WPI Worcester Polytechnic Institute

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The Game Development Process

IMGD 1001
C-term 2006

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.)


Index


Course Information

Instructor

Professor: Mark Claypool
email: claypool at cs.wpi.edu
office hours: TBA
place: Fuller Labs, room 138
phone: x5409

Teaching Assistant: James Baldassari
email: jdb at cs.wpi.edu
office hours: T 4-5pm, W 3-5pm
place: FL A22
phone: x6749

Teaching Assistant: Huahui Wu
email: flashine at cs.wpi.edu
office hours: W 7-8pm, Th 7-9pm
place: FL239
phone: x6470

Email aliases (please use appropriately):
prof + TA: imgd1001-ta at cs.wpi.edu
class: imgd1001-all at cs.wpi.edu

Time and Place

Books

Required:

Also, here are some good textbooks for Game Development related work you may want to read:


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. Projects turned in after that time will be counted late. Projects will be submitted as directed in class. Exceptions to these rules can be made only beforehand.

Cheating

Cheating ... don't do it. Cheating, either by taking credit for work you did not do or getting unauthorized help on projects or exams, is a serious offense. Punishment is in an automatic NR for the course. Note, discussion among students and even sanctioned group work is encouraged, but blatant copying of writing, code, art, design, etc. without attribution of sources, is not allowed. When in doubt, ask!


Topics

Here is the list of topics covered in this course:


Reading

Here is the list of reading, listed in the order covered in class:


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
Game Design pdf ppt
Visual Design and Production pdf ppt
Audio Design and Production pdf ppt
Game Programming pdf ppt
Project 1 pdf ppt
Project 2 pdf ppt
Project 3 pdf ppt
Project 4 pdf ppt
Project 5 pdf ppt
Project Pitch pdf ppt
Game Fest pdf ppt

Steven Gargolinksi, AI Programmer, Mad Doc Software. Steve began his professional game programming career in 1999 at Blue Fang Games working on the Zoo Tycoon series. Since then he has moved on to Mad Doc Software where he is currently implementing the AI for a next-generation first person shooter. (slides, code)

Ichiro Lambe, Founder and Principal Designer, Dejobaan Games. Ichiro first entered the industry in 1988, and co-founded Worlds Apart Productions in 1996. In 1999, he founded Dejobaan Games, which has developed 11 titles for handheld and desktop platforms. The company is currently developing Galaxy Rage, an open-ended first-person shooter for Windows. (screenshots, videos)


Projects

The projects are the game development related assignments you will have for the course. You should work in groups of 3 (groups of 2 or 4 are possible with 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!


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.

Sample project 2 (zipped).

Final exam stuff:

Mid-term stuff:

Game Maker:

In case this inspires you on what (or what not) to do, here are the the Final Games produced by the previous offering of this class.


Hotlinks

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 works. 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!

Miscellaneous links on Game 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:


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Mark Claypool (claypool at cs.wpi.edu)