This page contains all of the pre-recorded video lessons posted so far, with the most
recent posting listed first. It is, for all intents and purposes, the textbook of this
course. You are expected to keep up with these videos. Each
class session will indicate the videos that we
will have expected you to watch by that point.
We do apologize about the quality of these videos. These are not the professional,
YouTube style videos that we made for 1110. For the most part it is your instructor
talking through slides. That is because we chose to focus this semester on improving
the game engine technology, and not on making the fanciest videos possible.
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One of the more unexpected features of your game is the level editor, which is due as part of alpha release. In this lesson, we talk about why this is an important part of game development.
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Even though you are working in Java, you must pay attention to memory usage in your games. Indeed, as we show in this lesson, memory usage is even more critical when working in Java.
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Your teams have a lot of programmers on them. How do you divide up work and make sure that everyone is productive? The secret is designing your software architecture before you start to code. That is the subject of this video.
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Game development often involves the creation of a lot of specialized software. But the most important elementis the game loop. This infinitely running loop is what animates the characters and makes the game responsive to player input.
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The first major deliverable of the course is the nondigital prototype. In this lesson we talk about how to model a digital game without using software.
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