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intro HR
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sticks
and stones - the anthopology of games HR
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the
history of computer games - CC
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simple
games structures - genres, strategy, gameplay CC
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the
basic game - the basic components, structure MM
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digital
game design - documents, diagrams, logic CC / MM
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assignment
2 - intro, issues and time management HR
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serious
games - art and games HR
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numbers
and narratives - CC MM
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creating
visual perspective - cutscenes, graphics, interfaces
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3d
- 3d game design issues AH
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not
just a game - simulation theories HR
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next
generation? - seminar style lecture HR CC MM
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no
lecture
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NOTICES
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Module Summary |
The rationale of the course is to introduce students to the fundamental processes of game playing, game design and game production. Through practical and theoretical work the student will explore their own orientation towards game play and develop their ability to deconstruct, analyse and discuss, using the languages of game play analysis, their own responses to games. From playing and analysing games they will develop their own opinions on the elements that compose a 'good' game and use these to devise, design, prototype and test a new game. |
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| Timetable |
Lecture 10am Monday TC102, Workshops G120 (as per individual timetables) |
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Module Leader |
Hedley Roberts G332, extn.2455 ,hedley.roberts@tvu.ac.uk www.hedleyroberts.co.uk Christian Cooper Christian.cooper@tvu.ac.uk |
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| Module Content |
Initial design work will be restricted to simple drawing materials in order to focus attention on fundamental concepts and away from the distractions of technology. After the initial designs are assessed a range of media, both new and old, will be considered as candidate platforms for prototyping and production. A range of digital games will be studied to provide insights into contemporary game playing genres and the commercial aspects of game production. The lectures will be of two broad types considering either the practical, functional and commercial aspects of game design and production or the social, political, historical and aesthetic contexts of game playing. This balance will provide the student with both practical, vocational training and with the contextual discussion that will facilitate understanding and creativity. Throughout the module the playing of games will be arranged to demonstrate principles and technologies. Workshops will be divided into smaller 'working' groups of up to 4 students. Each group will be expected to name itself and give it's self an identity as a 'games design co-operation'. Groups will remain the same throughout the module. Groups will engage in seminar discussion and peer feedback about games, game design, assignment submissions and all other aspects of the module. Assignment 1 is an individual submission. Each member of the group will present a concept and treatment for a game to the other members of the group. The group will evaluate the individual game proposals to decide whether or not it is the game that their group will develop for assignment 2. The group will select one of their members game proposal for further development for assignment 2. Students who wish to leave their group and produce an individual submission for assignment 2 should chose an aspect of their game (agreed with tutor) and develop it for assignment 2 submission or develop a 'game art' artefact. Guidelines for group and individual assignment 2 submissions are provided below.
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| Module Level |
2 |
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| Module Length | You should spend 200 hours in the completion of this module | |
| Semester | Semester
1 Named Pathways; Digital Arts major and minor , Multimedia Computing. |
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| Module Tutors | Hedley Roberts, James Coupe, Christian Cooper, Mario Michaelides, Anthony Head | |
| Module Code | CT 21091E | |
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Aims of the Modules |
To facilitate an understanding of the functional and aesthetic requirements of games in general and games in new media in particular. To facilitate an understanding of the practical and commercial requirements of game production. To facilitate the development of a socio-historical framework within which the student can discuss the nature of game playing. |
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Learning Outcomes |
Upon completion of this module, the student will be able to: Demonstrate a critically reflective approach to game playing both subjectively and objectively. Demonstrate their ability to develop games using a minimum of materials. Present a design proposal for a game of their own invention. Devise, design, develop prototype and test a game. Demonstrate an understanding of the technical requirements of the production of a fully realized game. Demonstrate an appreciation of the social and historical importance of games. |
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Requirements Assessment 1 |
Assignment 1: This will be discussed in week 1 and completed week 6 PRESENTATIONS IN WORKSHOPS IN WEEK 6 BEGINNING MONDAY 3RD NOVEMBER HAND IN TC308 DEADLINE FRIDAY 7th NOVEMBER This will count for 40% of the module marks Each student will give a 5 minute presentation of a concept and treatment for a new game. This will be in "multimedia" appropriate to the presentation.(HTML, Flash, Director, Sketches, printed text). Documentation material eg multimedia presentation, diagrams, text documents etc used during the presentation to be handed into academic office on CD rom.
NOTE PLEASE
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| Assessment Criteria | 1.
Concept Clarity of idea, Imagination, innovation, originality, understanding of key issues of gameplay design and interaction 2. Research & Development
3. Presentation
4. Documentation Each critera represents 25% of the mark for Assignment 1. Assignment 1 is 40% of the
module overall. |
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| EXTENDED ASSESSMENT CRITERIA | ||
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Requirements Assessment 2 |
Assignment 2: CHOICE A A group presentation of a prototype game level with functionality and a Design Document This prototype should:
Each member of the group must clearly define his or her role and responsiblity in the production of the prototype and evidence this by submitting a design document that details their input into the prototype production. The presentation will contextualise the game within the games industry. CHOICE B An individual presentation of your game. Your presentation should concentrate on one of the aspects outlined below.This should be developed from your assignment 1 game concept and treatment. You may select one of the following to develop Character design, animation and interaction: This development will demonstrate the avatar, the opponents and any other games characters. It will also demonstrate all interaction between the character and the gameplay. For example. moving, picking up objects, moving objects, fighting with other characters, player interaction. Arena Design This development will demonstrate include every element of the arena world. Environments, landscapes, mazes, tunnels, levels, objects. This development will demonstrate the virtual world of the game environment, how the game characters interact with it and how the player sees it. Interaction logic, AI and databasing This development will demonstrate the underlying structure of the game, how it is organised, what player data is cataloged, what game data is cataloged, how information is stored and retrieved. This development will demonstrate issues of single / multiplayer, highscores and other behind the scenes information systems processing. Game Graphics and Design This development should consider the graphics of the game, it will demonstrate the intro screens and the narrative or storyline and how these influence the players experience of the game. This will demonstrate the in-game graphics, cutscenes, FMV and other non-playable aspects of the visual gaming experience. Sound and it's Effect (SMR minors only) This development will demonstrate the use of sound in the game, what music be played in the background or foreground, how is that developed, how does it influence the gameplay, the arena, the atmosphere. This development will demonstrate the impact of sound effects and their appropriateness to the game. Presentation Details Your presentation should also provide an outline of: Arena Design, Character Design, In Game Graphics, Sound and basic AI / Interaction design to provide context for the aspect that you are developing. It should outline:
CHOICE C An individual presentation of a digital art workthat explores conceptual and aesthetic issues that explicitly relate to games, playing games, games design, gameplay. This assignment must be contextualised by both art and games. This assignment choice can only be selected if agreed with your workshop tutor at assignment 1 feedback. Students who select this assignment will normally be studying Digital Arts as a major pathway.
PRESENTATIONS WILL TAKE PLACE IN WORKSHOPS DURING WEEK 14 BEGINNING MONDAY 19TH JANUARY DEADLINE: TC308 FRIDAY 23RD JANUARY Weighting: 60%
NOTE PLEASE
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| Assessment Criteria |
1. Concept 2. Research 3.
Development 4.
Presentation 5.
Documentation Each critera represents 20% of the overall mark for Assignment 2. Assignment 2 is 60% of the
module overall. |
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| Learning Sessions | Introduction |
"Understanding the Module " Introducing the online resources page Looking at Key Texts, Websites and other resources Looking at software solutions to this module Discussing Ethics. Attendance, and the implications of not attending lectures and workshops.
Introductions Divide into seminar groups of 4 There will be an analysis sheet to complete There will be a list of seminar questions
You will design a game, as a group before the next session.
print / use this GAME ANALYSIS SHEET each time you play a game |
| Session 2 |
"Sticks and Stones."
Groups will explain the principles of their game to the other groups for discussion
Bring traditional 'board' games, card games, pen & pencil paper games, console & pac games to play in the workshop. Play and analyse a computer / video game for next week. print / use this GAME ANALYSIS SHEET |
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| Session 3 |
"History of Computer
Games."
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| Session 4 |
"Simple Game Structures."
READING STUDENT PREPARATION
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| Session 5 |
"The Basic Game."
Students must produce a complete proposal that will form the basis of assignment that must be completed by week 14. any outstanding presentations for assignment 1 must be given WORKSHOP EXAMPLE BASIC EXAMPLE USED IN LECTURE - download
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| Session 6 |
"Digital Game Design."
Submit top 10 game choice by secret ballot in the form of an email to hedley.roberts@tvu.ac.uk
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| Session 7 |
"What
should you be doing now? Assignment 2 - time management ."
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| Session 8 |
"Serious Games." Hacking game engines
You will decide what kind of game you would like to produce a concept and treatment for and discuss it with other members of your group, they will give you feedback on you ideas. You will grade each others ideas out of 10 finish presentations go to these sites and download and play these artists games Lonnie Flickinger, Pencil
Whipped (2000) (sourced from press release) http://www.maxminn.com/chiselhead/pw.html Natalie Bookchin, The
Intruder (1998-9) (sourced from press release) http://www.calarts.edu/~bookchin/intruder/ Thomson & Craighead,
Trigger Happy (1998) (sourced from press release) "Emergence"
is a PC-based software system, designed for the creation of interactive
art. In this system, three dimensional, computer generated environments
and autonomous, animated characters are displayed in real-time. People
who enter this world are represented as "avatars". (sourced from press release) http://emergence.design.ucla.edu/ hacking art http://switch.sjsu.edu/CrackingtheMaze/
Tom Bretts Q-Q-Q The eerie setting of a semi-derelict 1960's cinema provides the perfect environment for this ambitious and awe inspiring new work.Employing a huge back projection screen and PA system the installation fills the volume of the old cinema with an intimidating presence.QQQ is based on the expanding culturalpractice of computer game modification. The software application that gamers use is modified to warp the audiences experience of this frenzied online space. By modifying the code QQQ subverts the function of the application. The digital arenas of Quake are manipulated using generative programming techniques to produce abstract architectural forms, afterimage trails and motion smears.Remote online gamers act as invisible 'performers'. Contextually shifted, their actions and interactions are transformed into a participatory live art performance. QQQ has been commissioned by: The Digital Research Unit, The Media Centre, Huddersfield. (sourced from press release) http://www.q-q-q.net
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| Session 9 |
"Creating Visual Perspective."
3D - 3dmax exporters, the
w3d format, shockwave 3d
3D EXAMPLE USED IN LECTURE - download 2D TOP DOWN EXAMPLE USED IN LECTURE - download
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| Session 10 |
"Numbers and Narratives."
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| Session 11 |
"3d - games."
3d example - with comments - gets the camera to follow the fish through 3d space, checks collision, remaps new textures to objects using lingo. You needed to be in the lecture for this one... joystick example - this is without comments at the moment... It uses the enhancer xtra to read the joystick axis position and the button states. These are displayed on the stage. To use this - find the jsx and jsy variables in the frames script - create a conditional statement in the exitframe handler that checks to see if the the jsx or jsy variable is greater than the original js variables. (the default state of the jopystick when not moved) These are created on the startmovies handler. If this condition is true then move the object along the x or y axis. I will be adding more functionality to this example over this week. Try it for yourself - its not hard... readme contains basic instructions for making 2d characters walk in poser, then exporting them as bitmaps, cleaning them up, using them in director. Poser file, bitmaps, dir example - has white debris to demonsrtate what happens if you don't clean up the bitmaps in photoshop Poser is avalible in the mac labs
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| Session 12 |
"Not just a game." lecture
notes
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| Session 13 |
"Next Generation
Seminar "
getting jobs in the industry.... www.zedtwo.com – See ‘Recruitment News’ for excellent advice on getting to the industry. www.bizarrecreations.com – Good tips on what they are looking for 5th annual independant games festival, San Jose March 6-8 2003 entry for 2003-4 Workshop
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| Session 14 |
*****NO LECTURE*****
Presentations |
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| Reading Lists |
Theory
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Hertz J.C. "Joystick Nation. 1997 Abacus; ISBN: 0349107238 |
| "Game Architecture & Design" Rollings & Morris Coriolis 2000 | ||
| "Game Design: Secret of the Sages [2nd Edition]" BradyGAMES2000 | ||
| "Developers Guide to Computer Game Design" Wordware Publishing 1999 | ||
| "The Online Gaming Starter Kit" Ventana Communications Group Inc1997 | ||
| "Advanced Lingo for Games" Gary Rosenzweig. HaydenBooks april2000 | ||
| www.ipl.org for reference & online magazines | ||
| Technical |
Best EVER Director / Lingo Links http://www.director-online.com/ http://www.mcli.dist.maricopa.edu/director/ http://www.simtek.dircon.co.uk/ http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l http://www.macromedia.com/support/director/ Other Great Director / Lingo / Games Links http://www.penworks.com/LUJ/lingo-l.cgi - lingo newsgroup http://www.mcli.dist.maricopa.edu/director/ - director stuff http://www.shocker.com/digests/index.html - shockwave email news subscription http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames - director games info http://www.acm.org/crossroads/xrds6-5/macromedia.html - prototype testing with director http://www.director-online.com/ - tips & tricks http://www.herts.ac.uk/lis/mmedia/directortutorial/ - director tutorial basics http://www.sfx.co.nz/tamahori/thought/shock_3d_howto.html -shockwave 3d how-to http://www.monkeyfarm.com/howtomakegames.html - duhh - doh! http://www.director-online.com/ -send questions get replys... http://www.dubbus.com/devnull - director 3d polygons using dave's engine - dave makes the most popular lingo 3d engine - don't ask me how it works i haven't figured it out yet. http://www.fbe.unsw.edu.au/learning/Director/ - obvious i think. http://www.behaviors.com/ - best selection of lingo behaviours ready written |
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http://pc.ign.com/news/17094.html - molyneux's black & white previews QT http://www.donaldx.org/games.html http://www.stephan.com/NeuroBio.html http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html http://www.neversoft.com/christer/GR/design/ - THE BEST ONLINE JOURNAL OF GAME DESIGN ESSAYS ARTICLES... EVER http://www.feedmag.com/vgs/duncan.html - more essays & articles http://interactfiction.about.com/games/interactfiction/library/news/bl082700b.htm - articles & essays on games & interactive fiction http://www.digitalartsource.com/index2.htm - digital arts submit your games or analysis.. http://www.gamasutra.com - how to make a game design document http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html - the art of computer game design - out of print only avalaiblehere http://www.gamedev.net/reference/articles/article895.asp - game design
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| http://www.shockwave.com
http://clevermedia.com/arcade/ http://www.candystand.com/home.htm? http://www.adveract.com/game_nav.shtml http://www.kidsdomain.com/games/shock.html http://www.randomhouse.com/seussville/ http://shockwavegames.hypermart.net/ http://www.free-web-games.com/ http://www.happypuppy.com/web/s/webgame_1.html http://www.soleau.com/webgames/ http://www.adveract.com/games/sports.shtml http://www.arcadepod.com/shockwave/ http://www.dvhome.com/dv-game1.html |
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www.robotduck.com/games/base_attack http://www.loungin.net/barhopping.html http://brainstation.dsvr.co.uk/ultra/ug.htm http://www.deepfryyourhead.com/games/BinLadenRR/ http://www.main.gadclan.de/flash/dengdeng.swf http://www.theburrow.co.uk/d85/demos/splinetrack03.htm http://www.shockwave.com/sw/content/darkorbit |
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http://web.ukonline.co.uk/james.masters/TraditionalGames/TradBoardGames.htm - good images and research http://www.gamedev.net - loads of articles on game design great research http://www.pong-story.com/odyssey.htm - the pong story http://www.enteract.com/~enf/lore/spacewar/spacewar.html - the origins of spacewar MIT's original 'video' game http://lcs.www.media.mit.edu/groups/el/projects/spacewar/ - a java pdp-1 emulator for spacewar on the playstation if you can get it to work http://www.urban75.com/Mag/invade.html - the worst version of space invader i have ever seen http://www.digiserve.com/eescape/atari/Atari-Timeline.html - an atari timeline no less... http://www.classicgaming.com - does what it says on the tin http://www.seriousgamers.com/classic.html - great classics links, some java versions, some emultor versions http://www.vintagegaming.com - loads of emulators, some roms http://action.won.net/ - more games, roms and stuff http://www.gamecenter.com -games, games games http://www.makegames.com - games developers site mmmmmmmmmmmmmmmmmmmmm http://www.idsoftware.com -games games games http://mysite.xtra.co.nz/~SimonC/page3.html - multiplayer demos to download http://pc.ign.com/news/17094.html - black & white previews QT Peter Molyneux talking http://www.activision.com/downloads/224.asp - soldier of fortune demo
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| Additional Reading will also be given weekly in the form of book lists, magazine articles & URLs. | ||
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Preparatory and Contextual Work should consist of Sketch books. Technical notes. Related games by other designers. Influences on game proposal (books, images, memories etc.) |
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Skills acquired in this module Ability to devise simple games using pen and paper. Ability to use images to convey gameplay. Ability to develop games from simple designs to full designs. Ability to perform calculations to calculate game outcomes and to increase the enjoyment of gameplay. Ability to produce a clear, concise and persuasive proposal. Ability to determine the optimum target platform for a proposed game. Appreciation of the processes required to complete a commercial game. |
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Contextual Issues Demonstrated An appreciation of the fundamental processes that drive game playing in a number of cultures. An awareness of their own reactions to digital games. An understanding of the development of the major genres and underlying themes in contemporary digital games. A basic understanding of the techniques used in producing effective functionality in contemporary digital games. An appreciation of the use of narrative and literary/filmic reference in game design. An appreciation of the social implications of emergent technologies as related to game playing. An appreciation of the psychological and social factors involved in digital game playing. An understanding of the uses of games in art, social sciences, medicine and education. |
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Various Director (open code) Examples Please Credit the Lingo Script Author & Source in you game if you use script from the examples. DO NOT STEAL THIS CODE score example -- from lecture 3D EXAMPLE USED IN LECTURE - download 2D TOP DOWN EXAMPLE USED IN LECTURE - download
GAMES FOLDER 1.ZIP -Lots of simple behaviour scripted games, jigsaws, hangman, matching games, blackjack etc GAMES FOLDER 2.ZIP -Lots of games examples excellent. GAMES FOLDER 3.ZIP -Sample Director Files GAMES FOLDER 4.ZIP -Space Invaders Director
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