intro HR
 
sticks and stones - the anthopology of games HR
 
the history of computer games - CC
 
simple games structures - genres, strategy, gameplay CC
 
the basic game - the basic components, structure MM
 
digital game design - documents, diagrams, logic CC / MM
 
assignment 2 - intro, issues and time management HR
 
serious games - art and games HR
 
numbers and narratives - CC MM
 
creating visual perspective - cutscenes, graphics, interfaces
 
3d - 3d game design issues AH
 
not just a game - simulation theories HR
 
next generation? - seminar style lecture HR CC MM
 
no lecture
   
   
   
   
   
   
   
   
   
   
   
   
   
 
 
   
 
 
 
NOTICES
 

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.

  Timetable

Lecture 10am Monday TC102,

Workshops G120 (as per individual timetables)


Module Leader

Hedley Roberts G332, extn.2455 ,hedley.roberts@tvu.ac.uk www.hedleyroberts.co.uk

Christian Cooper Christian.cooper@tvu.ac.uk

 
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.

 

  Module Level

2

  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.
  Module Tutors Hedley Roberts, James Coupe, Christian Cooper, Mario Michaelides, Anthony Head
  Module Code CT 21091E
 
     
     

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.

 
   

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.

 
 

 

 

Assessment

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.

 

This should:

  1. Clearly outline game concept and treatment
  2. Clearly explain rules / objectives
  3. Visually or textually describe an example scenario
  4. Provide sketches of avatars / characters / arenas
  5. Provide sketches / illustrations for graphics, cut scenes, full motion video, in-game graphic
  6. Provide a brief explaination of game AI
  7. Present ideas for music / in game sounds / sound effects

 

NOTE PLEASE

  • YOU MUST ONLY SUBMIT ELECTRONIC WORK ON CD OR DVD
  • No paper based submissions (scan all artworks and hand in as JPEG files).
  • YOU MUST ONLY USE SEALED A4 PAPER ENVELOPES TO HAND IN WORK.
  • PUT YOUR NAME AND EMAIL CONTACT DETAILS ON THE ENVELOPE
  • YOU MUST RETAIN A BACKUP COPY.
  • YOU MUST RETAIN YOUR HAND IN RECEIPT.
  • WE MAY RETAIN SOME OF YOUR WORK FOR EXTERNAL EXAMINATION.
  • PLAGERISM WILL MEAN INSTANT FAILURE
Assessment Criteria 1. Concept
Clarity of idea, Imagination, innovation, originality, understanding of key issues of gameplay design and interaction

2. Research & Development
Awareness of appropriate social & historical issues in games design, appropriate titles that are precedents in games industry, awareness of relevant technological developments, feasiblity considerations, marketing issues.

3. Presentation
Clarity in articulating concepts, research and developments. Structure, planning and time management leading up to and within presentation.

4. Documentation
Clarity, quality and appropriateness of multimedia, flowcharts, diagrams, images, text, etc used in the presentation

Each critera represents 25% of the mark for Assignment 1.

Assignment 1 is 40% of the module overall.

  EXTENDED ASSESSMENT CRITERIA
 

Assessment

 

Requirements

Assessment 2

Assignment 2:

CHOICE A

A group presentation of a prototype game level with functionality and a Design Document

This prototype should:

  1. Clearly demonstrate gameplay
  2. Clearly demonstrate rules / objectives
  3. Clearly demonstrate an example scenario
  4. Clearly demostrate player interaction with avatars / characters / arenas
  5. Demonstrate graphics, cut scenes, full motion video, in-game graphics
  6. Demonstrate basic aspects of game AI
  7. Demonstrate samples of music / interaction with in game sounds and sound effects

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:

  • gameplay
  • rules / objectives
  • an example scenario
  • interaction with avatars / characters / arenas
  • Graphics, cut scenes, full motion video, in-game graphics
  • Basic aspects of game AI
  • Samples of music / interaction with in game sounds and sound effects

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

  • YOU MUST ONLY SUBMIT ELECTRONIC WORK ON CD OR DVD
  • YOU MUST ONLY USE SEALED A4 PAPER ENVELOPES TO HAND IN WORK.
  • PUT YOUR NAME AND EMAIL CONTACT DETAILS ON THE ENVELOPE
  • YOU MUST RETAIN A BACKUP COPY.
  • YOU MUST RETAIN YOUR HAND IN RECEIPT.
  • WE MAY RETAIN SOME OF YOUR WORK FOR EXTERNAL EXAMINATION.
  • PLAGERISM WILL MEAN INSTANT FAILURE
Assessment Criteria

1. Concept
Clarity of ideas, Imagination, innovation, originality, understanding of key issues of gameplay design and interaction

2. Research
Awareness of appropriate social & historical issues in games design, appropriate titles that are precedents in games industry, awareness of relevant technological developments, feasiblity considerations, marketing issues.

3. Development
Technological and conceptual development of game aspects relevant to choice made.
For example, development in Choice B; An Individual presentation concentrating on Character Design, Animation and Interaction would assess how your character design developed from sketches to digital character to interactive functioning character, what technological innovations or developments you might have used / made.

4. Presentation
Clarity in articulating concepts, research and developments. Structure, planning and time management leading up to and within presentation.

5. Documentation
Clarity, quality and appropriateness of multimedia, flowcharts, diagrams, images, text, etc used in the presentation

Each critera represents 20% of the overall mark for Assignment 2.

Assignment 2 is 60% of the module overall.

EXTENDED ASSESSMENT CRITERIA

 
Learning Sessions Introduction

"Understanding the Module "


Introducing the module, looking at the Content, Subject and Key Information.

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.



Workshop

Introductions

Divide into seminar groups of 4

There will be an analysis sheet to complete

There will be a list of seminar questions


This workshop will consist of the playing and analysis of a selection of shockwave games,
Key Issues
Design, playability, strategy
You will be given an evaluation sheet to form the basis of a one-page analysis of your chosen game.

You will design a game, as a group before the next session.

 


READING: Writing for Games Handout
STUDENT PREPARATION: Writing materials.

print / use this GAME ANALYSIS SHEET each time you play a game

Session 2

"Sticks and Stones."


An historical perspective discussing the evolution of games from divination by arrows and stones through the development of games of chance, games of skill and guessing games. The cultural importance of games to differing societies and communities will be considered.


Some simple games will be played and winners will be chosen.


Key Issues
We will look at the evolution of games and attempt to isolate fundamental principles of game playing.
Are there elements that all games have in common?
What makes a good game?
We will also consider the early religious and social significance of games and consider how these factors relate to the present day.


Workshop
This workshop will consist of the playing and analysis of traditional, console & games.
Key Issues
What is Gameplay
You will be given an evaluation sheet to form the basis of a one-page analysis of your chosen game.

Groups will explain the principles of their game to the other groups for discussion


READING: Handouts
STUDENT PREPARATION:

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

Session 3

"History of Computer Games."

An historical look at the development of computer based games from the 1950's to the present day and emergent technologies. The history will be presented both from a player's and a producer's point of view.
A range of video and computer games will be demonstrated.


Key Issues (TO BE STUDIED IN WORKSHOPS)
Storyboards and flowcharts.
Game Flow Diagrams.
Data Flow Description.
Storyboard
Functionality specifications.
Scoring examples.
Character sketches and profiles.
Game instructions and rules.
Format and genre.
Colour schemes and typographic styles.
Sound and animation.


Workshop
Part 1: Game Ideas. Use this session to confer with other members of your group. Discuss you ideas with each other and the tutor. Separate the game into components: character, gameplay, arena, rules, objectives give each a grade out of 10, try to improve each others ideas.
Part 2: Introduction to programming principles for games. "testing testing 123" If…else loops - rules and conditions.

 


READING
Hertz J.C. "Joystick Nation."
Handouts
STUDENT PREPARATION
Writing materials.

 

 

 

Session 4

"Simple Game Structures."


A lecture on the fundamental principles and elements of gameplay design

 


Key Issues
A range of key concepts will be considered summarized as:
Action
Adventure
Strategy
Sports
Problem solving
Role playing
Gambling
Competition
Complexity vs. simplicity


Key Issues
We will consider how new media has changed the nature of game playing.
How are the games fundamentally different?
What are the new possibilities?


Workshop
Part 1: Initial ideas for your game. Create a Mood board and think about target audience and strategies. It is in the nature of some games to be complex and, to a degree, confusing to play. Engrossing problem solving, mystery and suspense, action and excitement: all these qualities can be enhanced in a game with the judicious addition of randomness, chaos and confusion. This is not true of the game design proposal where clarity, simplicity and logic are rewarded.
The fundamental considerations of a game design proposal will be discussed.
Part 2: Introduction to programming principles for games. "scores are symbolic data" - Variables, Messages, handlers

READING
www.coinop.com
www.videogames.com
Hertz J.C. "Joystick Nation."

STUDENT PREPARATION
Writing materials.

 

Session 5

"The Basic Game."

This lecture will look at the basic game, looking at the component that make up a game. It will introduce key concepts in stucture and archticture: eg. collecting and databasing for inventories, points, damage, lives and other common features of a game.


READING
"Digital Nation." Edge Magazine. UK. June 1998. p69
www.hotwired.com/webmonkey
www.imaginegames.com

STUDENT PREPARATION

Writing materials.

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

 

Session 6

"Digital Game Design."


We will cover the major design and functionality considerations of digital game production. General concepts of game architecture design will be discussed. We will aim to beign to relate design principles to the logic of programming the game


Key Issues
Game genres: Shoot-em-ups, strategy, sims, RPG's, twitch games, free exploring games.Reducing games to their Basic Components,Tokenisation, Interaction Matrix, Finite state Machine Diagrams, Properties. Objects

 


Workshop
Part 1: Graphics preparations
Part 2: further programming principles for games. "keeping track of data" Inventorys using Linear Lists, Property Lists -

READING
Hertz J.C. "Joystick Nation."
STUDENT PREPARATION

Submit top 10 game choice by secret ballot in the form of an email to hedley.roberts@tvu.ac.uk

lecture notes -

 

Session 7

"What should you be doing now? Assignment 2 - time management ."
There are 5 more weekly sessions until assignment 2 deadline. This lecture session will be dedicated to evaluating what we have done so far, what we have achieved and what we need to do for assignment 2. Students will be able to ask questions of the module leader and give feedback.


Key Issues


Workshop
Part 1: Question and Answer session/More Director tips
Part 2: random generators

dice example

 


READING
www.starshiptitanic.com
Play By e-mail http://pbem.com/


STUDENT PREPARATION
Writing materials.

Session 8

"Serious Games."

Audience responses and interaction has always been a concern of artists, for some the investigation of interaction has focused on game playing.
Looking at exhibitions such as "Serious Games" (Laing Gallery, Newcastle & Barbican London 1996/1997) this session will investigate the analysis and function of video games in artwork and music.

Hacking game engines


Key Issues
The Gallery vs. The Arcade, high culture vs. low culture, how do our interactions differ?
The audience as participant.
Does the use of video games detract from a serious reading of technology in art?
Does art need a user friendly interface?


Workshop
This workshop will concentrate on developing your analytical skills from last week. You will observe a computer game in progress and complete an analysis in groups. Use the Artists Games links below

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)
Blockbuster PC games are usually produced by teams of techno-wizards using proprietary game engines. Flickinger created Pencil Whipped alone using a commercially-available game development software package. Popular games have complex 3D environments in which to run, jump and shoot. Flickinger drew his scenery with a pencil. Where other games use involved audible elements, Flickinger created all sounds using his voice. This game is amazingly executed by an individual foreign to video game production, simultaneously creating a true example of "outsider art" and an "outsider video game."

(sourced from press release)

http://www.maxminn.com/chiselhead/pw.html

Natalie Bookchin, The Intruder (1998-9)
Bookchin has created what looks like a game on the surface, but is a critique of gender relations as well as virtual and real violence. Bookchin's work is a series of ten games each containing a passage from the short story The Intruder, by Jorge Louis Borges. The game makes the player an accomplice in the brutal tale of two brothers and their love for the same woman. Traditional video game scenarios dramatize the narrative throughout the ten levels, and ultimately the woman whom they both love is killed by the player in the guise of the older brother.

(sourced from press release)

http://www.calarts.edu/~bookchin/intruder/

Thomson & Craighead, Trigger Happy (1998)
This game assumes the classic format of Space Invaders, but instead of shooting UFOs, the player must destroy a descending paragraph excerpted from Michel Foucalt's essay, "What is an Author?" In destroying the passage word by word the player metaphorically deconstructs Foucalt's text which itself deconstructs the idea of the author. After shooting a few words, a "Yahoo!" search page appears on the screen with results defined by the eradicated words. This forces the player back into the Internet which is a platform for the death of the author on a daily basis.

(sourced from press release)

http://www.triggerhappy.org/

"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".
Through a scripting language one can utilize techniques of Artificial Life to specify behaviors and relationships between characters and objects. This system allows for the creation of muliparticipant virtual worlds that are "alive", responsive and interactive. Complex social environments can evolve from the interaction of simple behaviors.
Additional animation and sounds such as voice, music or ambient effects can be attached to objects and characters in the environment. Activities and events emerge, including performances and non-linear stories and music, depending on the relationships and interactions between the avatar and the artificial life forms.
With this system, we are experimenting with forms of communication that rely on symbolic gestures, movements and behaviors. The focus is on the "life" of the virtual environment. Through the avatar a person enters a world that encourages exploration, participation and the development of relationships.
"Emergence" provides the opportunity to explore the role of artificial life and human presence in the creation of an art form which includes the interactive experience.
Siggraph 98

(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
=================================================
// EXHIBITION DATES //
=================================================
8 - 13 October 2002
10:30 am - 5:00 pm
[Open every day]
The exhibition is part of the Evolution Festival.
EVOLUTION 2002: PROCESSS
http://www.lumen.net/evolution2002/

http://www.q-q-q.net


STUDENT PREPARATION: Writing materials.

Session 9

"Creating Visual Perspective."


This lecture will look at some of the issues in creating visual depth in a game. We will look at 2D, 2.5D, 3D games as well as considering the issues of 1st person , 3rd person, top down, scrolling platform and other kinds of perspective in games.

Key Issues
2D - sprite animation, film loops, media types

3D - 3dmax exporters, the w3d format, shockwave 3d

Workshop
looking at the provided examples, deconstructing them, adding additional functionality.


READING
Provenso E.F. "Video Kids."
Kinder M. "Playing with Power in Movies, TV and Videogames."


STUDENT PREPARATION
Writing materials.

3D EXAMPLE USED IN LECTURE - download

2D TOP DOWN EXAMPLE USED IN LECTURE - download

 

 

Session 10

"Numbers and Narratives."

This session will consider two of the most important elements in game design.
Most games, especially those delivered through new media, require numerical calculations. Scoring, animation, gambling and the generation of randomness are all central to the production of a modern game. Without going too deeply into the mathematics we will consider how to design games with numbers in mind.
A range of games from dice games to Playstation games will be played and the use of numbers discussed in each. Winners will be chosen.
Many games move beyond simple action, competition and puzzle solving combining these elements to create "adventure". Some of the most successful games, like the pure combat of Tekken have virtually no story at all while the fictional worlds of games like Final Fantasy and Myst are essential to their popularity. We will look at narrative in console and PC based games.


Key Issues
How has the new media changed the relative importance of number crunching and story telling?
How has the Lottery affected our understanding of games and numbers?
How do you adapt an existing story to a game format?
Characters from PacMan to Lara Croft.

 


Workshop
Part 1: Questions and tips
Part 2: Further approaches to programming games on the net

READING

Catalogue essays for "Serious Games" by curator Beryl Graham.
Cornwell R."Interactive Art and the Videogame. Separating the Siblings." Camerawork vol. 20, 1993.


STUDENT PREPARATION

Writing materials

 

Session 11

"3d - games."
This lecture will concentrate on introducing issues of designing a 3d game. We will consider both the conceptual: cartesian geometry, and technical: low polygon modelling.


USING DIRECTOR 3D

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...

poser example

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

 

 


READING
The Virtual Theatre Project.
http://www-ksl.stanford.edu/projects/CAIT/index.html
Goldsmith J. "The Last Human Chess Master." Wired. February 1995.
STUDENT PREPARATION
Writing materials.

Session 12

"Not just a game."

lecture notes


Key Issues
We will consider how new media has changed the nature of game playing.
How are the games fundamentally different?
What are the new possibilities?
How has the Lottery affected our understanding of games and numbers?

Workshop
Part 1: Testing and the approaches to it.
Part 2: Approaches to programming games on the net


READING
Kappes B.M & Thompson D.L. "Biofeedback vs. Videogames: Effects on Impulsivity, Locus of control and self-concept with incarcerated Juveniles." Journal of Clinical Psychology. Sept. 1985. p698.
Clark J.E. , Lanphear A.K. & Riddick C.C."The Effects of Videogame playing on the response selection processing of elderly adults." Journal of Gerentology. 1987 vol. 42 no1 p82-85.
Riddel R. "Doom Goes To War." Wired. April 1997. p114

STUDENT PREPARATION
Writing materials.

 

Session 13

"Next Generation Seminar "

lecture notes


This Seminar will question what the future of gameplay might be. We will discuss generational development, wap, i-mode, and handheld gaming systems, look at immersive environments, the possibilty of a 24 hour multi-platform gaming experiences and the psychological consequences of blurring real world and gaming fiction in the simulacrum


Key Issues

getting jobs in the industry....
www.rareware.com

www.hotgen.co.uk

www.climax.co.uk

www.frontier.co.uk

www.tcm.co.uk

www.zedtwo.com – See ‘Recruitment News’ for excellent advice on getting to the industry.

www.evos.net

www.jesterinteractive.com

www.t-tales.com

www.bizarrecreations.com – Good tips on what they are looking for

www.curlymonsters.com

www.bladeinteractive.com

www.warthog.co.uk

www.virtucraft.com

www.hammerhead.ltd.uk

www.studio33.co.uk

5th annual independant games festival, San Jose March 6-8 2003

winners shortlist

all entrants

student entrants

entry for 2003-4

pdf

guidelines & info

Workshop
Part s 1 and 2: final problem solving

 

 

Session 14

*****NO LECTURE*****

 

Presentations

   
     
Reading Lists
Theory

Hertz J.C. "Joystick Nation. 1997 Abacus; ISBN: 0349107238

Stephen Poole. "Trigger Happy"

Friends of Ed. Director 8.5 studio

  "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
     

Websites

Technical

Best EVER Director / Lingo Links

http://www.evilfish.org

http://www.director-online.com/

http://www.mcli.dist.maricopa.edu/director/

http://www.theburrow.co.uk/

http://www.setpixel.com/

http://www.simtek.dircon.co.uk/

http://www.xonko.com/

http://www.mediamacros.com/

http://www.lingoparadise.com/

http://www.robotduck.com/

http://www.mach8.nl/

http://www.bowy.com/

http://slashdot.org/

http://www.gamasutra.com/

http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l

http://www.macromedia.com/support/director/

http://www.nightwares.com/

http://www.updatestage.com/

http://superlingo.level.nl/

http://developerdispatch.com/

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

Theory

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

 

Film

RUN LOLA RUN

 

Shockwave

Games

http://www.shockwave.com

http://clevermedia.com/arcade/

http://www.candystand.com/home.htm?

http://www.adveract.com/game_nav.shtml

http://www.ezone.com/

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.2sly.com/

http://www.shockwavegames.ch/

http://www.soleau.com/webgames/

http://www.adveract.com/games/sports.shtml

http://clevermedia.com/3d/

http://www.arcadepod.com/shockwave/

http://www.dvhome.com/dv-game1.html

http://www.squirtsplace.com/favorites/games.html

http://harryknight.tripod.com/games.htm

Beta Games

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

http://www.fidim.com/fidim/beta/netrik_mac.sit

http://www.fidim.com/fidim/beta/netrik_pc.zip

More Games.....

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

 

    Additional Reading will also be given weekly in the form of book lists, magazine articles & URLs.

Design Document Checklist

 

Preparatory and Contextual Work should consist of

Sketch books.

Technical notes.

Related games by other designers.

Influences on game proposal (books, images, memories etc.)

Acquired Skills

 

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.

Demonstrated Issues

 

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.

Example Games

 

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

3dcube

gravity

behaviorsgame

circles

drawrect

flygame

hedleysexample

high scores 1

indefinite scrolling

intersects

invaders 1

Invaders 2

jahtzee

listexample1

eyeslooking

mazetiles

morphing

quadcube

raindrops falling

rolling ball

scrolling background

space ship shooting

a simple car

sliding menu

snow storm

spinners

spinning cube

starwars field

steering

weight / gravity

speed chasing

trails

vector

 

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