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Game Design Initiative at Cornell University, Lecture notes of Web Application Development

An overview of the CS/INFO 3152: Game Design course offered at Cornell University. The course involves a single semester-long game project in interdisciplinary teams of 8 people. The document covers course structure, game requirements, grading policy, and software development. The course requires at least 10 hours/week outside of class and involves developing a game in LibGDX, a Java-based cross-platform engine. The document also covers intellectual property and the traditional model of game development.

Typology: Lecture notes

2021/2022

Uploaded on 05/11/2023

aseema
aseema 🇺🇸

4.5

(10)

6 documents

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Download Game Design Initiative at Cornell University and more Lecture notes Web Application Development in PDF only on Docsity! gamedesigninitiative at cornell university the Course Overview; Development Process Lecture 1: gamedesigninitiative at cornell university the CS/INFO 3152: Game Design — Single semester long game project — Interdisciplinary teams of 8 people — Design is entirely up to you — First 3-4 weeks are spent preparing — Labs to develop basic game concepts — Design activities to solidify your ideas — Group activities to help you collaborate — Remainder of class spent on project Introduction2 gamedesigninitiative at cornell university the Course Structure — Game Labs: First four Thursdays — Special labs for programming or design — Complete according to your project role — Only INFO has a choice; CS is programming only — Playtesting: Thursdays for major milestones — Submit a playable prototype every two weeks — Others will playtest your prototype in class — We will critique each other’s games Introduction5 gamedesigninitiative at cornell university the This course is a lot of work! — Expect at least 10 hours/week outside of class — Once the project “starts” in four weeks — Typically bare minimum to finish game — But if you do this, guaranteed at least a B Introduction6 Includes — Time working on game — Time writing documents — Time meeting with group Does Not Include — 5 days/week in class — Time spent on readings gamedesigninitiative at cornell university the This course is a lot of work! — Expect at least 10 hours/week outside of class — Once the project “starts” in four weeks — Typically bare minimum to finish game — But if you do this, guaranteed at least a B Introduction7 Includes — Time working on game — Time writing documents — Time meeting with group Does Not Include — 5 days/week in class — Time spent on readings If this is a problem, let us know immediately gamedesigninitiative at cornell university the Game Requirements — Must develop in the game in LibGDX — Java-based cross platform engine — Has become very advanced, surpassing XNA — Can use any IDE, but only IntelliJ is supported — Must develop a game for a desktop PC/Mac — Designing gameplay for mobile input is hard! — Subject of the advanced class, 4152 — See website for help and resources Introduction10 gamedesigninitiative at cornell university the Intellectual Property — Your group retains all ownership — You can commercialize it later — You can make derivative works — Individual ownership is your responsibility — But Cornell gets a non-exclusive license — Non-commercial use of final version submitted — We can post this version on our website — We claim no other rights to your game Introduction11 gamedesigninitiative at cornell university the Grading Policy — Mixture of group and individual grades — Group grades are same for all group members — Group game grade (25%) — Technical writing (20%) — Class presentations (5%) — Individual grades distinguish group members — Individual game grade (20%) — Game Labs (20%) — Attendance (at demos) (10%) Introduction12 gamedesigninitiative at cornell university the Software Development — Design process — Decide what game you want to make — Create a specification of your design — Development process — Implement your specification — Test result to make sure it works — Release (yeah!) Introduction15 gamedesigninitiative at cornell university the The Traditional Model — Document extensively; design to specification — Design and documents done before coding starts — Development follows a specified project timeline — A general software engineering model — Often called the waterfall model Introduction16 Pre-Production Design Implement Test Release gamedesigninitiative at cornell university the Waterfall Model Introduction17 Pre-Production Design Implement Test Release Cannot start stage until previous step finished. Result: Lots of delays What if you discover the game is not fun? Result: Start Over? gamedesigninitiative at cornell university the SCRUM Sprint Introduction20 Sprint Product Backlog Sprint Backlog Feature Release Features at the end Features this Sprint gamedesigninitiative at cornell university the Milestones — Suggestions for your sprint backlog — Flexible enough to handle set-backs — Can renegotiate if you get seriously behind Introduction21 Week 5 Nondigital Prototype 2/17 Week 7 Gameplay Prototype 3/2 Week 9 Technical Prototype 3/17 Week 11 Alpha (Code Complete) 4/6 Week 13 Beta (Feature Complete) 4/20 Week 15 Release (Balanced and Tested) 5/4 Week 16 GDIAC Showcase 5/15 gamedesigninitiative at cornell university the Documentation — Major part of the development process — Why course counts for technical writing — Ensures group is always on “same page” — At every point of development — Pre-production: concept document, gameplay — Sprints: reports, architectural specification — Release: game manual, post-mortem — Challenge is understanding your audience Introduction22 gamedesigninitiative at cornell university the Using CATME for Reports Overview25 http://www.catme.org gamedesigninitiative at cornell university the Detailed Specifications — Architecture Specification — Outline of your software organization — Used to distribute tasks to programmers — Audience: team programmers — Design Specification — Outline of your design vision — Also includes technical details of asset handling — Used for to help designers work together — Audience: team designers Introduction26 gamedesigninitiative at cornell university the Detailed Specifications — Architecture Specification — Outline of your software organization — Used to distribute tasks to programmers — Audience: team programmers — Design Specification — Outline of your design vision — Also includes technical details of asset handling — Used for to help designers work together — Audience: team designers Introduction27 Directed by the Lead Programmer Directed by the Lead Designer gamedesigninitiative at cornell university the Semester Schedule Week 1 Team Workflow 1/25 Week 2 Initial Proposal 2/1 Week 3 Revised Proposal 2/8 Week 4 Concept Document (Project Kickoff) 2/15 Week 5 Nondigital Prototype Milestone Proposals 2/17 2/22 February Break Week 6 Gameplay Specification 2/29 Week 7 Gameplay Prototype 3/2 Week 8 Detailed Specifications 3/14 Week 9 Technical Prototype 3/17 Introduction30 Pre-Production Development gamedesigninitiative at cornell university the Week 10 Document Revisions 3/28 Spring Break Week 11 Alpha Release (Code Complete) 4/6 Week 12 Game Manual (Draft based on Alpha) 4/18 Week 13 Beta Release (Feature Complete) 4/20 Week 14 Final Portfolio 5/2 Week 15 Final Presentation (Balanced &Tested) 5/4 Week 16 GDIAC Showcase 5/15 Semester Schedule Introduction31 Release Development
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