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MetaInformation: Presentations

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What to say and How to say it. Getting through to the audience ... Playstation2 (2000) 294MHz R12000 CPU, 3.2GB/sec memory b/w, 6.2GFlops peak. XBox (2001) ... – PowerPoint PPT presentation

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Title: MetaInformation: Presentations


1
Meta-Information Presentations
  • Giving a talk
  • Writing a game proposal
  • Game History
  • Game Genres

2
Giving a Talk
  • What to say and How to say it
  • Getting through to the audience
  • Visual and Aural aids
  • Question Time

3
What to say How to say it
  • Communicate Key ideas
  • Dont get bogged down in details
  • Structure your talk
  • Use a Top-Down Approach

4
The Introduction
  • Define the problem / issue / thingy
  • Motivate the audience
  • Introduce terminology
  • Discuss earlier work
  • Emphasize your new work contributions
  • Provide a road-map
  • For very short presentations, economize on this
    section

5
The Body
  • General
  • Abstract the major results / thoughts / plans
  • Explain the significance of the results
  • Technicalities
  • Talk about the vital details that make the
    general points true
  • Conclusion
  • Hindsight is clearer than foresight

6
Know your audience
  • Who are they--
  • The Public?
  • Scientists?
  • Computer Scientists?
  • Computer Scientists in your area?
  • Classmates?
  • The more expert or familiar the audience, the
    more you can focus on details

7
Getting Through
  • Use repetition
  • Remind the audience
  • Dont Over-Run!
  • Maintain eye contact
  • Control your voice
  • Be well-groomed!
  • Avoid anxiety by Practice!

8
Visual Audio Aids
  • PowerPoint slides
  • Dont overload them
  • Dont write sentences
  • Allow 1-2 minutes per slide
  • Dont cover slides
  • No special fonts!!!

Dont animate text! Its irritating!! You waste
time waiting for the text to show up
9
Visual Audio Aids
  • Use pictures!
  • Show a picture as soon as possible!
  • Use overlays for stop-frame animation of
    algorithms

10
Visual Audio Aids
  • Use pictures!
  • Show a picture as soon as possible!
  • Use overlays for stop-frame animation of
    algorithms
  • Use animation if appropriate

11
Visual Audio Aids
  • Beware the microphone
  • Dont beat your chest!
  • Try turning it off while you are putting it on or
    taking it off
  • Test your video
  • Cue it up
  • Be ready to switch from source to source
  • Be ready to adjust sound

12
Question Time
  • Request for Information
  • Implied request for adulation
  • Come up with a complimentary answer
  • Malicious question
  • Be prepared
  • Be ready to take them off-line
  • I dont know

13
(No Transcript)
14
How to write a Game Proposal
  • Todays games have a production team
  • Artists
  • Designers
  • Musicians
  • Programmers
  • 20-100 experienced people

15
How to write a Game Proposal
  • Think Small

16
Think Small
  • Really, I mean it

17
Do One Thing Well
  • Make the game stand out in one way
  • Dont do a mediocre job in all things
  • Do NOT to lots of levels in the game
  • One level will do nicely

18
Do One Thing Well
  • Possible areas
  • Great graphics
  • Witty sounds
  • Clever puzzles
  • Compact concept

19
Understand your Tools
  • The various tools have strengths weaknesses
  • Dont fight the tool
  • Understand what the tool is good for and tailor
    your project for that tool
  • Also.. Dont fight your teams skills
  • Its understood that your team may be CS heavy

20
Plan in Layers
  • Detailed development schedule
  • Functional Minimum
  • Your Low target
  • Your Desirable target
  • Your High target
  • Your Extras
  • Maybe do these after the term is done

21
The Proposal
  • The game description
  • 5 pages of text
  • 1-3 pages of sketches/ mocked-up screens
  • Layered Development Schedule
  • As on previous slide
  • Also state who is responsible for what
  • Assessment
  • What One Thing will be cool about your game

22
The Presentation
  • 7 minutes In class
  • Describe your game
  • Argue for the One Cool Thing
  • State what your primary development environment
    will be and why
  • Show your development schedule
  • Indicate why you think its do-able
  • Practice your talk!

23
(No Transcript)
24
Game History, Genres
  • Space Invaders Pong Grand Theft Auto
  • Action, Adventure, Puzzle, etc

25
History
  • Spacewar 1962
  • PDP-1
  • 2 Ships controlled by 4 buttons each
  • Rotate left, right, thrust, fire
  • http//lcs.www.media.mit.edu/groups/el/projects/sp
    acewar/
  • Adventure 1967
  • Text-based adventure
  • You are in a maze of twisty little passages

26
History
  • Pong 1972
  • First arcade hit
  • Home version of Pong 1974
  • Fairchild Channel F 1976
  • Cartridges!
  • Hardware Crash 1977
  • Millions of Pong clones saturate the market

27
Some examples
28
History
  • Space Invaders 1978
  • Activision 1979
  • First software house makes Atari 2600 Cartridges
  • Asteroids 1979
  • Record score 100,000,000
  • Two guys played it for a week in 1982

29
Asteroids (Clone)
30
Arcade Games 1980
  • Defender
  • Missile Command
  • Battezone
  • Tempest
  • Popular with Men AND Women
  • Pac-Man
  • Frogger
  • Centipede

31
Defender / Stargate
32
Missile Command
33
Centipede
34
Arcade Games 1981-83
  • Donkey Kong
  • QBert
  • Tron
  • Zaxxon
  • Joust
  • Pole Position
  • Punch-Out

35
Joust
36
Pole Position
37
Home Games Late 70s Early 80s
  • Atari 2600
  • 1.18MHz 6507, 128 bytes RAM, 4KB ROM
  • Atari 5200 (incompatible cartridge with 2600)
  • 1.8MHz 6502, 16KB RAM
  • Colecovision
  • Mattel Intellivision
  • Bally Astrocade

38
Software Crash of 1983-84
  • Market of 1982 3 billion
  • Market of 1985 100 million
  • Millions of clones and lousy cartridges
  • No rating system
  • No licensing system
  • Consumer confusion!

39
Mid 80s
  • 8-bit Home Games
  • Nintendo Entertainment System (NES)
  • 1.8MHz 6502 256x240 pixels
  • Released 1986
  • Most popular toy of 1988
  • Mario Bros.
  • Sega Master System
  • Released 1986

40
Late 80s
  • 16-bit Home Games
  • Sega Genesis
  • 7.8MHz 68000 4MHz Z80, 1MB Rom, 64KB Ram
  • Released 1989
  • NEC TurboGrafx-16
  • 16MHz 65802
  • Game Boy
  • Tetris

41
Early 90s
  • Super NES (16 bit), 1990
  • 3.58Mhz 65C816, 128KB Ram
  • Game Gear
  • Software
  • Street Fighter 2
  • First decent fighting game
  • Super Mario Bros. 3
  • Sonic the Hedgehog
  • Mortal Kombat 1992

42
Mid 90s
  • Sega CD (1992)
  • PC CDROM (1994)
  • Software
  • NBA Jam (1993)
  • Earned 1 billion in arcades
  • First franchise
  • Virtua Fighter (1995)

43
Mid 90s
  • Playstation (1995)
  • 33 MHz R3900 32bit CPU
  • 24 bit framebuffer
  • Sega Saturn (1995)
  • Two 28.8MHz 32bit Hitachi SH2s
  • 24 bit framebuffer
  • Hardware textures
  • Nintendo 64 (1996)
  • 93MHz R4300 64bit CPU

44
Mid 90s
  • Networked Games
  • Ultima Online, Everquest, etc

45
Late 90s
  • Sega Dreamcast (1999)
  • 200MHz 128bit NEC PowerVR
  • Playstation2 (2000)
  • 294MHz R12000 CPU,
  • 3.2GB/sec memory b/w, 6.2GFlops peak
  • XBox (2001)
  • 733MHz Celeron
  • nVidia GeForce4
  • 6.4GB/sec memory b/w, maybe 1TFlops peak
  • GameCube (2001)
  • 485MHz PowerPC
  • Flipper (ATI) Graphics (on-chip DRAM)

46
Late 90s
  • Software
  • Very strong 3D!
  • Decent sports games
  • Soul Caliber, Shenmue
  • PC Software
  • Graphics no longer 100 of the challenge
  • Consumer demand for 3D causes cheap 3D graphics!

47
2000s
  • Cell phone games
  • DoCoMo phones 2001
  • Java J2ME, BREW 2002

48
Game Genres
  • Name some!

49
Genres
  • Action
  • 1st Person Shooter
  • Adventure
  • Fighting
  • Puzzle
  • Racing
  • Role-Playing
  • Simulations
  • Sports
  • Strategy
  • Music
  • Dance
  • Artificial Life
  • Quiz Show

Computer Game Design Development
50
2D Action Games
  • Shoot the horde of aliens
  • Shoot the horde of aliens
  • Shoot the horde of aliens
  • Shoot the horde of aliens
  • Shoot the horde of aliens
  • Space Invaders, Galaga, Defender/Stargate,
  • Mario Bros

51
1st Person Shooter
  • 3D Shoot the horde of aliens
  • 3D Shoot the horde of aliens
  • 3D Shoot the horde of aliens
  • 3D Shoot the horde of aliens
  • 3D Shoot the horde of aliens
  • Wolfenstein, Doom, Quake, Half-Life, Max Payne

52
Adventure
  • Follow the trail
  • Solve puzzles
  • Nice scenery
  • Inventory
  • Learning
  • Examples Zelda, Metroid, Myst, Shenmue

53
Fighting
  • Pluses
  • KILL!!!
  • Short games
  • Stress reliever, flow experience
  • Minuses
  • Arcane knowledge
  • Limited virtual space
  • Clone factor

54
Puzzle
  • Solving the puzzle is the primary goal
  • Gives feelings of mastery

55
Racing
  • First past the post
  • Fairly strong simulation element
  • Fine motor control

56
Role-Playing
  • 3rd person adventure
  • Strong story component (potentially)
  • Learn the virtual world/environment
  • Players are free to act within the worlds
    constraints
  • Diablo, MMORPGs (EverQuest, UltimaOnline)

57
Simulations
  • Flight Sim
  • SimAnt, SimCity, Railroad Tycoon, Roller Coaster
    Tycoon, ...
  • Focus on details
  • Training could be the goal

58
Sports
  • Armchair coach
  • Abstract war
  • Abstract team fighting games

59
Strategy
  • Same components as Sim games
  • Historical simulation
  • Puzzles may play a part
  • A light story element
  • No twitch in turn-based strategy

60
Music
  • Name that Tune
  • Repeat a piece of music that the game plays for
    you
  • Play along musically

61
Dance
  • Dance Dance Revolution
  • Dance kiosk type games (popular in Korea!)

62
Artificial Life
  • Tamagotchi, Creatures, Black White
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