WPI Worcester Polytechnic Institute

------------------------------------------

The Game Development Process

IMGD 1001
A-term 2009

This course discusses the process of game development. It examines the roles of different participants in the development process and how the technical development and the 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.

(Here are The Final Games produced by the class.)

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Course Information

Instructor

Professor: Mark Claypool
email: claypool at cs.wpi.edu
office hours: M 12-1, T 10-11, F 8:30-9:30
place: Fuller Labs, room B24b
phone: x5409

Professor: Brian Moriarty
(Instructor for late section)
email: bmoriarty at wpi.edu
office hours: M 11-12, T 12-1, F 10-11
place: SL 211
phone: x5638

Teaching Assistant: TJ Loughlin
email: tjloughl at wpi.edu
office hours: T 5:30-7:30, W 3-6, T 5-8, F 5:30-7:30
place: FL 222
phone: -

Email aliases (please use appropriately):
Prof + Assitants: imgd1001-staff at cs.wpi.edu
Class: imgd1001-all at cs.wpi.edu

Time and Place

The IMGD Lab (FL 222) is booked:
    AR 1101  M--R-  10:00 - 11:50
  IMGD 2005  M--R-   3:00 -  4:50
  IMGD 2101  -T--F  10:00 - 11:50
  IMGD 3XXX  -T--F   2:00 -  3:50
All other times it should be available for doing the projects.

Books

The course uses a set of chapters on the game development process selected from various books. Most of the chapters are from the required text book, but select additional chapters will be made available when needed.

Required:

Other good reference books include:

Topics

Here is the list of topics covered in this course:

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Grading Policy

Breakdown

Final grades will be computed as follows:

The grading policy for each project will be provided at the time of the assignment. In general, each assignment will have a basic objective for the majority of the assignment points. There may be an extended objective for demonstrating additional work and understanding.

Final grades will reflect the extent to which you have demonstrated understanding of the material, and completed the assigned projects. The base level grade will be a "B" which indicates that the basic objectives on assignments and exams have been met. A grade of an "A" will indicate significant achievement beyond the basic objectives and a grade of a "C" will indicate not all basic objectives were met, but work was satisfactory for credit. No incomplete grades will be assigned unless there exist exceptional, extenuating circumstances. Similarly, no makeup exams will be given unless there exist exceptional, extenuating circumstances.

Late Policy

Late projects will be be penalized 10% of total assignment value per day (with the weekend counting as one day) or partial day, and no assignments will be accepted after seven days beyond the due date. All projects are due at midnight due date, unless otherwise specified. Projects turned in after that time will be counted late. Projects will be submitted as directed in class, usually online. Exceptions to these rules can be made only beforehand.

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. 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. Groups will evaluate each other, 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.

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. 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. When in doubt, ask!

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Reading

The list of reading will be posted here, in the order covered in class:

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Slides

Slides from the in-class lectures will be available shortly after they are presented, depending upon how things go. Here is what we have so far:

Admin pdf ppt
Introduction pdf ppt
Fun and Games pdf ppt
Game Development Timeline pdf ppt
Game Design Documents pdf ppt
Brain Storming pdf ppt
Art Pipeline pdf ppt
Concept Art pdf ppt
2D Art pdf ppt
3D Art pdf ppt
Game Audio ppt pdf
Gameplay pdf ppt
Level Design pdf ppt
Game Balance pdf ppt
Debugging pdf ppt
Programming pdf ppt
Project Presentation pdf ppt

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Projects

The projects are the game development related assignments you will have for the course. For most projects (see specifications), you will work in groups of 3 (groups of 2 or 4 are possible with prior permission) for the projects. Working in groups will give you valuable "real-world" experience as well as provide you with a "built in" source for help. Do remember, however, that all exams will be taken alone. Make sure each group member understands the projects completely!

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Samples

In this section are any samples discussed in class, practice exams or any other demonstration-type class materials. Samples will be updated soon after the discussion in class begins.

Supplementary material for Level Design:

Final exam stuff:

Mid-term stuff:

Flash tutorials:

Possible sources for content you can use in your games:

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

Links

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. Some other Tips for Working Successfully in a Group that might be useful. Go over these as a group!

When working in a group, you really should consider pair programming. Read the article:

You are encouraged to use the GDC Forums for discussion of class issues, particularly those with Flash. Specifically, check out the IMGD-1001 forum.

Some good sites for Flash resources:

Some books that might be useful for learning Flash:

Miscellaneous links on game development and design:

A list (certainly, not comprehensive) of some of the tools available to help build games:

Some game-related industry conventions:

Some game-related research conferences:

Info

Grading

Reading

Slides

Projects

Timeline

Samples

Links

[Return to the WPI Homepage] [Return to Mark Claypool's Homepage]


Mark Claypool (claypool at cs.wpi.edu)