the end.

The end of the semester is now upon us. All of the grades have been posted. Those of you that made it through to the end are ready for Game Studio—start thinking about great designs. If you didn’t quite make it to the end, and you are still dedicated to making games, I will be teaching this class again next Spring.

Thank you for an interesting class. Have a great summer!

Grad Presentation

As mentioned before, just like we did in Intro…

Graduate Student Presentation


Each graduate student will make a demo and a class presentation based on a topic of Game Design or Development to be approved by the instructor. The presentation must be original and demonstrate an in-depth understanding of the topic, including background material from relevant publications and websites. The student must also select a related paper to be assigned reading in the class.

Topic: An original 3D Game Technical Tutorial

OPTION A:

  1. All topics must be approved. Related paper(s) from a scholarly source shall be provided with the topic.
  2. Produce a slide presentation in PDF and either Keynote or PowerPoint format
  3. Provide a live demonstration during the presentation
  4. Provide original basic sample code that works with C++
  5. Talk will be 20 minutes in duration
  6. Talks will be presented on either May 13 during the Final Exam Time
  7. Provide a screen capture (using Camtasia or similar tool) with an audio track going over a short version of the tutorial. Must be longer than 5 minutes, but no upper limit. Video format shall be Quicktime movie format in 640×480.
  8. Create a webpage wrapper (read “index.html”) for the tutorial and create a CD or DVD of the entire tutorial with all of the material.
  9. Turn-in the CD or DVD in a black DVD case on the day you present.

OPTION B:

If you are developing a tool all you need to do in presentation is to demo the capabilities of your tool live and talk about your development process. No slides are needed. Turn-in the CD or DVD in a black DVD case on the day you present.

Schedule:
2:00-2:25p Mike M.
2:25-2:50p Kaveh D.
2:50-3:15p Thomas F.
3:15-3:40p Mark A.

Mocap Session

Architecture like most have been swamped by the end of the semester, so they said they could not do a mocap demo until this summer. I will keep you all posted to see if you are interested this summer.

Final Exam Grading

Advanced Game Design & Development
Final Exam Gradesheet
Due: May 13, 2010 in Time Slots
——————————————————————————————-
Student:
——————————————————————————————-
Purpose:
To give students the experience of creating a 3D protoype game and a Game Design Document.
——————————————————————————————-
The student shall demonstrate the following in person…

Core Requirements:
__ (10) 1. Custom Level with terrain and at least 2 unique models
__ (10) 2. Player character controlled by a game controller and moved through affine transforms
__ (10) 3. Custom camera class with motions controlled by quaternion transforms
__ (10) 4. NPC controlled by a Behavior Tree that navigates the environment
__ (5) 5. Second unique NPC controlled by a Behavior Tree
__ (10) 6. Bullet physics-based collision detection
__ (5) 7. Bullet physics-based and theme-consistent physics use
__ (10) 8. RakNet-based client-server networking implementing either co-op or PvP mode running on a local network
__ (5) 9. IrrKlang-based continuous sound track that makes at least 2 changes based on theme-consistent changes in gameplay
__ (5) 10. Three IrrKlang-based sound effects based on player-character interaction
__ (5) 11. Complete playable prototype game
__ (5) 12. Deliver all code and documentation on CD or DVD including all art asset sources (complete) in a black DVD case. Your FIRST and LAST NAME, Name of your game, ITCS-4231 or ITCS-5231, and the turn-in date (e.g., “May 13, 2010″) shall be on the CD/DVD.

Design Document Requirements:

__ (10) 1. Utilizing the Game Design Documents Template complete the following sections:
__ (1) a. Vision Statement
__ (1) b. Marketing Information
__ (1) c. Legal Analysis
__ (3) d. Gameplay
__ (1) e. Game Characters
__ (1) f. Story
__ (1) g. The Game World
__ (1) h. Media List

Total : __ / 100 = 2

Sign-up for Final Grading

May 13, 2010
1. 9:00-9:30a
2. 9:30-10:00a
3. 10:00-10:30a
4. 10:30-11:00a

5. 12:30-1:00p Evan P.
6. 1:00-1:30p Andrew F.
7. 5:00-5:30p Kaveh D.
8. 5:30-6:00p Mike M.
9. 6:00-6:30p Mark A.
10. 6:30-7:00p Thomas F.
11. 7:00-7:30p Julian G.
12. 7:30-8:00p
13. 8:00-8:30p

Sign-up in a comment. First-come, first-served.

Sign-up for Hw#4 Grading

May 6, 2010
1. 2:00-2:20p Andrew F.
2. 2:20-2:40p OPEN
3. 2:40-3:00p Thomas F.
4. 3:00-3:20p Julian G.
5. 3:20-3:40p Evan P.
6. 3:40-4:00p Gregg G.
7. 4:00-4:20p Kaveh D.
8. 4:20-4:40p Mike M.
9. 4:40-5:00p Mark A.

Sign-up in a comment. First-come, first-served.

Homework 4: The Gravity of it All


Advanced Game Design & Development
Homework 4: The Gravity of it All
Due: Week of May 3, 2010


Purpose:

To give students the experience of integrating and using a professional quality physics engine in a game.

Core Requirements:

  1. You must use your current or updated level from Homework #3 (which built upon Homework #1 and #2).
  2. Using the Bullet Physics Engine, integrate physics based collision detection between your player character, world geometry, and the NPCs.
  3. Implement (1) physics-based phenomenon in which the player or NPC takes an action that results in an object moving on the game where the motion is solely controlled by the physics engine.
  4. You must demonstrate your physics in Irrlicht 1.7.1 (the render target).
  5. Create a project directory called {YourLastName}-AGDD2010-HW-4 and include all art asset source files, all source code files, and the executable Irrlicht base used to show your physics in motion.
  6. Check in your directory under your tags directory in SVN.
  7. Note: You should be working in SVN under your trunk directory as you create this level.
  8. Demonstrations will be on my machine from your repository—I sync through SVN update when you come to demo during my office hours. All paths shall be relative, a local copy of the Irrlicht libraries should be checked in, and the program should be able to be compiled

Design Document Requirements:

  1. Utilizing the Game Design Documents Template complete the following sections:
    1. Gameplay
    2. Story
  2. The updated version of the document should be in your SVN/trunk.

Copyright (C) 2010 G. Michael Youngblood. All Rights Reserved


Grading for Hw #3 Order

4/20: TM, AF, GG, KD, SY
4/22: MA, JG, TF, EP, MM, any others

System Level AI

Watch this video!

Homework 3: Stuck in a tree, making them behave


Advanced Game Design & Development
Homework 3: Stuck in a tree, making them behave
Due: Week of April 19, 2010


Purpose:

To give students the experience of creating AI-driven Non-Player Characters (NPCs) in a game.

Core Requirements:

  1. You must use your current or updated level from Homework #2 (which built upon Homework #1).
  2. Create a HFSM-based behavior tree (BT) class that implements at least 2 prioritized lists (each with at least 3 behaviors) and one sequence (with at least 3 behaviors). This BT shall allow the character to navigate the world and interact with objects and other characters (player and non-player).
  3. Create another HFSM-based behavior tree (BT) class that implements at least 2 prioritized lists (each with at least 3 behaviors) and one sequence (with at least 3 behaviors). This BT shall allow the character to interact with objects and other characters (player and non-player) in a different manner than the first BT.
  4. Both BTs shall solely drive two non-player characters.
  5. Each NPC shall have a unique model.
  6. All actions in the BT for the NPC shall have a corresponding animation.
  7. A diagram for each BT shall be included in the documentation for the homework. Without these diagrams (2 of them) the homework will not be graded.
  8. You must demonstrate your characters in Irrlicht 1.7.1 (the render target).
  9. Create a project directory called {YourLastName}-AGDD2010-HW-3 and include all art asset source files, all source code files, and the executable Irrlicht base used to show your character in motion. Don’t forget yout license file.
  10. Check in your directory under your tags directory in SVN.
  11. Note: You should be working in SVN under your trunk directory as you create this level.
  12. Demonstrations will be on my machine from your repository—I sync through SVN update when you come to demo during my office hours. All paths shall be relative, a local copy of the Irrlicht libraries should be checked in, and the program should be able to be compiled

Design Document Requirements:

  1. Utilizing the Game Design Documents Template complete the following sections:
    1. Vision Statement
    2. Marketing Information
    3. Legal Analysis
    4. Game Characters
    5. The Game World
  2. The updated version of the document should be in your SVN/trunk.

Copyright (C) 2010 G. Michael Youngblood. All Rights Reserved