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IMGD 3000 - Technical Game Development I: Gold's Nuggets by Robert W. Lindeman gogo@wpi.edu Ideas to Build By Start small. Get bigger through small, incremental steps. Iterative design allows you to solve progressively larger


  1. IMGD 3000 - Technical Game Development I: Gold's Nuggets by Robert W. Lindeman gogo@wpi.edu

  2. Ideas to Build By  Start small. Get bigger through small, incremental steps.  Iterative design allows you to solve progressively larger problems to complete the project.  Avoid presenting single solutions to critical tasks.  There are many ways to solve problems.  If something works, keep doing it.  Don't change for the sake of changing.  If something doesn't work, stop doing it, and replace it with something that does.  Acknowledge your mistakes. Learn from them, and ask yourself: How can I prevent this in the future? R.W. Lindeman - WPI Dept. of Computer Science 2 Interactive Media & Game Development

  3. Ideas to Build By (cont.)  Avoid repeating things you do wrong, and avoid having to redo things you've already done right.  Reuse what you can.  Better yet, make your design (and write your code) knowing you will use it again on a different problem.  No rule, no matter how good, is applicable in every situation.  You should use whatever languages/tools/environments/people make the most sense for the given situation. R.W. Lindeman - WPI Dept. of Computer Science 3 Interactive Media & Game Development

  4. Phases of Learning  Unconscious Incompetence  "I didn’t even know I couldn't do it."  Conscious Incompetence  "I'm aware it's not how I'd like it to be."  Conscious Competence  "If I make the effort, I can get the desired result."  Unconscious Competence  "I don't even have to try and it works out." R.W. Lindeman - WPI Dept. of Computer Science 4 Interactive Media & Game Development

  5. Development Priorities  What are some priorities for measuring the quality of games?  Where should you spend most of your time/effort?  How would you order these? R.W. Lindeman - WPI Dept. of Computer Science 5 Interactive Media & Game Development

  6. Reality of Game Dev: Open-Ended Development CORE REQUIRED DESIRED R.W. Lindeman - WPI Dept. of Computer Science 6 Interactive Media & Game Development

  7. Reality of Game Dev: Heuristic Content  Constantly making "playjustments"  Incremental tweaking of game-play elements to make a game more playable, balanced, etc.  Subjective, so test with players!  Eye candy versus substance R.W. Lindeman - WPI Dept. of Computer Science 7 Interactive Media & Game Development

  8. Reality of Game Dev: Hardware  Hardware support  Lowest-common-denominator PC?  Console? Which ones?  Handheld? Which ones?  Control methods  Specialty controller  Guitar  WASD + Mouse?  Camera input?  EyeToy  Motion-sensitive controller?  Wii/PS3/Natal R.W. Lindeman - WPI Dept. of Computer Science 8 Interactive Media & Game Development

  9. Game Software Engineering  Games are getting more sophisticated  Development times are not getting longer  Team sizes are growing only modestly  Various companies/groups involved  Need to be more efficient in development  Reduce time scales  Use team members better  Problems  Egos, inertia, structure, ... R.W. Lindeman - WPI Dept. of Computer Science 9 Interactive Media & Game Development

  10. What Makes a Good Game Developer?  Good programmer?  Language specific?  Designer and planner  Bottom-up and top-down analyses  Estimator and scheduler  Team player  Liaise with artists  Follow a lead developer  Support other developers  Technical reviews R.W. Lindeman - WPI Dept. of Computer Science 10 Interactive Media & Game Development

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