Bryn Mawr College
CS 380: Recent Advance in Computer Science-- Game Design and Programming
Spring 2007
Course Materials

Information

Texts  Important Dates  Assignments Syllabus  Lectures  Grading Links

General Information

Instructor: Dianna Xu , 246A Park Hall, 526-6502
E-Mail: dxu at cs dot brynmawr dot edu
WWW: http://cs.brynmawr.edu/~dxu


Lecture Hours: Tuesdays & Thursdays, 11:30 am to 1:00 pm
Room: Park 232
Office hour: Tuesday Thursday 1-2pm


Lab

Lab Policy: Labs and lectures will often be exchangable in this course, depending on how the course and projects progress. Attendence of labs is mandatory.
Lab Hours: Tuesdays 1-2:30
Lab Room: PC Lab Room 231 (Science Building) or 232
Availability: The labs are open 24 hours a day, seven days a week.There are times that 231 is reserved for other classes.


Texts & Software

Textbooks: Gameplay and Design by Kevin Oxland, 2004 from Addison Wesley. ISBN 0-321-20467-0.
Torque:
The Game Programmer's Guide to Torque: Under the Hood of the Torque Game Engine by Garagegames, 2006 from AK Perters. ISBN 1-568-81284-1
3D Game Programming all in One, 2nd Ed by Kinney, 2006 from Course Technology PTR. ISBN 1-598-63266-3
Software: We will be using the game engine Torque and a variety of other programming languages and tools. The labs/projects will use the Linux OS or Windows, depending on your comfort level with either.


Important Dates

January 23 : First lecture
May 3: Last lecture
Project: Last day of exam


Assignments


Planned Syllabus

WeekTopic
1 Intro to game design, history of video games.
2 Game genres, game audience and team building, game ideas
3 Storying telling, player motivation, game play, game rules
4 Game boundaries, Game play elements and mechanics (interactivity)
5 Cocept presentations, Enviroment design, world design
6 Simulation modeling, visual art
7 Feedbacks, rewards and punishments, game balancing
8 Spring Break!
9 Game AI
10 Game AI, Animation and Kinematics
11 presentations
12 Interface Design, control schemes (movements & item manipulation)
13 Networks and Multiplayer
14 Alpha test of group project. Educating the player, training, play testing and game tuning
15 Final wrap up


Lectures

Feb 1: Game ideas, core idea and theme

Lab: Introduction to Torque, TGB, scripting

Read: Chapter 3 and 4


Read: Chapter 5, 18 and 19 (18 & 19 are on the implementation side)

Lab: Introduction to Torque-3D, TGE, scripting

Feb 8: Game motivation, game rules

Read: Chapter 6 & 7 (util page 100, before game boundaries)


Read: Chapter 7 till the end. chapter 12

Feb 15 : Present your design

Read: Design/concept document of the other group


Feb 20: Graphics designs

Lab: Milkshape 3D

Feb 22: Environment design

Read: Chapter 9


Feb 27: Animation, Game Engine: Collison Detection

Lab: torque core classes, maze-runner game

March 1: Basic game classes, 3D lessons from gpgt

Read:


March 6 : Design specification and interim report

Read: Other team's interim report

Lab: TBA

March 8: Class cancelled I am out of town


March 20 : Slack lecture

March 22: Torque gameplay classes


March 27: Game AI

March 29: Interim report and presentations


April 03: Lighting and materials

April 05 : Interface, movement control


April 10: Torque GUIs, more on game interface

April 12: Feedbacks, rewards and punishment, game balancing


April 17: networks and networked games

April 19: TBA


April 24: Evaluation and play testing, player education

Read: Chapter 10

April 26: Alpha release!


 

 

 


Grading

For all graded work that receive numerical scores, guidelines of letter grades corresponding to lab/exam score levels will be given during the semester. At the end of the semester, a total score (to which the corresponding final grade is assigned) will be calculated from a weighted average of all scores according to the following weights:

Personal portfolio 30%
Milestone Presentations and Writeups 30%
Final game presentations and evaluation 40%
Total: 100%

There will be no exams for this course. You will be graded based on your presentations and effort during the semester as well as the quality and playability of the game your group creates. During the course of the semester you will keep a portfolio of your own work (images, code, ideas and concepts). Your final grade will, in part, reflect your personal porfolio. In this course, gaming projects will be graded on how well you accomplished your goal and demostrated your skills in the following areas (in no particular order)


Links