Game Development
Fridays,
Spring 2007 -- 10:00-12:00 room 3A14 & 13:00-15:00 GameLab plus
one day of independent group production work
Teachers: T.L.
Taylor (tltaylor@itu.dk) (office: 2D18, phone: 7218 5035) & Jesper
Juul (jjuul@itu.dk) (office: 2D20, phone 7218 5039)
Teaching assistant: Kasper Skovgaard Kristensen, kaos@itu.dk
& Anders Rosendal arosendal@gmail.com
Course Description: The objective of this course is to give you a practical & conceptual introduction to game development as well as the relevant theory behind game technologies. The focus of the course is on the development of a 3D games and working within a formal team context.
After successful completion of the course you should be able to:
• explain phases in game development (from idea to product)Course Format: Teaching consisting of lectures, exercises and one day of independent group work on a game production. Lectures take place on Fridays from 10:00-12:00 and the exercise period is from 13:00-15:00. Lectures will be given by a variety of teachers who specialize on various aspects of game production.
• discuss the various team roles on a development project
• produce a method and schedule for a production
• describe basic game system architecture
• discuss level design
• integrate 3D games engines into your production process
• address the issue of AI, animation, and sound for a game production
The hand-in: The final product for this course is a written project that includes:
• Design document
• Development plan
• Written reflection on the dev process
• The game
The game:
• Must be graphically 3D,
• Created in the Source engine (unless the team can provide - by showing a previous production - evidence they should be allowed to know another engine sufficiently well as not to be an obstacle to their progress).
• Should be of the size and scope of a game entered into the Independent Games Festival.(http://www.igf.com/)
• Should be able to be put on the web and could get feedback on it beyond "this is not playable", and
• Should be playable for at least 20 minutes (can be quick sessions but then repeatability becomes a factor)
Literature: TBA.
Examination: External examiner, 13-point marking
scale, B4: Oral examination with written work but without time for preparation
at the exam. The hand-in must be submitted by May 23rd at the Exam Office no
later than 3 PM. Exams then take place June 15, 18, 19.
Feb 2 – Introduction - Lecturers: TL & Jesper
Lecture
Lab exercises
Feb 9 – Development Methodology & Teams - Lecturer: Miguel Sicart
Readings
Lab exercises
Feb 16 – Content Pipeline - Lecturer: Christian Rask Larsen, Deadline
Readings
Lab exercises
Production tasks - Jesper's slides on production tasks due next week
Feb 23 – Project management - Lecturer: Rune Vendler
Readings
Production tasks
March 2 – Level Design - Lecturer: Ruddi Oliver Bodholdt Dal, Lead level designer, Deadline
Readings
Production tasks
March 9 – Technology Evaluation and Engine Architecture - Lecturer: Gorm Lai, Deadline
Readings
Production tasks
March 16 – Physics, Collision Detection - Lecturer: Gorm Lai, Deadline
Readings
Production tasks
March 23 – Textures & Lighting - Lecturer: Anette Kreutzberg
Readings
Production tasks
March 30 – Characters & Animation - Lecturer: Timothy Evison, IO
Readings
Production tasks
April 6 – Spring holiday
April 13 – AI - Lecturer: Christian Rask Larsen, Deadline
Readings
Production tasks
April 20 – Audio Design and Production - Lecturer: Henriette Mos
Readings
Production tasks
April 27 – User Testing (Usability & Play Testing) - Lecturer: TL
Readings
Production tasks
May 4 – Holiday
May 11 – QA Testing - Lecturer: Jacob Buck, IGDA
Readings
Production tasks
May 18 – Developer/publisher relations, The Pitch - Lecturer: Jacob Buck, IGDA
Readings
Production tasks
May 23 before 15:00 – Hand-in due
June 1 – Play Day
June 18 & 19 – Exams
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