Meta-Information: PresentationsGiving a TalkWhat to say & How to say itThe IntroductionThe BodyKnow your audienceGetting ThroughVisual & Audio AidsSlide 9Slide 10Slide 11Question TimeSlide 13How to write a Game ProposalSlide 15Think SmallDo One Thing WellSlide 18Understand your ToolsPlan in LayersThe ProposalThe PresentationSlide 23Game History, GenresHistorySlide 26Some examplesSlide 28Asteroids (Clone)Arcade Games 1980Defender / StargateMissile CommandCentipedeArcade Games 1981-83JoustPole PositionHome Games Late 70s Early 80sSoftware Crash of 1983-84Mid 80sLate 80sEarly 90sMid 90sSlide 43Slide 44Late 90sSlide 462000’sGame GenresGenres2D Action Games1st Person ShooterAdventureFightingPuzzleRacingRole-PlayingSimulationsSportsStrategyMusicDanceArtificial Life01/15/19 - Spring 2009 1Meta-Information: Presentations Giving a talk Writing a game proposalGame HistoryGame GenresSpring 2009 2Giving a TalkWhat to say and How to say itGetting through to the audienceVisual and Aural aidsQuestion TimeSpring 2009 3What to say & How to say itCommunicate Key ideasDon’t get bogged down in detailsStructure your talkUse a Top-Down ApproachSpring 2009 4The IntroductionDefine the problem / issue / thingyMotivate the audienceIntroduce terminologyDiscuss earlier workEmphasize your new work contributionsProvide a road-mapFor very short presentations, economize on this sectionSpring 2007 5The BodyGeneral–Abstract the major results / thoughts / plans–Explain the significance of the resultsTechnicalities–Talk about the vital details that make the general points trueConclusion–Hindsight is clearer than foresightSpring 2007 6Know your audienceWho 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 detailsSpring 2009 7Getting ThroughUse repetitionRemind the audienceDon’t Over-Run!Maintain eye contactControl your voiceBe well-groomed!Avoid anxiety by Practice!Spring 2009 8Visual & Audio AidsPowerPoint slides–Don’t overload them–Don’t write sentences–Allow 1-2 minutes per slide–Don’t cover slides–No special fonts!!!Don’t animate text!It’s irrit ati n g!!You waste time waiting for the text to show upSpring 2007 9Visual & Audio AidsUse pictures!Show a picture as soon as possible!Use overlays for stop-frame animation of algorithmsSpring 2009 10Visual & Audio AidsUse pictures!Show a picture as soon as possible!Use overlays for stop-frame animation of algorithmsUse animation if appropriateSpring 2009 11Visual & Audio AidsBeware the microphone–Don’t beat your chest!–Try turning it off while you are putting it on or taking it offTest your video–Cue it up–Be ready to switch from source to source–Be ready to adjust soundSpring 2009 12Question TimeRequest for InformationImplied request for adulation–Come up with a complimentary answerMalicious question–Be prepared–Be ready to take them off-line–“I don’t know”Spring 2009 13Spring 2009 14How to write a Game ProposalToday’s games have a production team–Artists–Designers–Musicians–Programmers–20-100 experienced peopleSpring 2007 15How to write a Game ProposalThink SmallSpring 2009 16Think SmallReally, I mean itSpring 2009 17Do One Thing WellMake the game stand out in one wayDon’t do a mediocre job in all thingsDo NOT to lots of levels in the game–One level will do nicelySpring 2009 18Do One Thing WellPossible areas–Great graphics–Witty sounds–Clever puzzles–Compact conceptSpring 2007 19Understand your ToolsThe various tools have strengths & weaknessesDon’t fight the toolUnderstand what the tool is good for and tailor your project for that toolAlso.. Don’t fight your team’s skills–It’s understood that your team may be CS heavySpring 2007 20Plan in LayersDetailed development schedule:–Functional Minimum–Your Low target–Your Desirable target–Your High target–Your Extras•Maybe do these after the term is doneSpring 2007 21The ProposalThe game description–5 pages of text–1-3 pages of sketches/ mocked-up screensLayered Development Schedule–As on previous slide–Also state who is responsible for whatAssessment–What One Thing will be cool about your gameSpring 2009 22The Presentation7 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-ablePractice your talk!Spring 2009 2301/15/19 Spring 2009 24Game History, GenresSpace Invaders… Pong… Grand Theft Auto…Action, Adventure, Puzzle, etcSpring 2009 25HistorySpacewar 1962–PDP-1–2 Ships controlled by 4 buttons each:–Rotate left, right, thrust, fire–http://lcs.www.media.mit.edu/groups/el/projects/spacewar/Adventure 1967–Text-based adventure–“You are in a maze of twisty little passages”Spring 2009 26HistoryPong 1972–First arcade hitHome version of Pong 1974Fairchild Channel F 1976–Cartridges!Hardware “Crash” 1977–Millions of Pong clones saturate the marketComputer Game Design & Development27Some examplesComputer Game Design & Development 28HistorySpace Invaders 1978Activision 1979–First software house makes Atari 2600 CartridgesAsteroids 1979–Record score: 100,000,000–Two guys played it for a week in 198229Asteroids (Clone)Computer Game Design & Development30Arcade Games 1980DefenderMissile CommandBattezoneTempestPopular with Men AND Women:–Pac-Man–Frogger–CentipedeComputer Game Design & Development31Defender / StargateComputer Game Design & Development32Missile CommandComputer Game Design & Development33CentipedeComputer Game Design & Development34Arcade Games 1981-83Donkey KongQ*BertTronZaxxonJoustPole PositionPunch-OutComputer Game Design & Development35JoustComputer Game Design & Development36Pole PositionComputer Game Design & Development37Home Games Late 70s Early 80sAtari 2600–1.18MHz 6507, 128 bytes RAM, 4KB ROMAtari 5200 (incompatible cartridge with 2600)–1.8MHz 6502, 16KB RAMColecovisionMattel IntellivisionBally AstrocadeComputer Game Design & Development38Software Crash of 1983-84Market of 1982: $3 billionMarket of 1985: $100
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