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Entertainment Computing: October 22nd, 2013
Entertainment Computing: October 22nd, 2013
Lecturers
Rainer Malaka malaka@tzi.de Marc Herrlich mh@tzi.de Find us at MZH 5th floor or check our website: dm.tzi.de
And You?
Branch of study?
Semester? Expectations?
Experiences?
Stud.IP
Please register for this course in Stud.IP: https://elearning.uni-bremen.de All the slides and additional material will be available from
the Stud.IP pages of this course! If you dont have an account, ask your colleagues (or us after the lecture)!
General Remarks
Entertainment Computing is a really, really broad field!
It a very dynamic field, i.e., slides and materials will be a
little more in flux than what you might be used to You should be willing and ready to work through additional sources independently if required We will try to keep the lectures as interactive, i.e. seminar style, as possible Practical exercises will certainly require some effort!
aspects
Production Processes
Process of designing, creating, and implementing a game or
Process types and templates From Waterfall to Agile Methods Typical roles Game designer, producer, artists, programmer, level designer, tester, etc.
Waterfall
(Keith 2009)
Entertainment Computing, Winter Term 2013/2014 Rainer Malaka, Marc Herrlich
Scrum
(McGuire 2006)
Entertainment Computing, Winter Term 2013/2014 Rainer Malaka, Marc Herrlich
Game Design
Game concept
Seeing the puzzle, game deconstruction and examining your experience Game mechanics Emotion, immersion, motivation, fun, addiction, etc. Story User Roles, player roles, story providing function User interface design GUI User input
- Game pad, mouse, keyboard, motion sensors, cameras, etc.
Asset design
Conceptual Level
Idea A game about a wizard Rules Wizards cast spells Mechanics/Aesthetics Higher levels unlock better spells Atmosphere Dark and gloomy Interaction Casting spells with mouse gestures
Artistic Level
Level Populating sketched levels with game objects Audio Whooosshh sound playing when a spell is cast Visual Model of the wizard and his broomstick Story Once upon a time
Realization Level
Interface Menus, buttons, icons, etc. Input Mouse movement and gestures Advancement The user has to level up his wizard to advance Story outline The spell book was lost during a battle... Rule to action and reaction If fireball hits then show explosion
Technical Foundations
Computer game architecture and techniques Game object model, user input, game logic, AI, graphics, audio, physics, networks Game Engines
Middleware Tools Technical aspects of assets Image editing, 3d modeling, etc.
Application Areas
Games solely for entertainment
Serious Games Educational Games Exergames Human Computation Games Special effects for film and live performances Simulation .
Americas Army
ReMission
Wuppdi!
Human Computation:
Is the combination of human mental abilities and the
computational power of computers to solve problems not yet solvable by an artificial system alone.
ESP Game
OnToGalaxy
The Graveyard
Grim Fandango
Unfinished Swan
Evaluation Methods
Evaluation of games and interactive software systems Usability Playability User Experience Qualitative and quantitative methods Different foci for different game types Leisure-time Games Serious Games Human Computation Games Tools and methods
(Silverman 2008)
Entertainment Computing, Winter Term 2013/2014 Rainer Malaka, Marc Herrlich
Administrative Stuff
Exercises
Small groups (4-5 students)
Three exercises Game analysis/deconstruction Game concept/design Game prototype (aka GGJ) Tutorials will take place on demand only!! Trouble with your exercises, request for a specific tutorial on some technology, Time slot: Tuesdays, 2pm, MZH 1090
Agenda (Tentative)
22.10.13 Introduction
29.10.13 What is a Game? 05.11.13 Game Production Process 12.11.13 Introduction to Game Design
References
McGuire (2006). Paper Burns: Game Design With Agile Methodologies. http://www.gamasutra.com/features/20060628/mcguire_01.shtml
Silverman (2008). http://videogames.yahoo.com/feature/gamer-juggles-over30-warcraft-characters/1255554 Keith (2008). Beyond Scrum: Lean and Kanban for Game Developers. http://www.gamasutra.com/view/feature/3847/beyond_scrum_lean_and_kan ban_for_.php Keith (2009). Waterfall Game Development. http://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-
development.html