IT-Universitetet

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)
• 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

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.

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.


MSU_F2007@itu.dk -- Resources -- Teams


Course plan

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

  1. Make a 1-page game concept document (See Tim Ryan's "Guidelines for a Game Concept".
  2. Begin paper prototyping, begin exploration of tool and possibilities for the design
  3. Make a development plan for the production (schedule, tasks, etc.)
  4. Send concept doc and dev plan as a pdf - with your team name clearly stated - to TL before next Friday. (Note if you have not finalized a team name you need to do so.)

Feb 23 – Project management - Lecturer: Rune Vendler

Readings

Optional reading:

Production tasks

  1. Really get a Gamasutra account if you haven't already.
  2. Have Wiki and CVS/SVN in place.
  3. All team members try working with the tools they are going to work with.
  4. Try out content pipeline: Create 3d model, import into engine.
  5. Try out content pipeline: Create sound, import into engine.
  6. Try out content pipeline: Make a level, try playing it.Revisit development schedule and concept document: Does it need to be changed?

 

March 2 – Level Design - Lecturer: Ruddi Oliver Bodholdt Dal, Lead level designer, Deadline

Readings

Production tasks

  1. Make a Critical stage analysis.
  2. Make a small corner of the game, perhaps a single room with graphics, sound, and gameplay logic. (A "slice".) schedule and concept document: Does it need to be changed?

 

March 9 – Technology Evaluation and Engine Architecture - Lecturer: Gorm Lai, Deadline

Readings

Production tasks

  1. A corner of the game should be playable.

 

March 16 – Physics, Collision Detection - Lecturer: Gorm Lai, Deadline

Readings

Production tasks

  1. Preproduction complete. See checklist "Game Production Overview", page 9.
  2. Plan production. Reconsider schedule.
  3. Email TL & Jesper an updated plan and design doc

 

March 23 – Textures & Lighting - Lecturer: Anette Kreutzberg

Readings

Production tasks

  1. Work on production.

 

March 30 – Characters & Animation - Lecturer: Timothy Evison, IO

Readings

Production tasks

  1. Work on production.

 

April 6 – Spring holiday

April 13 – AI - Lecturer: Christian Rask Larsen, Deadline

Readings

Production tasks

  1. Work on production.

 

April 20 – Audio Design and Production - Lecturer: Henriette Mos

Readings

Production tasks

  1. Work on production.

 

April 27 – User Testing (Usability & Play Testing) - Lecturer: TL

Readings

Production tasks

  1. Playtest.
  2. Apply lessons learned to game


May 4 – Holiday

May 11 – QA Testing - Lecturer: Jacob Buck, IGDA

Readings

Production tasks

  1. QA test your game.

 

May 18 Developer/publisher relations, The Pitch - Lecturer: Jacob Buck, IGDA

Readings

Production tasks

  1. Polish.
  2. Make an informal postmortem.

 

May 23 before 15:00 – Hand-in due

June 1 – Play Day

June 18 & 19 – Exams