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T-624-CGDD: Computer Game Design & Development, Spring 2016

Basic Info

  • Instructors: David Thue, Marco Bancale
  • Contact: David: Office in Venus floor 2, telephone 599-6412, e-mail davidthue[ ]ru.is
  • Contact: Marco: marco[ ]licorice.is
  • Presentations, Tests, and Discussions: Weekdays 10:00-12:00 (V307)
  • Project Work (with instructors on-hand): Weekdays: 13:00-16:00 (V307)
  • Project Work (on your own): budget for ~25+ hours each week
  • Online Forum: Piazza Course Page
  • Project Tracking Software: Trello

Description

This course covers the theory and practice of designing and developing computer games, from generating initial concepts to creating a fully playable game. Computer games are interactive environments that serve a specific goal: some enable player fun, some convey rich emotions, and some change the way that people think about the world.

The emphasis of this course will be team-based collaboration, with each team working to design and develop a game from the start to the end of the course. In support of this process, each team will progress through a structured sequence of challenges during lab time, as guided by the concepts that are discussed and practiced during class.

Books

There is no course textbook, but you have access to several books in the library: Game Programming Gems 1 through 8 (various), GPU Gems 3 (Nguyen), and CryENGINE 3 Cookbook (Tracy). You also have access to Game Developer's Magazine (several years). There are also many helpful tutorials online, hosted by the makers of game engines like Unity, Unreal, and Godot.

Intended Learning Outcomes

Upon completion of the course, students should be able to:

  • Design and develop a game demo in a limited amount of time
  • Design & conduct a play-test to evaluate a game
  • Describe the formal elements of games and the relationships between them
  • Employ focused strategies to generate ideas for computer games
  • Communicate game ideas clearly and concisely
  • Discuss the basic issues around intellectual property in game development
  • Apply some practical paradigms for game design & development
  • Describe common forms and structures of narrative in games
  • Explain some common game AI techniques
  • Discuss insights gained from games industry practitioners;
  • Describe some current directions in computer game research

Project Work: Events & Deliverables

The term will consist of three major events. On “Pitch Day” (April 29, morning), each student team will present their game idea to the class and receive feedback from a panel of judges (comprised of both their peers and industry professionals). On “Alpha Day” (May 6, morning), each student team will conduct an evaluation of a playable prototype of their game with their peers as test participants. On “Demo Day” (May 17, Time TBA), each student team will present their finished game demo and run a station where students and guests can play their game.

During week 1 of classes (April 25 to 29), each student team is expected to analyze the design of some specific commercial games (TBD). Each team will hand in a short document discussing the results of these analyses (due by 18:00 on April 27).

During weeks 2 and 3 of classes (May 2 to May 13), each student team is expected to demonstrate their activity on their project using the course project tracking software (Trello). All updates to Trello for a given work period are due by 7:00 on the weekday following that period (e.g., 7:00 on Wed for work done on Tue).

Before Alpha Day, each team is expected to write and submit an Alpha Testing Plan (due by 17:00 on May 3). NB: Any team that fails to submit their Alpha Test Plan on time will be eligible to receive at most half of the maximum grades for both the Alpha Test Plan and Alpha Day.

On Demo Day, each team is expected to submit their game project for evaluation (due by 00:01 on May 17), including all source code, assets, launch & gameplay instructions, and an attribution list for all found resources that they used.

After Demo Day, each student is expected to write and submit a Post-Mortem that gives their personal account of working on their team’s game (due by 23:59 on May 18). Late submissions of Post-Mortems will incur a penalty of 15% per day including weekends and holidays.

DescriptionMaterialQuantityDueWeight
Game AnalysisDocument (1-2 pgs)1 per team Wed Apr 27 (by 18:00) 3%
Pitch DayPresentation1 per team Fri Apr 29 (morning) 7%
Daily UpdatesProgress on Trellon per team per day May 3 to Fri May 17 (by 7:00 daily) 5%
Alpha Test PlanDocument (1-2 pgs)1 per team Tue May 3 (by 17:00) 5%
Alpha DayTestable Prototype & Alpha Test1 per team Fri May 6 (morning) 10%
Demo DayHand-in + Presentation & Public Demo1 per team Tue May 17 (Hand-in by 00:01, Demo Time TBA) 30%
Post-MortemDocument (3-5 pgs)1 per student Wed May 18 (by 23:59) 20%
Total 80%

Discussion System

Please use this course discussion system for posting questions regarding lectures or your projects, rather than sending us emails. That way we can build a shared repository of useful questions/answers (you can of course still send us emails, but consider first whether you can post things here instead).

Piazza Course Page

Student Speaking

On both Pitch Day and Demo Day, each team will deliver a presentation. During each presentation, each student will be graded individually on their presentation ability. For each student, the two resulting scores will have a combined weight of 5% on their final grade. The two scores (scorePitch and scoreDemo) will be combined as follows: if scoreDemo is higher than scorePitch, scorePitch will be ignored and the final score will be based entirely on scoreDemo. Otherwise, the final score will be based equally on both scores.

Attendance

Please note that attendance during both morning and afternoon sessions is required. Please inform the instructors if this is hard for you for some reason, such as scheduling conflicts or sick leave.

Participation Grade

The participation grade will be based on: (1) Attendance (both mornings and afternoons), and (2) Participation in online discussion. To the extent possible, this will also be based on how actively the student participates in in-class discussion (based on the instructors' subjective assessment).

The base participation grade will be calculated as 7.5 * (portion of mornings attended) + 7.5 * (portion of afternoons attended). The instructors can then add possible bonus points to this base grade based on a subjective evaluation of the student's participation throughout the semester (into which the online discussion may factor).

Grading

NB: To pass the course, it is necessary to earn a grade of at least 50% (i.e., 5/10) across all Individual Work (see calculation and table below). If a student's Individual Work Grade is less than 50%, this grade will count for 100% of their grade for the course.

The student's Individual Work Grade will be calculated via the following formula:

Individual Work Grade = [(Participation Grade)*15% + (Student Speaking Grade)*5% + (Post-Mortem Grade)*20%] / 40%

Part of CourseTotal Weight
Group Work
Game Analysis 3%
Pitch Day 7%
Daily Updates 5%
Alpha Test Plan 5%
Alpha Day 10%
Demo Day 30%
Individual Work
Participation 15%
Student Speaking 5%
Post-Mortem 20%
Total 100%
/var/www/cadia.ru.is/wiki/data/pages/public/t-624-cgdd-16-1/main.txt · Last modified: 2024/04/29 13:33 by 127.0.0.1

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