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AUBURN COMP 7970 - Introduction

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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 proposalGame HistoryGame GenresSpring 2009 2Giving a TalkWhat to say and How to say itGetting through to the audienceVisual and Aural aidsQuestion TimeSpring 2009 3What to say & How to say itCommunicate Key ideasDon’t get bogged down in detailsStructure your talkUse a Top-Down ApproachSpring 2009 4The 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 sectionSpring 2007 5The 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 foresightSpring 2007 6Know 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 detailsSpring 2009 7Getting ThroughUse repetitionRemind the audienceDon’t Over-Run!Maintain eye contactControl your voiceBe well-groomed!Avoid anxiety by Practice!Spring 2009 8Visual & Audio AidsPowerPoint 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 AidsUse pictures!Show a picture as soon as possible!Use overlays for stop-frame animation of algorithmsSpring 2009 10Visual & Audio AidsUse pictures!Show a picture as soon as possible!Use overlays for stop-frame animation of algorithmsUse animation if appropriateSpring 2009 11Visual & 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 soundSpring 2009 12Question 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”Spring 2009 13Spring 2009 14How to write a Game ProposalToday’s games have a production team–Artists–Designers–Musicians–Programmers–20-100 experienced peopleSpring 2007 15How to write a Game ProposalThink SmallSpring 2009 16Think SmallReally, I mean itSpring 2009 17Do 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 nicelySpring 2009 18Do One Thing WellPossible areas–Great graphics–Witty sounds–Clever puzzles–Compact conceptSpring 2007 19Understand 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 heavySpring 2007 20Plan 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 doneSpring 2007 21The 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 gameSpring 2009 22The 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 your talk!Spring 2009 2301/15/19 Spring 2009 24Game History, GenresSpace Invaders… Pong… Grand Theft Auto…Action, Adventure, Puzzle, etcSpring 2009 25HistorySpacewar 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 26HistoryPong 1972–First arcade hitHome version of Pong 1974Fairchild Channel F 1976–Cartridges!Hardware “Crash” 1977–Millions of Pong clones saturate the marketComputer Game Design & Development27Some examplesComputer Game Design & Development 28History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 198229Asteroids (Clone)Computer Game Design & Development30Arcade Games 1980DefenderMissile CommandBattezoneTempestPopular with Men AND Women:–Pac-Man–Frogger–CentipedeComputer Game Design & Development31Defender / StargateComputer Game Design & Development32Missile CommandComputer Game Design & Development33CentipedeComputer Game Design & Development34Arcade Games 1981-83Donkey KongQ*BertTronZaxxonJoustPole PositionPunch-OutComputer Game Design & Development35JoustComputer Game Design & Development36Pole PositionComputer Game Design & Development37Home 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 AstrocadeComputer Game Design & Development38Software Crash of 1983-84Market of 1982: $3 billionMarket of 1985: $100


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AUBURN COMP 7970 - Introduction

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