Lindeman’s Lectures: Introduction to Game...
Transcript of Lindeman’s Lectures: Introduction to Game...
Lindeman’s Lectures:Introduction to Game
Development
Robert W. LindemanAssistant Professor
Interactive Media & Game DevelopmentHuman Interaction in Virtual Environments (HIVE) Lab
Department of Computer ScienceWorcester Polytechnic Institute
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Five-Lecture Structure July 15
Introduction to Game Development
July 16 Game Design
July 23 Serious Games
July 29 Virtual Reality
July 30 Future Gaming (Natural Interaction, MMOs, Mobile)
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But First, Who Am I?B.A. in Computer Science from Brandeis
University (1987)M.S. in Systems Management from
University of Southern California (1992)Sc.D. in Computer Science from The
George Washington University (1999)Ass. Prof. at GW (1999-2005)Ass. Prof. at WPI (2005-)
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What Else?1987-1992 Project Manager repas GmbH
in Germany Real-time factory automation systsms User Interface designer
Two big events in Germany during thattime Can you name them?
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Summer Collaborations1997: NSF Summer Institute in Japan
Dr. Yukio Fukui (AIST/Tsukuba University)
1998-2000: Naval Research Labs (DC) Dr. Jim Templeman
2002-2006: ATR International (Kyoto) Dr. Haruo Noma & Dr. Yasuyuki Yanagida
2008: Osaka University Dr. Yoshifumi Kitamura
2009: Osaka University Dr. Haruo Takemura
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A Few Words about my University WPI = Worcester Polytechnic Institute
Like ウスターソース (Woostah sosu) Location: 40 miles West of Boston, MA, USA
Private University Traditional engineering school Founded in 1865
Population 3,000 undergraduate & 1000 graduate students 220 faculty members
Founded on the principle of ”Theory & Practice””理論 & 実践” (Riron & Jissen) Students build a solid foundation of basic principles, and
then apply these to solve real-world problems.
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WPI Undergraduate Education Prepares "technological humanists" for
leadership and citizenship
International exposure WPI sends more engineering and technology
students abroad than any other university in theUS
Second in the US for doctoral institutions insending students abroad
Relatively few required courses
Focus on outcomes and abilities
Three required projects
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Academic StructureUndergraduate
Four seven-week terms per academic year
Students take three courses per term
Graduate Two semesters per academic year
SpringFall
A
B
C
D
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WPI Undergraduate Projects 2nd year: Humanities Project
One course equivalent Research paper, play, musical performance, ... Usually done on campus
3rd year: Society-Technology Project Three course equivalent Problem at interface between society and technology Usually done off campus
4th year: Major Discipline Project (capstone) Three course equivalent Senior design or research problem Often done off campus
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Expected Student Outcomes Ability to address real-world, open-ended
problems Ability to work in multidisciplinary teams Strong written and verbal communication Connections between
Classroom and experiential learning Impact of decisions of the profession on
culture and community Impact of culture and community on decisions
of the profession
Professional and personal growth
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WPI Global Perspective ProgramAbout 75% of students do one project at an
off-campus Project CenterOver 50% do one project at an overseas
Project CenterProject Centers
A single term with 25-30 students and 2 residentfaculty advisors
A faculty director to provide continuity andlogistical support
Projects are sponsored by local organizations:public, private, non-profit, NGOs, and universities
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Fourth-Year ProgramsThird-Year Programs
Second-Year ProgramsExchange Programs
Off-Campus Project Centers
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Current Project Center Locations Hong Kong, PRC Bangkok, Thailand Melbourne, Australia Zürich, Switzerland Limerick, Ireland London, UK San Jose, Costa Rica Venice, Italy Windhoek, Namibia Copenhagen, Denmark Nancy, France Madrid, Spain
Budapest, Hungary Wuhan, China Kansai, Japan San Juan, Puerto Rico Worcester Boston MIT Lincoln Laboratories Washington, DC Wall Street NASA Goddard SFC Silicon Valley
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Interactive Media & GameDevelopment (IMGD) Interdisciplinary major started in Fall 2005
Joint program between CS and Humanities & Arts Four-year Bachelor of Science degree Students take a common core of courses, then
choose between technical and artistic tracks Project-based approach Half of faculty from CS, half from Humanities & Arts Program growth
20 new students in Sept. 2005 50 new students in Sept. 2006 40 new students in Sept. 2007 30 new students in Sept. 2008
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Interactive MediaApplications that respond in real time to
user actions Virtual environments , e.g., SecondLife Interactive advertisement Groupware Telepresence Free-viewpoint video Hand-held device interaction Performance-based media
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Computer Games A subset of interactive media Entertainment
Desktop / console / handheld / mixed-reality FPS / RPG / Sports / Action / Platformer / Puzzle Online Casual games
Serious games Education / Training Health care / Exercise Disaster planning / Combat preparedness Corporate management
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DevelopmentAll aspects of creating computer-based
interactive media and games Game design Content creation Programming Team dynamics Project management Documentation Testing
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WPI's Approach: BalanceSuccessful creation of interactive
applications requires a balanced team ofquality people
IMGD includes A project-based approach Interdisciplinary team projects Social impact and ethical considerations Exposure to both Tech and Art aspects Significant participation by game industry
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TechnicalTrack
ArtisticTrack
General educationcourses
IGMD Corecourses
IMGD Curriculum
IMGD Area courses + crossover Electives IQP/MQP work, possibly sponsored, possibly abroad
IMGDAdvanced
IMGDAdvanced
IQP
HU&ARequirement
ElectivesMQP
TechnicalRequirement
IMGD Core
MQP
General Requirements
SocialScience
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IMGD Courses IMGD 1000: Critical Studies of Interactive Media & Games IMGD 1001: The Game Development Process IMGD 1002: Storytelling in Interactive Media & Games
IMGD 2000: Social Issues in Interactive Media & Games IMGD 2001: Philosophy & Ethics of Computer Games IMGD 2005: Machinima - Making movies from video games
IMGD 3000: Technical Game Development I IMGD 3500: Artistic Game Development I
IMGD 4000: Technical Game Development II IMGD 4500: Artistic Game Development II IMGD 400X: Artificial Intelligence in Games
Traditional CS and Humanities & Arts courses Students take either 11 CS courses or 11 Humanities/Art courses
Taught in Synch
Taught in Synch
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Synchronized Advanced Courses Unified-team concept
Work in teams of four students (2 Tech & 2 Art)
Regular status meetings / demos Follow traditional game-development process Technical Game Development I & II
Focus on designing and building technical features I: Scene graphs, state management, simple AI II: Physics, networking, particle effects, advanced AI
Artistic Game Development I & II Focus on designing and building artistic content
I: Level design, character modeling, texturing II: Scripting, advanced shading, animation
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IMGD Faculty Mark Claypool, Computer Science, (IMGD Director)
Joseph Farbrook, Humanities & Arts David Finkel, Computer Science Robert W. Lindeman, Computer Science Brian Moriarty, IMGD, Game Design Dean O'Donnell, Humanities & Arts (IMGD Assoc. Dir.)
George Phillies, Physics Chuck Rich, Computer Science Joshua Rosenstock, Humanities & Arts Britt Snyder, IMGD, Game Art
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More Opportunities All faculty have active research programs
Undergraduates can work on research projects
Related research groups in CS Graphics, HCI, Networking, AI …
Drama/Theater program Major Qualifying Projects Guest speakers from industry IMGD Speaker Series (weekly) Master Classes
Learn from Game Development "Masters"
Game Development Club
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Sample ProjectsWPI Map
Made an Unreal Tournament map of WPI 3rd-year project, two Art-track students Six months of work Movie clip
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Samples: WPIMap
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Samples: WPIMap
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Samples: WPIMap
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Sample Projects: TactaVestFeed contact cues and information using
vibrotactile feedback Grad & Undergrad.
Movie clip
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Sample Projects: JapanFree-viewpoint video
Developed at ATR International in Kyoto Internship + projectMay-October 2007
Japanese Video Game DevelopmentCurrent undergraduate IMGD-art student Internship + projectMay-October 2009
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Sample Projectsebay: Memory Dash
iPhone game Pulled data from ebay Pushed results to ebay
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Samples: Memory Dash
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Samples: Memory Dash
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Samples: Memory Dash
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Sample Projects:Petrified: Blink and You’re Dead!Half-Life 2 Mod
Valve corporation
First-person, multi-player, team-basedhorror/survival game
Two teams Humans (Mortals):
People trapped in the cemetery.Need to survive until dawn
Statues (Watchers):Tombstones.Need to convert Humans to Statues.
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Sample Projects:Petrified (cont.)Main game mechanics
Statues canMove when not being looked at by HumansOccupy another unoccupied statue anytimeSwipe at Humans (short-range attack) Lunge at Humans (long-range attack)
Humans can Look at StatuesMove freelyWork togetherUse a flash-stick to stop an attacking Statue
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Sample Projects:Petrified (cont.)Three undergraduate students
Two tech, one art
Seven months 2 months of design 3 months of development 2 months of user/balance testing
Won “Best Senior Project in IMGD 2009”Movie Clip!
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Sample Projects (cont.)Disney Alternate Reality Game
Students built a multimedia experienceDisney season pass holdersPark visitsPrior activity
Muppet story
http://disneyland.disney.go.com/media/ap/muppetlabs/experiment.html