Foundations of Interactive Game Design (80K) week one, lecture one

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Foundations of Interactive Game Design (80K) week one, lecture one

Introductions TAs, reader/tutors, faculty

If you want to add this class As of today, four of six sections had space most space in Thursday 10am If you have questions, start by posting to the class forum, which TAs and reader/ tutors will monitor: http://forums.soe.ucsc.edu/viewforum.php? f=66

Teams and sections Games are made in teams of two if you want to make a game with someone, get them to add the class! You should be in the same section as your teammate, but go to any section this week If you can both be in one of the non-full sections, that s great If the only section you can both make is full, email the TA will work out this week

Demo: Mirrorim by Rob Giusti & Jon Gill

What s important to a game like Rock Band?

Technology Game software Console Specialized controllers

Formal system Rhythm mechanics Developing context Collaborative play

Meaningful media Rock music, well, rocks People have songs and bands they identify with People like to pretend: air guitar, karaoke, Guitar Hero

Play experience A structured challenge, moving through difficulty levels It s also just a way to fool around A way to learn to produce music

Social experience Formal system s collaborative play Play in physical space Formal competition

Understanding computer games

Games are technology Physical hardware: consoles (Xbox, Wii, PS3), handhelds (DS, PSP), PCs, arcade cabinets, guitar controllers, etc Software engines: Unreal, Source, CryEngine, Flash s renderer, etc Middleware and other components: AI, physics, world management, etc Authoring systems: Aurora, Flash, Excel, etc

Games are formal systems Game rules: just like card & board games, RPGs, war games, and playground games World rules: traditional hide and seek gets doors, lighting, gravity (etc) for free from the physical world games have to (and get to) define their own world rules

Games are meaningful media Games have text, image, sound: metamedium Books, albums, and movies are fixed presentations games are media machines Games can tell stories, make arguments, do other things media do traditionally or procedurally Tools from other media useful, but need more

Games are play experiences Games only really exist when they re played Games challenge us, and teach us, and entertain us through play We often play by/within the rules... But pushing at the boundaries of the system, or making unintended use, is important to play

Games are social experiences We play with other physically present people (Wii, LAN parties, Rock Band) We play with other virtually present people (MMOs, Minecraft, Xbox achievements) Our experiences of games are deeply shaped by our participation in online and offline game cultures

What we ll talk about Games as technologies Games as formal systems Games as meaningful media Games as play experiences Games as social experiences Understanding games and making games

Making games Game design is important how formal rules and tuned mechanics produce play (often in fictional worlds) A way to understand games and to use understanding of games Requires understanding technology, from high-level concepts (e.g., collision detection) to basic computer science (e.g., variables) and more is useful

Course overview

Course basics Syllabus online: http://www.soe.ucsc.edu/ classes/cmps080k/spring11/ Lecture: T/Th 12:00 1:45pm, Media Theater M110 Labs: weekly, in Baskin Engineering (BE) 109

Grade components Making a game: 53% using Game Maker, no programming experience required! Game analysis: 18% one-page mechanics analysis and comparative essay Quizzes: 15% given at lecture, covering readings, lectures, section topics, etc Also tutorials (7%) and exam (7%)

Quizzes Will not be announced Will draw on key learning objectives Each week I will outline the key learning objectives for the coming week, to help focus your reading and lecture notes (this week s at end of this lecture)

Making a game 2 person teams, using Game Maker Pro (installed in labs) Each team will make a game based on their strengths some programming, some art, some writing, some theme knowledge, etc Sections will teach Game Maker, discuss game design concepts, give feedback, and include help sessions

What can you make with Game Maker?

Demo: Abstraction by Steven Butkus & Audrey Fabian

http://gamemakerblog.com/2011/01/06/ 2010-100-game-maker-games-in-10-minutes/

Game project phases Team selection: due week 3 Concept & physical prototype: due week 4 Design & schedule: due week 5 Computational prototype: due week 6 Progress updates: weeks 6 9 Playtestable version: due week 9 Final game: due week 10

Sections Each includes one TA and 2 reader/tutors (who did well in 80K earlier years) This week s section takes you through everything you need to know for the first assignment (a customized tutorial) If you already missed your section this week, attend another:

Sections Tu 10:00AM - 11:45AM, John Murray Tu 2:00PM - 3:45PM, Christopher Maraffi Tu 4:00PM - 5:45PM, Christopher Maraffi We 12:30PM - 2:15PM, Serdar Sali We 3:30PM - 5:15PM, Serdar Sali Th 10:00AM - 11:45AM, John Murray

Lectures Readings from Game Design Workshop (required text) or available free online read for Thursday! Lectures by professor and visiting researchers/developers Lecture slides posted afterward to aid review don t need to write down everything on the slides

Library Facilities Science and Engineering Library is developing a collection of computer games Can check out NES, SNES, N64, PS2, Wii consoles (have 5 each)! Along with games of design distinction! Go to checkout desk with student ID to check out games! Need to reserve Wii - popular Classic console lab! Important historical consoles NES, SNES, Genesis, PS1, Saturn, N64, Dreamcast, Xbox, GameCube Soon Japanese PS2! Get key from checkout desk 260+ titles in collection! Deep collection of RPGs and Space Shooters (shmups/stg) Created specifically for this class, so please take advantage of this resource Science & Engineering Library

Reaching us 80K forum (linked from syllabus): http://forums.soe.ucsc.edu/viewforum.php? f=66 TA email addresses on syllabus Office hours Noah right after this class (in DARC 139), John 12-2pm Wednesday, Topher 3-4pm Thursday, more TBA

Questions now?

Upcoming Attend section this week Buy the book, Game Design Workshop (2nd edition). Should be at Bay Tree Read two chapters for Thursday Start the first tutorial (due in next section) Choose and play a game for analysis 1-page Look over the syllabus, start experimenting with Game Maker play some GM games?

This week s learning objectives Game Maker sprites, objects, events, and rooms (section & tutorial) Event-based programming (section & lecture) Operational logics (lecture) Game mechanics, dynamics, and aesthetics (lecture) Playcentric design process (text & lecture) Game structure: players, objectives, procedures, rules, resources, etc (text & lecture)

Finally... start thinking about games and teams