CS/INFO 3152: Introduction to Computer Game Development

Lectures

Additional readings will be added as the semester progresses. Please check back here before each lecture for the current readings, both required and optional.

We will also make the lecture slides available shortly before each class. Be warned, however, that because of the way that lectures are run in this course, the slides will not be self-contained. They are provided as an aid to help you understand the lecture, but are in no way a replacement for the lecture.


Lecture Topic Additional Materials Date
Lecture 1 Overview
Development Process
Required:
  • Fullerton, Chapter 1
01/25/17
Lecture 2 Nature of Games Required:
  • Fullerton, Chapter 6
Optional:
  • Players Who Suit MUDs
01/27/17
Lecture 3 Design Elements Required:
  • Fullerton, Chapter 3
01/30/17
Lecture 4 Game Components Required:
  • Fullerton, Chapter 2
02/01/17
Lecture 5 Rules and Mechanics Required:
  • Fullerton, Chapter 5
Optional:
  • Rules of Play, Chapters 12 and 14
02/03/17
Lecture 6 Uncertainty and Risk Optional:
  • Rules of Play, Chapters 15 - 17
02/06/17
Lecture 7 Economies and Balance Required:
  • Fullerton, Chapters 10 & 11
Optional:
  • Adams on Resources
02/08/17
Lecture 8 Prototyping Required:
  • Fullerton, Chapters 7 & 8
Optional:
  • Visibility Prototype
  • Bezier Prototype
  • Steering Prototype
02/10/17
Lecture 9 Gameplay Modeling   02/13/17
Lecture 10 Game Architecture   02/15/17
Lecture 11 Architecture Patterns Required:
  • Design Patterns
02/17/17
Lecture 12 Architecture Design Required:
  • Class-Responsibility-Collaborator Models
  • UML Activity Diagrams
Optional:
  • Laboratory for Object-Oriented Thinking
02/27/17
Lecture 13 Memory Management Required:
  • Memory Pool Demo
03/01/17
Lecture 14 Data-Driven Design Required:
  • Tile-Based Game Techniques
Optional:
  • JSON Demo
  • Blades of Avernum Editor
  • Blades of Avernum API
03/03/17
Lecture 15 Graphics: Sprites Optional:
  • Affine Transformations
03/08/17
Lecture 16 Graphics: Perspective Required:
  • Axonometric Projections in Games
Optional:
  • Isometric Animation Demo
  • Avernum Isometric Tile Set
  • Tiled Terrain Example (Illustrator)
  • Parallax Scrolling
03/10/17
Lecture 17 Graphics: Color & Textures Optional:
  • Mesh, Color, and Texture
  • Vertex Demo
03/13/17
Lecture 18 Physics: Overview Optional:
  • Rigid Body Dynamics
03/17/17
Lecture 19 Physics Engines Optional:
  • Forces and Impulses
  • Using Fixtures
  • Collision Handlers
  • Box2D Demo
03/22/17
Lecture 20 Character AI (Thinking) Required:
  • Handling Complexity in the Halo 2 AI
Optional:
  • Animation State Machines
03/24/17
Lecture 21 Character AI (Sensing) Optional:
  • Thief (1998) Gameplay Video
  • Building an AI Sensory System
03/27/17
Lecture 22 Pathfinding Required:
  • A* Pathfinding for Beginners
Optional:
  • Steering Behaviors (applets)
  • Toward More Realistic Pathfinding
03/29/17
Lecture 23 Strategic Planning Required:
  • An Exhaustive Explanation of Minimax
03/31/17
Lecture 24 Player Testing Required:
  • Fullerton, Chapter 9
  • Testing Design with Users
  • Cognitive Walkthrough
04/14/17
Lecture 25 Challenge Design Required:
  • Fullerton, Chapter 4
  • Reverse Design: Super Mario World
Optional:
  • No Twinkie For You (Bad Design)
04/17/17
Lecture 26 Story Design   04/19/17
Lecture 27 Dialogue Optional:
  • Dialog File from Avernum 6
  • Drama Manager in Fa├žade
04/21/17
Lecture 28 Game Analytics   04/28/17
Lecture 29 Networking: Consistency   05/01/17
Lecture 30 Networking: Security   05/03/17
Lecture 31 The Industry Required:
  • Fullerton, Chapter 15
Optional:
  • Writing Indie Games Is Like Being a Musician
05/05/17