Game Developers Club General Meeting 18/8/03 - PowerPoint PPT Presentation

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Game Developers Club General Meeting 18/8/03

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Game Developers Club General Meeting 18/8/03 – PowerPoint PPT presentation

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Title: Game Developers Club General Meeting 18/8/03


1
Game Developers ClubGeneral Meeting 18/8/03
2
Whats happening?
  • IGDA Membership forms here to fill in for all
    TieR 2 members.
  • Membership
  • If you want to take part in the upcoming
    tutorials then membership is due next meeting.
  • CVS is up and running for development teams
  • As soon as you have code, its there for you to
    use
  • Website has been linked and is active.
  • Tier 2 members enter profile tonight

3
Development Teams
  • If you havnt given me your details then do so
    tonight
  • Projects will be springboarded by designs that
    resulted from the tutorials
  • A regular meeting time should be organised
    between yourselves. We will get you a regular
    room at Clubs and Societies
  • These projects are aiming at a submission to the
    IGF in 2004 or 2005

4
Project RPG (tentative title)
  • Jeremy Weir - Designer - 3D Modeler
  • Nathan Farquar - Designer - 3D Modeler -
    Producer
  • Alex Freeland - Designer - Programmer
  • Anthony May - Programmer 
  • Grant Mark - Programmer 
  • Michael Stockli - Programmer 
  • Joel Timpson - Concept Design - Visual Artist
  • Tim Barribeau - Digital Art
  •  
  •  

Resilience
Tim Elder - Designer Project Lead Shannon
Morgan - Lead Programmer more to come    
5
Tutorials
  • Photoshop tutorial Wednesday 5pm 7pm
  • G4 Lab, First Floor, Design Studies Building
  • Maya turorial Wednesday 7pm 9pm
  • G4 Lab, First Floor, Design Studies Building
  • Programming tutorial Tuesday 7pm - 9pm
  • Linux lab, 539 Castle Street
  • Design tutorial Thursday 7pm 9pm
  • Room 105, First Floor, Design Studies Building

6
  • Maya
  • Follows the Learning Maya book, available for
    brief loan (for Photocopies)
  • First two lessons will focus on the manipulation
    and animation of some simple objects, introducing
    you to the key elements of the environment
  • There will then be a focus on modeling and some
    more specialised tutorials on character modeling
    and animation
  • Photoshop
  • Follows classroom in a book training workbook
  • First tutorial covers
  • Getting to know the work area
  • Basic photo corrections

7
COSC 360 Computer Game Design
  • Course content is being developed now
  • Taking place during summer school (5 Jan 16
    Feb)
  • Pre-requisite of COSC 242
  • Pre-registration on the webpage
  • http//www.cs.otago.ac.nz/cosc360
  • Valid as a 300 level minor requirement

8
Library books here tonight
  • Current titles
  • The Art of Episode 2 - The Black Art of Java
  • The Art of Final Fantasy 9 Game Programming
  • The Art of Warcraft - C Programming
  • The Art of Episode 5 - Artificial Intelligence
  • The Art of Alien Resurection - Problem Solving
    with Java
  • Learning Maya - Java Collections
  • The Art of Maya
  • Maya Illuminated Games - How to Draw Anime and
  • Game Characters
  • Photoshop 7 Classroom in a book
  • Illustrator 10 Classroom in a book - Game
    Development and Production
  • Teach yourself Illustrator 7
  • Using Flash 5
  • Flash 5 Action Script
  • Using Dreamweaver 4

9
Library
  • Planning to purchase
  • Earnest Adams and Andrew Rollings on Game Design
  • Game Architechure and Design
  • Tricks of the Windows Game Programming Gurus
  • Game Developer Magazine
  • Last years back-issues available tonight
  • Additional printed readings also available

10
Balance of Power
  • I had a big hit in Eastern Front (1941) a
    second game in the genre would surely make a
    bundle of money. Artistically, it was a sound
    decision If you've mastered a problem, it's time
    to move on.
  • A theory far less untilised today. Why?
  • Esbablishing motivation?
  • Sequels are for entertainment they have no
    artistic content.
  • Choosing the Mac
  • Right decision?
  • Know thy platform intimately. Understand its
    strengths and weaknesses.
  • Verb lists and the question What does the player
    do?
  • Closely linked to UML design and functional
    consideration

11
Balance of Power
  • Game designers have no talent for marketing. Let
    the pros cook up the title
  • Narrowing the verb list
  • Trade relationships?
  • Too close to the wire already?
  • The rubber map
  • 6 weeks? Should he have realised earlier?
  • Know when it's time to throw in the towel on a
    feature.
  • Headline generator
  • Extensions upon its format?
  • Fantasize. Play what-if games. Ask silly
    questions. Why aren't cows green like grass?

12
Balance of Power
  • Read! Read! Read!
  • Historical accuracy is incredibly important
  • Creating games for a niche market
  • Building up a feeling for the subject matter
  • Take no pride in facts memorized, but in ideas
    grasped.
  • The importance of the press
  • Word of mouth sales and critical recommendations
  • Why Chris Crawford is going to change game design

13
The 400Let Players Turn the Game Off
  • The player should be able to save and exit the
    game at any point, loosing at most a few seconds
    of game play.
  • Our job as game designers is to entertain, not to
    punish.
  • The customer is always right?
  • Applies to all single player games
  • Trumped by Suspend the players sence of
    disbelief


14
Rule Let Players Turn the Game Off
The 400
  • Can this apply to multiplayer games?
  • Play-saving, is this any good?
  • Save points?
  • Examples of bad save schemes?

15
Next crit
  • Available from
  • The Gaming Depot
  • http//www.gamingdepot.com

16
Next forum3D Graphics are the Spawn of Satan
  • Available on GameDev
  • Why has the industry focused on making things
    look pretty?
  • What are some games that have suffered from
    overuse of technology?

17
Coming Up
  • Next meeting
  • Archway 2, 700 900
  • Monday 1st September
  • 3D Graphics
  • Balance of Power
  • Game playing session
  • More of the 400
  • Tutorials next week
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