Computer Game Development Dr. Scott Schaefer Course Information • Instructor: Dr. Schaefer • Office: HRBB 527B • Office Hours: by appointment • Website: http://courses.cs.tamu.edu/schaefer/489_Spring2009 Grading • • • • • Website: 5% Proposal: 10% Status Reports/Presentations: 5% (6 total) Final Report/Presentation: 10% Final Project: 30% • Originality, completion of milestones, polish, difficulty • Participation: 10% The Course Project • Build a team • Tell me your team members ASAP • If you can’t find a group, I’ll help • Build a game • • • • • Settle on a game idea (1/26) Website (1/30) Formal Game Proposal/Design (1/30) Progress Reports/Presentations (every 2 weeks) Final Report/Presentation (5/12) Building a Team • Games are made up of lots of areas of CS • Graphics, networking, AI, physics, etc… • Consider building a diverse team • Come up with a name • I’d like groups formed by 1/23!!! • Start after this lecture Game Ideas • Think small • You don’t have • • • • Experience Years of time Millions of dollars … Game Ideas • Try to do one thing well • • • • Good graphics/animation Cool physics Excellent sounds Clever puzzles • Don’t do a mediocre job in everything • One of everything • You won’t design hundreds of levels Game Website • Create a website for your game (send me the URL) • • • • • • Team name/members Description of game Proposal link Status reports Final report Download for final game Game Proposal • • • • Description of game Unique features of game Screen mockups? Development schedule • Functional minimum (I expect the minimum done before Spring break) • Low target • Desirable target • High target • State who will be responsible for each part Proposal Presentation • 10 minutes: 1/30 • Describe your game • State what’s unique about your game • Development schedule Progress Reports (Group) • Every two weeks (2/11,2/25,3/11,4/1,4/15,4/29) • State work done over past two weeks • Describe difficulties encountered • Oral presentation to class Progress Reports (Individual) • Send in an email to me • Assign a percentage effort to each team member • Describe what YOU think each team member did over the past two weeks (including yourself) • RMS of scores will make up part of your participation grade Final Report (Group) • Due on date of final exam (5/12) • Describe • what went right • what went wrong • what changes if any you made to your original design and why • what you would have done had you more time • Oral presentation demonstrating final game Final Report (Individual) • Send in an email to me • Assign a percentage effort to each team member including yourself • Write a justification for your assignments • RMS of scores will make up part of your participation grade The Evolution of Game Hardware • Atari 2600 - 1977 • 1.18MHz 6507 • 128 bytes RAM • 4KB ROM • Atari 5200 - 1982 (incompatible cartridge with 2600) • 1.8MHz 6502 • 16KB RAM The Evolution of Game Hardware • Nintendo Entertainment System - 1985 • • • • 1.79MHz 256x240 pixels 2KB RAM Mario Bros! The Evolution of Game Hardware • Sega Genesis - 1988 • 7.6MHz • 64KB RAM • Game Boy -1989 • 8-bit 4.2 MHz • 8KB RAM • Tetris! The Evolution of Game Hardware • Super NES - 1990 • 3.58Mhz 65C816 16bit CPU • 128KB RAM • Playstation - 1994 • 34 MHz R3900 32bit CPU • 2MB RAM (CPU), 1MB RAM (Video) • Nintendo 64 - 1996 • 94MHz R4300 64bit CPU • Reality Co-Processor – SGI • 4MB RAM The Evolution of Game Hardware Playstation2 - 2000 • 295MHz R12000 CPU • 32MB RAM • XBox - 2001 • 733MHz Celeron • 64MB RAM • nVidia GeForce4 • GameCube - 2001 • 485MHz PowerPC • 43MB RAM The Evolution of Game Hardware Playstation3 - 2006 • 3.2GHz Cell CPU • 256MB RAM + 256MB Video RAM • XBox360 - 2005 • 3.2GHz PowerPC • 512MB RAM • Nintendo Wii - 2006 • 729MHz PowerPC • 88MB RAM The Evolution of Game Hardware The PC • Different processors • Different GPUs • Different amounts of RAM Game Genres • • • • • • • Action 1st Person Shooter Sports Fighting Puzzle Racing Role-Playing
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