.g. Game & Film Many people have/had contact with games o PC, Nintendo, Playstation, etc.
  • Slide 28
  • http:// www.uni-klu.ac.at 28 Games as part of our culture
  • Slide 29
  • http:// www.uni-klu.ac.at 29 Games as part of our culture Human TETRIS Performance o GAME OVER Project o http://www.youtube.com/watch?v=G0LtUX_6IXY Real Life Donkey Kong o Bam Margera o http://www.youtube.com/watch?v=_KyIpMtvJvE Real Mario o Gordon College o http://www.youtube.com/watch?v=R0fCnf8uWxw
  • Slide 30
  • http:// www.uni-klu.ac.at 30 Acceptance and controversial issues The disturbing material in Grand Theft Auto and other games like it is stealing the innocence of our children and it's making the difficult job of being a parent even harder... I believe that the ability of our children to access pornographic and outrageously violent material on video games rated for adults is spiraling out of control. - (Hillary Clinton, 2005)
  • Slide 31
  • http:// www.uni-klu.ac.at 31 Acceptance(RocknRoll) "The effect of rock and roll on young people, is to turn them into devil worshippers; to stimulate self-expression through sex; to provoke lawlessness; impair nervous stability and destroy the sanctity of marriage. It is an evil influence on the youth of our country." - Minister Albert Carter, 1956
  • Slide 32
  • http:// www.uni-klu.ac.at 32 Acceptance Similar statements to Comics (1954) Phone(1926) Film (1909) Waltz (1816) Novels (1790) Source: http://www.wired.com/wired/archive/14.04/war.html
  • Slide 33
  • http:// www.uni-klu.ac.at 33 Agenda Why teaching computer games? What is a good game? Game projects in teaching Game development o XNA o Tutorials
  • Slide 34
  • http:// www.uni-klu.ac.at 34 A good game World of Goo
  • Slide 35
  • http:// www.uni-klu.ac.at 35 Aspects of a Game Review game in several aspects: Challenge Choice Clear and Compelling Goals Representation Conflict Feedback Source: http://www.cs.wisc.edu/graphics/Courses/679-s2007/Main/GameDesign
  • Slide 36
  • http:// www.uni-klu.ac.at 36 Challenging Goals Premise of the game o Story o Character o Motivation Why do I play the game? Why do I build towns, jump & run, ?
  • Slide 37
  • http:// www.uni-klu.ac.at 37 Clear Goals Different aspects o What is the goal? o When is the goal achieved? Strongly connected with feedback o I need to know when Im making progress Short term vs. long term goals o Get over fire pit vs. Rescue princess
  • Slide 38
  • http:// www.uni-klu.ac.at 38 Clear Rules Figuring out rules o In play: learning curve? o Common sense (gravity, rebound, etc.) Unclear rules are frustrating o I couldnt.. because I didnt know Do not allow workarounds o Circumventing != cheating Happens within allowed rule set
  • Slide 39
  • http:// www.uni-klu.ac.at 39 Choices Player should have meaningful choices Consider example choice qualities: o Hollow -> No consequence o Obvious -> Choice without alternative o Informed -> based on provided information cp. guessing o Dramatic -> Connects to emotions o Weighted -> Both neg. and pos. outcomes o Immediate -> Need fast decision o Orthogonal -> Choices are independent
  • Slide 40
  • http:// www.uni-klu.ac.at 40 Challenge Tuning / Balance o Make things hard, but not too hard Dynamic games o Change with game progress & gamers skills Challenge from design vs. technical issues o Cant figure out puzzle vs. cant find button combo (cc) by law keven, www.flickr.com/photos/66164549@N00/2506022298/
  • Slide 41
  • http:// www.uni-klu.ac.at 41 Feedback Action & Reaction o Choose a new car and feel the effect o Buy new clothes & see them on avatar Gamers need rewards o Cp. concept of highscore Experience o Buy weapon or skill upgrades o Reach new levels & challenges
  • Slide 42
  • http:// www.uni-klu.ac.at 42 Assumed audience ?!? Who will play your game? Who will pay for your game? What are appropriate distribution channels? o App Store, Steam, Download, Boxed,
  • Slide 43
  • http:// www.uni-klu.ac.at 43 Agenda Why teaching computer games? What is a good game? Game projects in teaching Game development o XNA o Tutorials
  • Slide 44
  • http:// www.uni-klu.ac.at 44 Possible Topics Arcade games o Typically 2D, lots of historical examples Puzzle games o Simple graphics, focus on logic Mobile games o Realistic scope & deployment scenario Educational games for kids o Topic based, more weight on story
  • Slide 45
  • http:// www.uni-klu.ac.at 45 Possible Aspects Programming skills o Learning by doing Hands-on with tools o GFX, SFX Soft skills o Teamwork, discussion, coordination Specific topics different areas o Physics, geometry, linear algebra, AI,
  • Slide 46
  • http:// www.uni-klu.ac.at 46 Project Milestones 1.Planning & Design 2.Implementation 3.Testing & Evaluation 4.Deployment 5.Post mortem
  • Slide 47
  • http:// www.uni-klu.ac.at 47 Design Documents (not technical) High Level Document o Abstract of the game in 2-4 pages Game Treatment Document o Present game in a broader outline o Its also more sales than dev document Game Bible o Character design o World design o Flowboard: flow of gameplay modes o Story & level progression: storyline o Game script: rules and mechanics of the game (cc) by dunechaser, www.flickr.com/photos/dunechaser/103294050/
  • Slide 48
  • http:// www.uni-klu.ac.at 48 Game Script Should enable one to play the game Create a paper prototype o Use it for testing (cc) by kekremsi, www.flickr.com/photos/emraya/2929959881
  • Slide 49
  • http:// www.uni-klu.ac.at 49 Sample Design Document: Abstract Catch the Clown Catch the Clown is a little action game. In this game a clown moves around in a playing field. The goal of the player is to catch the clown by clicking with the mouse on him. If the player progresses through the game the clown starts moving faster and it becomes more difficult to catch him. For each catch the score is raised and the goal is to get the highest possible score. Expected playing time is just a few minutes. source: http://www.yoyogames.com/make/tutorials
  • Slide 50
  • http:// www.uni-klu.ac.at 50 Sample Design Document: Game Objects Game objects There will be just two game objects: the clown and the wall. The wall object has a square like image. The wall surrounding the playing area is made out of these objects. The wall object does nothing. It just sits there to stop the clown from moving out of the area. The clown object has the image of a clown face. It moves with a fixed speed. Whenever it hits a wall object it bounces. When the player clicks on the clown with the mouse the score is raised with 10 points. The clown jumps to a random place and the speed is increased with a small amount. source: http://www.yoyogames.com/make/tutorials
  • Slide 51
  • http:// www.uni-klu.ac.at 51 Sample Design Document: The Rest Sounds We will use two sounds in this game. A bounce sound that is used when the clown hits a wall, and a click sound that is used when the player manages to click with the mouse on the clown. Controls The only control the player has is the mouse. Clicking with the left mouse button on the clown will catch it. Game flow At the start of the game the score is set to 0. The room with the moving clown is shown. The game immediately begins. When the player presses the key the game ends. Levels There is just one level. The difficulty of the game increases because the speed of the clown increases after each successful catch.
  • Slide 52
  • http:// www.uni-klu.ac.at 52 Game Postmortems Written after finishing the project o Done by senior developer or manager Summarizes dev process to o Avoid pitfalls in later projects o Apply practices that worked well in later projects Check for instance gamasutra.com (cc) by devicer, www.flickr.com/photos/devicer/42503985/
  • Slide 53
  • http:// www.uni-klu.ac.at 53 Game postmortems: Structure Project Overview o Describe the game (idea, setting, story, features) o Describe team and circumstances What went right o Describe best practices o Describe and argue good decisions o Motivation for this part: Think of benefits for future projects
  • Slide 54
  • http:// www.uni-klu.ac.at 54 Game postmortems: Structure What went wrong o Describe pitfalls and difficulties o Describe mistakes experienced, technical as well as from management perspective Conclusion & Closing o Final note from the authors, personal experience o Project brief: Dev tools, resources,
  • Slide 55
  • http:// www.uni-klu.ac.at 55 Agenda Why teaching computer games? What is a good game? Game projects in teaching Implementation
  • Slide 56
  • http:// www.uni-klu.ac.at 56 Typical Basic Elements (I) Game Loop o Painting current state to screen Sprites o Moving objects, animated Level o The playground Score o The achievement & reward system
  • Slide 57
  • http:// www.uni-klu.ac.at 57 Typical Basic Elements (II) Collision Detection o Check if objects interfere Sound o Background & SFX Game AI o Some intelligence, dynamics or adaptation
  • Slide 58
  • http:// www.uni-klu.ac.at 58 Game Frameworks Framework manages Input & Output o poll & queue input controllers o render game in time (hardware acceleration) o network & storage Physics o object-world and object-object interaction Resources o loading, animation
  • Slide 59
  • http:// www.uni-klu.ac.at 59 Microsoft XNA Game Studio Set of game development tools Based on.NET Compact Framework Available in version 3.0 o Version 3.1 already announced Programming in C# o Help in MSDN / Knowledgebase
  • Slide 60
  • http:// www.uni-klu.ac.at 60 Out-of-the-Box Game
  • Slide 61
  • http:// www.uni-klu.ac.at 61 Basic game structure
  • Slide 62
  • http:// www.uni-klu.ac.at 62 Experience with XNA Students find their way fast o Workshop (1 day) for first tutorial based game Students are occupied for hours o Hours of adaptations Graphics and sounds Gameplay and levels Testing and tuning XNA is very powerful o With necessary limitations
  • Slide 63
  • http:// www.uni-klu.ac.at 63 Experience with XNA Team members have different roles o Sound & 2D Design o Implementation & Testing o Planning & Coordination Learning programming along the way o How can we rotate/scale/translate a sprite? o How can we add a loop for ?
  • Slide 64
  • http:// www.uni-klu.ac.at 64 Summer Camp 2008-2009 Arcade game development in teams of 2 o Students of age 16-18 o Basic knowledge of programming (Java) Duration: 5 Days with ~ 3 hours each Results o Steep learning curve o 2 (out of 5) very innovative projects Design & Gameplay o Students programmed in their spare time
  • Slide 65
  • http:// www.uni-klu.ac.at 65 VK Games @ Uni Klu Goal: Arcade (Casual) Game o In 6 weeks of development time o With planning and self reflection o In teams of 3 with max. 40 h of work each Results o All but one projects finished o Everyone put a lot more effort in than 40 h
  • Slide 66
  • http:// www.uni-klu.ac.at 66 Proposed Format 1.One day workshop as introduction o Basics on games o Basics on game development o Self directed learning through tutorials 2.Multiple units of self directed (but tutored) game development. o Based on the outcome of the tutorial 3.Final presentation of the outcome
  • Slide 67
  • http:// www.uni-klu.ac.at 67 Resources XNA Creators Club o Lots of tutorials and game samples o http://creators.xna.com/en-US/education/catalog/ Visual C# Express Edition o Free 2 use version of visual studio o http://www.microsoft.com/express/vcsharp/ Alternative: Gamemaker o Strange tool, but immediate results o http://www.yoyogames.com/make
  • Slide 68
  • http:// www.uni-klu.ac.at 68 Final words Nearly every single student was very much involved with the gaming projects. o Some even failed other courses Typically people spent a lot more time on the project than they should have. o Despite prior warning Overall feedback was very encouraging o Although many reconsidered their career plans
  • Slide 69
  • http:// www.uni-klu.ac.at 69 Questions? Mathias Lux [email protected] http://www.itec.uni-klu.ac.at/~mlux