Meta-Information: Presentations Giving a talk Writing a game proposal Game History Game Genres Jan 7, Fall 2005 ITCS4010/5010-002 1 Giving a Talk What to say and How to say it Getting through to the audience Visual and Aural aids Question Time Jan 7, Fall 2005 ITCS4010/5010-002 2 What to say & How to say it Communicate Key ideas Don’t get bogged down in details Structure your talk Use a Top-Down Approach Jan 7, Fall 2005 ITCS4010/5010-002 3 The Introduction Define the problem / issue / thingy Motivate the audience Introduce terminology Discuss earlier work Emphasize your new work contributions Provide a road-map For very short presentations, economize on this section Jan 7, Fall 2005 ITCS4010/5010-002 4 The Body General – Abstract the major results / thoughts / plans – Explain the significance of the results Technicalities – Talk about the vital details that make the general points true Conclusion – Hindsight is clearer than foresight Jan 7, Fall 2005 ITCS4010/5010-002 5 Know your audience Who are they-- – The Public? – Scientists? – Computer Scientists? – Computer Scientists in your area? – Classmates? The more expert or familiar the audience, the more you can focus on details Jan 7, Fall 2005 ITCS4010/5010-002 6 Getting Through Use repetition Remind the audience Don’t Over-Run! Maintain eye contact Control your voice Be well-groomed! Avoid anxiety by Practice! Jan 7, Fall 2005 ITCS4010/5010-002 7 Visual & Audio Aids PowerPoint – Don’t – Don’t – Allow – Don’t slides overload them write sentences 1-2 minutes per slide cover slides – No special fonts!!! Don’t animate text! It’s irritating!! You waste time waiting for the text to show up Jan 7, Fall 2005 ITCS4010/5010-002 8 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms Jan 7, Fall 2005 ITCS4010/5010-002 9 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms Use animation if appropriate Jan 7, Fall 2005 ITCS4010/5010-002 10 Visual & Audio Aids Beware the microphone – Don’t beat your chest! – Try turning it off while you are putting it on or taking it off Test your video – Cue it up – Be ready to switch from source to source – Be ready to adjust sound Jan 7, Fall 2005 ITCS4010/5010-002 11 Question Time Request for Information Implied request for adulation – Come up with a complimentary answer Malicious question – Be prepared – Be ready to take them off-line – “I don’t know” Jan 7, Fall 2005 ITCS4010/5010-002 12 Jan 7, Fall 2005 ITCS4010/5010-002 13 How to write a Game Proposal Today’s games have a production team – Artists – Designers – Musicians – Programmers – 20-100 experienced people Jan 7, Fall 2005 ITCS4010/5010-002 14 How to write a Game Proposal Think Jan 7, Fall 2005 Small ITCS4010/5010-002 15 Think Small Really, Jan 7, Fall 2005 I mean it ITCS4010/5010-002 16 Do One Thing Well Make the game stand out in one way Don’t do a mediocre job in all things Do NOT to lots of levels in the game – One level will do nicely Jan 7, Fall 2005 ITCS4010/5010-002 17 Do One Thing Well Possible areas – Great graphics – Witty sounds – Clever puzzles – Compact concept Jan 7, Fall 2005 ITCS4010/5010-002 18 Understand your Tools The various tools have strengths & weaknesses Don’t fight the tool Understand what the tool is good for and tailor your project for that tool Also.. Don’t fight your team’s skills – It’s understood that your team may be CS heavy Jan 7, Fall 2005 ITCS4010/5010-002 19 Plan in Layers Detailed development schedule: – Functional Minimum – Your Low target – Your Desirable target – Your High target – Your Extras • Maybe do these after the term is done Jan 7, Fall 2005 ITCS4010/5010-002 20 The Proposal The game description – 5 pages of text – 1-3 pages of sketches/ mocked-up screens Layered Development Schedule – As on previous slide – Also state who is responsible for what Assessment – What One Thing will be cool about your game Jan 7, Fall 2005 ITCS4010/5010-002 21 The Presentation 7 minutes In class – Describe your game – Argue for the One Cool Thing – State what your primary development environment will be and why – Show your development schedule • Indicate why you think it’s do-able Practice Jan 7, Fall 2005 your talk! ITCS4010/5010-002 22 Jan 7, Fall 2005 ITCS4010/5010-002 23 Game History, Genres Space Invaders… Pong… Grand Theft Auto… Action, Adventure, Puzzle, etc Jan 7, Fall 2005 ITCS4010/5010-002 24 History Spacewar 1962 – PDP-1 – 2 Ships controlled by 4 buttons each: – Rotate left, right, thrust, fire – http://lcs.www.media.mit.edu/groups/el/projec ts/spacewar/ Adventure 1967 – Text-based adventure – “You are in a maze of twisty little passages” Jan 7, Fall 2005 ITCS4010/5010-002 25 History Pong 1972 – First arcade hit version of Pong 1974 Fairchild Channel F 1976 Home – Cartridges! Hardware “Crash” 1977 – Millions of Pong clones saturate the market Jan 7, Fall 2005 ITCS4010/5010-002 26 Some examples Jan 7, Fall 2005 ITCS4010/5010-002 27 History Space Invaders 1978 Activision 1979 – First software house makes Atari 2600 Cartridges Asteroids 1979 – Record score: 100,000,000 – Two guys played it for a week in 1982 Jan 7, Fall 2005 ITCS4010/5010-002 28 Asteroids (Clone) Jan 7, Fall 2005 ITCS4010/5010-002 29 Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND Women: – Pac-Man – Frogger – Centipede Jan 7, Fall 2005 ITCS4010/5010-002 30 Defender / Stargate Jan 7, Fall 2005 ITCS4010/5010-002 31 Missile Command Jan 7, Fall 2005 ITCS4010/5010-002 32 Centipede Jan 7, Fall 2005 ITCS4010/5010-002 33 Arcade Games 1981-83 Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out Jan 7, Fall 2005 ITCS4010/5010-002 34 Joust Jan 7, Fall 2005 ITCS4010/5010-002 35 Pole Position Jan 7, Fall 2005 ITCS4010/5010-002 36 Home Games Late 70s Early 80s Atari 2600 – 1.18MHz 6507, 128 bytes RAM, 4KB ROM Atari 5200 (incompatible cartridge with 2600) – 1.8MHz 6502, 16KB RAM Colecovision Mattel Intellivision Bally Astrocade Jan 7, Fall 2005 ITCS4010/5010-002 37 Software Crash of 1983-84 Market of 1982: $3 billion Market of 1985: $100 million Millions of clones and lousy cartridges – No rating system – No licensing system – Consumer confusion! Jan 7, Fall 2005 ITCS4010/5010-002 38 Mid 80s 8-bit Home Games: – Nintendo Entertainment System (NES) • • • • 1.8MHz 6502 256x240 pixels Released 1986 Most popular toy of 1988 Mario Bros. – Sega Master System • Released 1986 Jan 7, Fall 2005 ITCS4010/5010-002 39 Late 80s 16-bit Home Games – Sega Genesis • 7.8MHz 68000 + 4MHz Z80, 1MB Rom, 64KB Ram • Released 1989 – NEC TurboGrafx-16 • 16MHz 65802 Game Boy Tetris Jan 7, Fall 2005 ITCS4010/5010-002 40 Early 90s Super NES (16 bit), 1990 – 3.58Mhz 65C816, 128KB Ram Game Gear Software – Street Fighter 2 • First decent fighting game – Super Mario Bros. 3 – Sonic the Hedgehog – Mortal Kombat 1992 Jan 7, Fall 2005 ITCS4010/5010-002 41 Mid 90s Sega CD (1992) PC CDROM (1994) Software – NBA Jam (1993) • Earned $1 billion in arcades • First franchise – Virtua Fighter (1995) Jan 7, Fall 2005 ITCS4010/5010-002 42 Mid 90s Playstation (1995) – 33 MHz R3900 32bit CPU – 24 bit framebuffer Sega Saturn (1995) – Two 28.8MHz 32bit Hitachi SH2s – 24 bit framebuffer – Hardware textures Nintendo 64 (1996) – 93MHz R4300 64bit CPU Jan 7, Fall 2005 ITCS4010/5010-002 43 Mid 90s Networked Games Ultima Online, Everquest, etc Jan 7, Fall 2005 ITCS4010/5010-002 44 Late 90s Sega Dreamcast (1999) – 200MHz 128bit NEC PowerVR Playstation2 (2000) – 294MHz R12000 CPU, – 3.2GB/sec memory b/w, 6.2GFlops peak XBox (2001) – 733MHz Celeron – nVidia GeForce4 – 6.4GB/sec memory b/w, maybe 1TFlops peak GameCube (2001) – 485MHz PowerPC – Flipper (ATI) Graphics (on-chip DRAM) Jan 7, Fall 2005 ITCS4010/5010-002 45 Late 90s Software – Very strong 3D! – Decent sports games – Soul Caliber, Shenmue … PC Software – Graphics no longer 100% of the challenge – Consumer demand for 3D causes cheap 3D graphics! Jan 7, Fall 2005 ITCS4010/5010-002 46 2000’s Cell phone games – DoCoMo phones 2001 – Java J2ME, BREW 2002 Jan 7, Fall 2005 ITCS4010/5010-002 47 Game Genres Name Jan 7, Fall 2005 some! ITCS4010/5010-002 48 Genres Action 1st Person Shooter Adventure Fighting Puzzle Racing Role-Playing Jan 7, Fall 2005 Simulations Sports Strategy Music Dance Artificial Life Quiz Show ITCS4010/5010-002 49 2D Action Games Shoot the horde of aliens – Shoot the horde of aliens • Shoot the horde of aliens – Shoot the horde of aliens • Shoot the horde of aliens Space Invaders, Galaga, Defender/Stargate, Mario Bros Jan 7, Fall 2005 ITCS4010/5010-002 50 1st Person Shooter 3D Shoot the horde of aliens – 3D Shoot the horde of aliens • 3D Shoot the horde of aliens – 3D Shoot the horde of aliens • 3D Shoot the horde of aliens Wolfenstein, Payne Jan 7, Fall 2005 Doom, Quake, Half-Life, Max ITCS4010/5010-002 51 Adventure Follow the trail Solve puzzles Nice scenery Inventory Learning Examples: Zelda, Metroid, Myst, Shenmue Jan 7, Fall 2005 ITCS4010/5010-002 52 Fighting Pluses: –KILL!!! – Short games – Stress reliever, flow experience Minuses – Arcane knowledge – Limited virtual space – Clone factor Jan 7, Fall 2005 ITCS4010/5010-002 53 Puzzle Solving the puzzle is the primary goal Gives feelings of mastery Jan 7, Fall 2005 ITCS4010/5010-002 54 Racing First past the post Fairly strong simulation element Fine motor control Jan 7, Fall 2005 ITCS4010/5010-002 55 Role-Playing 3rd person adventure Strong story component (potentially) Learn the virtual world/environment Players are free to act within the world’s constraints Diablo, MMORPGs (EverQuest, UltimaOnline…) Jan 7, Fall 2005 ITCS4010/5010-002 56 Simulations Flight Sim SimAnt, SimCity, Railroad Tycoon, Roller Coaster Tycoon, ... Focus on details Training could be the goal Jan 7, Fall 2005 ITCS4010/5010-002 57 Sports Armchair coach Abstract war Abstract team fighting games Jan 7, Fall 2005 ITCS4010/5010-002 58 Strategy Same components as Sim games Historical simulation Puzzles may play a part A light story element No twitch in turn-based strategy Jan 7, Fall 2005 ITCS4010/5010-002 59 Music “Name that Tune” Repeat a piece of music that the game plays for you Play along musically Jan 7, Fall 2005 ITCS4010/5010-002 60 Dance Dance Dance Revolution Dance kiosk type games (popular in Korea!) Jan 7, Fall 2005 ITCS4010/5010-002 61 Artificial Life Tamagotchi, Jan 7, Fall 2005 Creatures, Black & White ITCS4010/5010-002 62
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