 |
Department of Computer Science Worcester Polytechnic Institute |
 |
| Course Title: |
The Game Development Process |
| Course Number: |
IMGD-1001 |
| Term |
A 2008 |
|
| Meeting Info: |
Early Section: Mon., Tue., Thu., Fri. 1:00-1:50am, Higgins Labs (HL), Room 116
Late Section: Mon., Tue., Thu., Fri. 3:00-3:50pm, Salisbury Labs (SL), Room 305 |
|
| Instructor (Early): |
Mark Claypool |
| E-Mail: |
claypool at cs.wpi.edu |
| Office: |
Fuller Labs, Room B24b |
| Telephone: |
x5409 |
|
| Instructor (Late): |
Robert W. Lindeman |
| E-Mail: |
gogo at wpi.edu |
| Office: |
Fuller Labs, Room B24a |
| Telephone: |
x6712 |
|
| TAs: |
Paulo de Barros (pgb at wpi.edu)
TJ Loughlin (tjloughl at wpi.edu) |
Textbooks
Read each chapter during the week it is assigned. The readings discuss
much more than can be covered in class, and we will cover things not
in the books.
You must come to class prepared!
- RABIN: Introduction
to Game Development, by Steve Rabin, 2005, Charles
River Media, ISBN: 1-58450-377-7
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: 3.1, 3.2, 3.5, 5.5, 6.2, 6.4, 6.5, 6.6, 7.2, and 7.3
- 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
- ROLLINGS: 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
- OXLAND: 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
- OVERMARS: Tutorial:
What is a Good Game?, by Mark Overmars. 2004.
A
narrative describing some of the ingredients in a (good)
game.
- OMERNICK: 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
- 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
- MORTON: 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.
- SELLERS: 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.
Other helpful books:
- 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.
Course Objectives:
This course is one of the three core courses of the IMGD program. The
core courses are designed to provide students with the essential
building blocks for learning how to create successful interactive
experiences.
This course discusses the process of game development. It examines the
roles of different participants in the 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. Students are expected to participate
in game development using appropriate game development tools.
While playing video games has become very popular,
actually building them requires the bringing together of
various technical and artistic pieces.
It seems most people involved in game development first got into the
field because they found creating games was at least as much fun as
playing them. Hopefully you will feel this way too.
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 things that must come together to make a
successful game. Thankfully, you have four years, and
a whole
array of courses, within which to accumulate skills and experience
in many of these.
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.
Grading:
| 40% |
Two Exams |
| 60% |
Projects |
Attendance:
Attendance is required. If you have an unavoidable need to be absent
from the lecture, you do not need special permission, but you are
responsible for the work covered even if you are not in class.
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 - you will only pay for that later (at exam
time).
Exams:
Exams will be closed book and closed note. If you read the books, keep
up with the projects, ask questions in class, and study hard, you
should have no problem with the exams. Participation in the exams is
mandatory. See the instructor if you expect not to be available on
the exam dates.
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 2008 A-term forum. We will be using this heavily during the
course for clarifications, corrections,
etc. Please take advantage of this as well.
General:
Questions and discussion are highly encouraged throughout the lecture
hours. The best way to reach the instructors is by using e-mail.
The IMGD lab (AK 120D) can be used for this course, and the latest
version of Game Maker (7.0) has been installed there. It will also be
installed shortly in Kaven 202 and 207. The rest of the labs on campus
should have version 6.1 in stalled. Both versions should work fine,
though 7.0 is more robust (read: it doesn't crash as much ;-)).
Class Conduct:
This course is intended for serious students. Participants will be
expected to adhere to all rules of professional behavior.
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/Pubs/Policies/Honesty/Students/.
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.
Course Schedule:
Schedule for Office Hours:
Note: All TA office hours will be held in Fuller Labs 222 (the
new IMGD laboratory). Rob Lindeman's and Mark Claypool's office hours
will be in their offices, Fuller Labs B24a and B24b,
respectively.
| Time |
Monday |
Tuesday |
Wednesday |
Thursday |
Friday |
| 9:00 |
|
|
|
|
|
| :30 |
| 10:00 |
Mark's Office Hours FL-B24b |
Mark/Rob's Office Hours FL-B24 |
|
|
Rob's Office Hours FL-B24a |
| :30 |
| 11:00 |
TJ's Office Hours FL-222 |
TJ's Office Hours FL-222 |
|
|
|
| :30 |
| 12:00 |
|
|
|
Mark's Office Hours FL-B24b |
| :30 |
| 1:00 |
IMGD 1001 (Early) HL-116 |
IMGD 1001 (Early) HL-116 |
Paulo's Office Hours FL-222 |
IMGD 1001 (Early) HL-116 |
IMGD 1001 (Early) HL-116 |
| :30 |
| 2:00 |
|
Paulo's Office Hours FL-222 |
Paulo's Office Hours FL-222 |
TJ's Office Hours FL-222 |
TJ's Office Hours FL-222 |
| :30 |
| 3:00 |
IMGD 1001 (Late) SL-305 |
IMGD 1001 (Late) SL-305 |
|
IMGD 1001 (Late) SL-305 |
IMGD 1001 (Late) SL-305 |
| :30 |
| 4:00 |
|
|
|
Rob's Office Hours FL-B24a |
Paulo's Office Hours FL-222 |
| :30 |
| 5:00 |
|
|
|
|
Paulo's Office Hours FL-222 |
| :30 |
| 6:00 |
|
|
|
|
|
| :30 |
| 7:00 |
|
|
|
|
|
| :30 |
| 8:00 |
|
|
|
|
|
| :30 |
Web Resources
Mid-term exam:
Final exam:
Game maker stuff:
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 work. You might read (and re-read periodically)
some of the documents below (and go over as a group!):
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: