 |
Interactive Media & Game Development Worcester Polytechnic Institute |
IMGD |
Course Title: |
The Game Development Process |
Course Number: |
IMGD-1001 |
Term: |
A 2012 |
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Meeting Info: |
Mon., Tue., Thu., Fri. 10:00-10:50am, Fuller Labs (FL), Room 311
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Instructor: |
Robert W. Lindeman |
E-Mail: |
gogo at wpi.edu |
Office: |
Fuller Labs, Room B24a |
Telephone: |
508-831-6712 |
|
Teaching Assistant: |
Jia Wang (wangjia at wpi.edu) |
Required Texts:
All of the required texts for this class are available as E-TEXTS. They can
only be accessed from within the WPI network, so you will either need to be
accessing them from on campus, or use the proxy server from off campus.
Read each chapter when it is assigned. The readings discuss
much more than can be covered in class, and we will cover things not
in the books. There will be in-class quizzes on the readings, and each
reading assignment contains practice questions from the reading.
You must come to class prepared!
- RABIN: Introduction
to Game Development, Second Edition, by Steve Rabin, 2009, Charles
River Media, ISBN: 1584506792
The best book I've found
for (nearly) comprehensive coverage of the material in this
course. The chapters are individually authored, giving the
book rather uneven levels of detail and tone from chapter to
chapter, but many of the selected chapters are quite good. At
nearly 1,000 pages, it has considerably more material than
will covered in a term, but it should make a good reference
beyond the course.
Chapters: 2.1, 6.1, 6.2, 7.2, 7.3
E-TEXT
- BATES: Game Design,
by Bob Bates. Course Technology PTR; 2 edition, 2004. ISBN: 1592004938
Very solid book on game design principles.
Chapter: 10
E-TEXT
- FELDMAN: Designing
Arcade Computer Game Graphics, by Ari Feldman. Out of
Print, 2000. But, the link above has the whole book for
download!
Emphasizes the development of 2D graphics for
computer games, including animation, proper color usage, and
fonts.
Chapter: 9
E-TEXT
- KOSTER: A Theory of Fun
for Game Design, by Raph Koster. Paraglyph Press; 1 edition, 2004. ISBN: 1932111972
A classic book talking about what makes games fun.
Chapters: 3, 5
E-TEXT
- CRAWFORD: Chris
Crawford on Game Design, by Chris Crawford. New
Riders, 2003. ISBN: 0131460994
If you can look past
Crawford's arrogance, there are a lot of good war stories
about game development and some good, general game design
tips.
Chapter: 7
E-TEXT
Required Software:
We will be using GameMaker for the projects in this class. GameMaker Pro (version 7) is available campus wide
through app-v. Version 7 is being used because materials used in this version can be loaded in both the Windows and Mac versions of GameMaker.
Course Objectives:
This course is one of the three core courses in the IMGD program.
These courses are designed to provide you with the essential
building blocks for learning how to create successful interactive
experiences.
This course will introduce you to the roles of different participants
in the game development process, and how technical and artistic
development proceed in tandem. Group work is emphasized, especially
the importance of collaboration between technical and artistic
efforts. You will be expected to participate in group-based game
development projects using appropriate tools.
While playing video games has become very popular,
actually building them requires the bringing together of
various technical and artistic pieces.
There are several objectives for this course:
- Understand the roles of the major participants in developing games
- Use iterative design and development practices to create a playable game
- Acquire skill in manipulating a typical set of tools required for developing games
- Gain experience and develop skills in working in teams on game projects with short deadlines
- Learn how to bring together graphics, audio, scripting, testing, and documentation
- Learn how to communicate your ideas to others, as well as to identify challenges you are facing
- Begin to develop a sense of which aspects of the game development process interest you most
- Do some cool stuff!
There are many other elements that must come together to make a successful game. Thankfully,
you have four years, and a whole array
of IMGD courses, within which to accumulate skills and experience in these areas. Therefore, deep programming,
game design and artistic skills will be covered in other courses, and in your IQP and MQP projects.
Therefore, there are some things we won't be stressing in this
course. The main ones include deep programming skills, and
traditional detailed artistic skills. These and other topics
will be covered in other courses, and your projects.
Recommended Background:
There are no formal prerequisites for this course. Some game-playing experience is helpful but not required.
Course Structure:
This course will consist of:
- In-class lectures and discussion
- Solo and group projects
- Out-of-class readings
- Frequent in-class quizzes
Exams and Quizzes:
There are no midterm or final exams in this course. There are, however, six closed-book quizzes given over the
course of the term. Participation in these quizzes is mandatory.
Quizzes will always be administered at the beginning of a class. If you miss a quiz for any reason, you cannot take it later.
This is intended to encourageme you to arrive in class on time.
Take these quizzes seriously! Five of the six quizzes will each be worth 5% of your final grade. The lowest quiz grade will be dropped.
If you pay attention in class, complete the reading assignments on time and ask questions, you should have no problem with the quizzes.
Grading:
Final grades will reflect your performance on projects and quizzes, and your participation in class activities and discussions.
The base level grade will be a B, which indicates that the basic objectives on assignments and participation have been met.
An A grade will indicate significant achievement beyond the basic objectives. Each major assignment will offer suggested ways to exceed minimum requirements.
A grade of C will indicate not all basic objectives were met, but work was satisfactory for credit.
No incomplete grades or makeup assignments will be given unless there exist exceptional, extenuating circumstances.
| Assignment weighting is as follows: |
| 25% |
Six Quizzes (5% each, lowest grade dropped) |
| 5% |
Intro Assignment |
| 15% |
Treatment Document/Presentation |
| 10% |
Asset List |
| 15% |
First Playable |
| 5% |
Status Reports |
| 20% |
Final Prototype |
| 5% |
Testing & Evaluation |
Here are the Final Projects that were produced by this class.
Attendance:
Attendance is required. Missing four or more classes will automatically result in a grade of NR.
If you have an unavoidable need to miss a class, you don't need special permission, but you are
responsible for the material covered even if you're not in class.
Do not come to class or meet with your project team if you become ill with flu-like symptoms.
Please email me ASAP if you know you will be unable to attend a class.
Participation:
Discussion is an important aspect of this class. Your active participation is required.
When grading time comes, if I have to stop to wonder whether or not you participated
enough, you didn't participate enough. Chronic non-participation will negatively affect your final grade.
Projects:
The projects for this course consist of a set of game development
assignments, designed to supplement the material covered in the
lecture with practical experience. Some of the projects build on each
other, so it is important that you don't fall behind.
Late Policy:
Projects are due at the specified date and time.
Late projects
will be penalized 10% for each 24-hour period after the due
date/time. Whether a project is 3 hours or 20 hours late, it will be
graded down by 10%. You will be given adequate time to complete each
project, if you start when it is assigned. Projects
will be turned in electronically, and the date/time received will be
used to determine any late penalty. PLEASE do not miss class in order
to finish up a project.
Office Hours:
You do not need an appointment to come to office hours; just show up
and take your turn. Office hours (the lecturers' and the TA's) are an
important way for you to get help or to discuss anything you have on
your mind. We are there to help you; that is an important part of our
jobs. Please make good use of these hours. You are cheating yourself
if you do not. The table at the bottom shows the times of the office
hours.
Discussion Boards:
There is a place on
the WPI Game Development Club's
forums for this course, and you are encouranged to post your
questions there, and to look for answers there. In particular, check
out the IMGD
1001 "2012 A Term, Lindeman" forum. We will be using this heavily during the
course for clarifications, corrections,
etc. Please take advantage of this as well.
General:
The Zoo Lab (FL A21) can be used for this course, and GameMaker Pro 7.0
has been installed there, and on all PCs across campus.
Class Conduct:
This class is intended to prepare students interested in a professional career.
As such, participants are expected to maintain high standards of courtesy and
civility towards their fellow students and instructor.
- Arrive at class on time.
- Turn off cell phones, pagers and all sound-producing devices before class begins. They must remain turned off until class is ended.
- Please be considerate of other students by avoiding use of distracting applications.
- No extraneous conversations. This is disrespectful of other students and really annoys your instructor.
- Do not leave or pack up early. Your instructor will dismiss you.
Academic Honesty:
Individual projects are expected to be done individually. As such,
students are encouraged to discuss their work with each other, but are
also expected to do the work by themselves.
Any breach of professional ethics as evidenced, for example, by copying exams or projects,
downloading code from the Internet, cooperating in more than discussions
and study groups, misusing computer resources, or using outside help of
any kind, will be considered adequate reason for an NR in the course.
Group projects are designed so that every member gains a significant
amount of new material. In the workplace, each team member is expected
to contribute. Participants in group projects in this course should
keep this in mind, and act accordingly. In evaluating each group, all
team members will be asked to distribute a fixed set of "points" to the
rest of their team, based on how much each member contributed.
It is to be emphasized that knowledge of material and professional
behavior are tied together; failure in one of them negates any excellence
in the other. Students who stay in the course past the first three days
agree to adhere to the strictest rules of professional behavior.
The official WPI statements on Academic Honesty can be accessed at
http://www.wpi.edu/offices/policies/honesty.html.
Those who have any doubt about what that means, and fail to gain that
understanding after a discussion with the instructor, are encouraged
to drop this class. Remember this warning - any breach of ethics will
earn you an NR.
Disabilities:
If you need course adaptations or accommodations because of a disability,
or if you have medical information that you need to share, please make a
personal appointment with me as soon as possible.
If you have not already done so, students with disabilities who believe that
they may need accommodations in this class must contact the Disability
Service Office (DSO) as soon as possible to ensure that such accommodations
are implemented in a timely manner.
The DSO is located in Daniels Hall. Their phone is 508-831-5235.
Course Schedule:
Schedule for Office Hours:
Note: All TA office hours will be held in Fuller Labs A21 (The Zoo Lab). Rob Lindeman's office hours will be in his office, Fuller Labs B24a.
| Time |
Monday |
Tuesday |
Wednesday |
Thursday |
Friday |
| 9:00 |
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| :30 |
| 10:00 |
IMGD 1001 FL 311 |
IMGD 1001 FL 311 |
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IMGD 1001 FL 311 |
IMGD 1001 FL 311 |
| :30 |
| 11:00 |
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| :30 |
| 12:00 |
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| :30 |
| 1:00 |
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Lab Section #1 |
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| :30 |
| 2:00 |
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| :30 |
| 3:00 |
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Jia's Office Hours |
Lab Section #2 |
Jia's Office Hours |
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| :30 |
| 4:00 |
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| :30 |
| 5:00 |
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| :30 |
| 6:00 |
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| 7:00 |
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| 8:00 |
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| :30 |
Main Web Resources
Possible sources for content you can use in your games:
- Ari
Feldman's SpriteLib. Here you can download the free SpriteLib GPL
written by Ari Feldman with many sprites that have potential.
- Reiner's
Tilesets. A site with a huge number of attractive tilesets and
animated characters. And they are free.
- Midi World
Many different midi (sound) files can be found here.
- FlashKit sound
effects. A site with a huge number of sound effects (for
Flash, but works with GameMaker, too).
- Video Game Music Archive.
Contains midi files of lots of game music.
- GameDev.net. Many
sprites available (and other stuff if you look around).
You have to work in groups for the projects. For some groups, it
comes as naturally as a putting on socks before putting on your shoes.
For others, it takes effort. You might read (and re-read
periodically)
some Top
12 Tips for Groups. Go over these as a group!
A list (certainly, not comprehensive) of some of the tools
available to help build games:
GameMaker stuff:
Previous Offerings:
In case this inspires you on what (or what not) to do, here are the
final games produced by the previous offering of this class:
Other Helpful Readings:
- Game
Architecture and Design - A New Edition, by Andrew
Rollings and Dave Morris
A book about the "Game
Development Process", but missing artistic content creation
and programming. A bit wordy, but with good information and
examples on the areas of Game Design, Team Management, and
Game Architecture.
Chapters: 1, 2, 3 and 5
- Gameplay
and Design, by Kevin Oxland. Addison Wesley,
2004. ISBN: 0-231-20467-0
Includes easy-to-read
descriptions of the game development process in two phases:
components of a game design and the process of creating and
formatting design documents. Examples of a Norbot game are
worked throughout the text.
Chapter: 18
- Tutorial:
What is a Good Game?, by Mark Overmars. 2004.
A
narrative describing some of the ingredients in a (good)
game.
- Creating
the Art of the Game, by Matthew Omernick. New Riders,
2004. ISBN: 0735714096
An informative, easy-to-read book
on creating 3D art for games.
Chapters: Foreword, 1 and 2
- Enhancing
the Impact of Music in Drama Oriented-Games, by Scott
Morton.
Includes a close look at using music in games,
including an informative list of good tips and common
mistakes, with examples.
- Behind
the Mask - Perceptual Coding: How MP3 Compression
Works, by Paul Sellers.
Explains the basic theory
behind MP3 encoding, and offers some tips on making coded
files sound better.
- On Game Design,
by Andrew Rollings and Ernest Adams. New Riders, 2003. ISBN: 1-5927-3001-9
A good book for a "Critical Studies of Games" course, but with
some solid game design material for a "Game Development" course.
- The Game Maker's Apprentice,
by Jacob Habgood and Mark Overmars. APress, 2006. ISBN 1590596153
From the creator of Game Maker, this book provides detailed
tutorials about creating games, along with general game design
guidelines. Comes with a CD-ROM containing the Game Maker source
code for the tutorials.
- Audio for Games: Planning, Process and Production,
by Alexander Brandon. New Riders, 2004. ISBN: 0735714134
Information on audio technology and how it fits in with the
game development process.
- Game Coding Complete,
by Mike McShaffry. Paraglyph Press, 2003. ISBN: 1-932111-75-1
On the process of programming computer games, including tips and
tricks used by real game programmers.
- Developing Games in Java,
by David Brackeen. New Riders, 2004. ISBN: 1592730051
If you want to code games in Java, this book provides good
examples of AI, 2d and 3d graphics, and multiplayer games, using
the Java libraries.
- The Indie Game Development Survival Guide,
Game Development Series, by David Michael. Charles River Media, 2003. ISBN: 1-58450-214-2
The title sounds like it would be right on for those that want to
develop games in their garage, but the content matter is a bit
light weight. ... But, it does tell a complete story about
developing games start to finish and has some words of
wisdom.
- Awesome Game Creation - No Programming Required,
Second Edition, by Luke Ahearn and Clayton Crooks. Charles River Media, 2002. ISBN: 1-58450-223-1
Introduction to software for building games without writing
code. Includes a CD with versions of many game development
toolkits.
- So You Want To Be A Pixel Artist?,
by Tsugumo
Nice discussion of 2D art & animation, with lots of examples.