EntCom Lecture 01 Intro

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    Lecture 1

    Introduction

    October 22nd, 2013

    Entertainment Computing

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    Lecturers

    Rainer Malaka

    [email protected]

    Marc Herrlich

    [email protected]

    Find us at MZH 5th floor or check our website:

    dm.tzi.de

    mailto:[email protected]:[email protected]://dm.tzi.de/http://dm.tzi.de/mailto:[email protected]:[email protected]
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    And You?

    Branch of study?

    Semester?

    Expectations?

    Experiences?

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    About the Course

    Goals:

    Learn about the field of Entertainment Computing

    - Game design, game technology and development, application

    areas, evaluation

    Train the necessary skills

    - Understanding and discussing the process of creating gamesand game design

    - Understanding the technology

    - Applying your knowledge

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    Stud.IP

    Please register for this course in Stud.IP:

    https://elearning.uni-bremen.de

    All the slides and additional material will be available from

    the Stud.IP pages of this course!

    If you dont have an account, ask your colleagues (or us

    after the lecture)!

    https://elearning.uni-bremen.de/https://elearning.uni-bremen.de/https://elearning.uni-bremen.de/https://elearning.uni-bremen.de/
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    General Remarks

    Entertainment Computing is a really, really broad field!

    It a very dynamic field, i.e., slides and materials will be a

    little more in flux than what you might be used to

    You should be willing and ready to work through additional

    sources independently if required

    We will try to keep the lectures as interactive, i.e. seminar

    style, as possible

    Practical exercises will certainly require some effort!

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    What is Entertainment Computing?

    Buzzword

    Entertainment + Computing

    Broad topic in general many different aspects:

    Production processes

    Game design

    Technical foundations

    Application areas

    Evaluation methods

    Our plan for the course basically reflects these different

    aspects

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    Production Processes

    Process of designing, creating, and implementing a game or

    interactive software in general

    Important documents or artifacts

    Design documents, storyboards, models, demos, etc.

    Process types and templates

    From Waterfall to Agile Methods

    Typical roles

    Game designer, producer, artists, programmer, level

    designer, tester, etc.

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    Waterfall

    (Keith 2009)

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    Scrum

    (McGuire 2006)

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    Game Design

    Game concept

    Seeing the puzzle, game deconstruction and examining yourexperience

    Game mechanics

    Emotion, immersion, motivation, fun, addiction, etc.

    Story

    User Roles, player roles, story providing function

    User interface design

    GUI

    User input

    - Game pad, mouse, keyboard, motion sensors, cameras, etc.

    Asset design

    Images (textures), 3d models, sounds, music, etc.

    Genres

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    Levels and Roles in Game Design

    Conceptual level

    Producer, Game Designer

    Artistic level

    Level and Content Designer

    Realization level

    Game and Level Designer

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    Conceptual Level

    Idea

    A game about a wizard

    Rules

    Wizards cast spells

    Mechanics/Aesthetics

    Higher levels unlock better spells

    Atmosphere

    Dark and gloomy

    Interaction

    Casting spells with mouse gestures

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    Artistic Level

    Level

    Populating sketched levels with game objects

    Audio

    Whooosshh sound playing when a spell is cast

    Visual

    Model of the wizard and his broomstick

    Story

    Once upon a time

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    Realization Level

    Interface

    Menus, buttons, icons, etc.

    Input

    Mouse movement and gestures

    Advancement

    The user has to level up his wizard to advance

    Story outline

    The spell book was lost during a battle...

    Rule to action and reaction

    If fireball hits then show explosion

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    Technical Foundations

    Computer game architecture and techniques

    Game object model, user input, game logic, AI, graphics,audio, physics, networks

    Game Engines

    Middleware

    Tools

    Technical aspects of assets

    Image editing, 3d modeling, etc.

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    Application Areas

    Games solely for entertainment

    Serious Games

    Educational Games

    Exergames

    Human Computation Games

    Special effects for film and live performances

    Simulation

    .

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    Serious Games in a Nutshell

    Short story:

    All Games are Serious (B. Sawyer)

    Concept of Serious Games not clearly defined

    For now:

    Any game or game technology used not solely for

    entertainment purposes.

    More when we talk about application areas

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    Americas Army

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    ReMission

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    Wuppdi!

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    Human Computation in a Nutshell

    Human Computation:

    Is the combination of human mental abilities and the

    computational power of computers to solve problems not

    yet solvable by an artificial system alone.

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    ESP Game

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    OnToGalaxy

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    Are Games Art?

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    The Graveyard

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    Grim Fandango

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    Shadow of the Colossus

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    Unfinished Swan

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    Evaluation Methods

    Evaluation of games and interactive software systems

    Usability

    Playability

    User Experience

    Qualitative and quantitative methods

    Different foci for different game types

    Leisure-time Games

    Serious Games

    Human Computation Games

    Tools and methods

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    While Talking about Usability

    (Silverman 2008)

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    Administrative Stuff

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    Assessment and Grading

    Exercises: 60%

    Correct

    Deadline

    Contents

    Interview (Fachgesprch): 40%

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    Exercises

    Small groups (4-5 students)

    Three exercises Game analysis/deconstruction

    Game concept/design

    Game prototype (aka GGJ)

    Tutorials will take place on demand only!!

    Trouble with your exercises, request for a specific tutorial on

    some technology,

    Time slot: Tuesdays, 2pm, MZH 1090

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    Global Game Jam

    http://globalgamejam.org/

    January 24-26th, 2014

    http://globalgamejam.org/http://globalgamejam.org/
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    Agenda (Tentative)

    22.10.13 Introduction

    29.10.13 What is a Game? 05.11.13 Game Production Process

    12.11.13 Introduction to Game Design

    19.11.13 Game Design contd

    26.11.13 Game Technology Introduction: Game Engines

    03.12.13 Game Loop, Game Object Model and Game Logic 10.12.13 Real-Time Graphics and Animation

    17.12.13 Collision Detection and Physics

    07.01.14 Game AI / Audio

    14.01.14 Application Area: Serious Games

    21.01.14 Evaluation Techniques 28.01.14 Evaluation contd / Wrap-up

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    References

    McGuire (2006). Paper Burns: Game Design With Agile Methodologies.

    http://www.gamasutra.com/features/20060628/mcguire_01.shtml

    Silverman (2008). http://videogames.yahoo.com/feature/gamer-juggles-over-

    30-warcraft-characters/1255554

    Keith (2008). Beyond Scrum: Lean and Kanban for Game Developers.

    http://www.gamasutra.com/view/feature/3847/beyond_scrum_lean_and_kan

    ban_for_.php

    Keith (2009). Waterfall Game Development.http://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-

    development.html

    http://www.gamasutra.com/features/20060628/mcguire_01.shtmlhttp://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://www.gamasutra.com/view/feature/3847/beyond_scrum_lean_and_kanban_for_.phphttp://www.gamasutra.com/view/feature/3847/beyond_scrum_lean_and_kanban_for_.phphttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.agilegamedevelopment.com/2009/01/in-dawn-of-video-game-development.htmlhttp://www.gamasutra.com/view/feature/3847/beyond_scrum_lean_and_kanban_for_.phphttp://www.gamasutra.com/view/feature/3847/beyond_scrum_lean_and_kanban_for_.phphttp://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://videogames.yahoo.com/feature/gamer-juggles-over-30-warcraft-characters/1255554http://www.gamasutra.com/features/20060628/mcguire_01.shtml