Course Lesson Archive

Click on a title to expand a lesson video.

Lesson 0 ›
This video is a short overview of the development process we will use in this class. We will use a simplified Scrum model, with deliverables organized into two week sprints.   Watch ›

14:45 minutes slides no demos
Lesson 1 ›
The definition of a game (and what does-and-does-not count as a game) is a highly controversial topic. While this video does not resolve this controversy, it does give you some understanding of the basic issues.   Watch ›

28:49 minutes slides no demos
Lesson 2 ›
Before you propose your game idea, you need to understand the basic design vocabulary we will be using. Otherwise, you are very likely to pitch a narrative that does not have a clearly defined ludic focus.   Watch ›

37:20 minutes slides no demos
Lesson 3 ›
As you begin work on your game, understand that not everyone will be programming. In this video we show how we devide up game development to take advantage of your multidisciplinary team.   Watch ›

36:23 minutes slides no demos
Lesson 4 ›
Before you start to program your game, you need a better understanding of how it is actually played. In this video we take a deeper look at how game mechanics work. This is the first of a series on rules.   Watch ›

52:41 minutes slides no demos
Lesson 5 ›
In our second video on game mechanics, we look at the nature of uncertainty and risk. While it is fine to have randomness in your game, it should be handled appropriately.   Watch ›

28:41 minutes slides no demos
Lesson 6 ›
in our final video on game mechanics, we address the issue of game balance. In particular, we show it is tightly connected to your game economy.   Watch ›

33:05 minutes slides no demos
Lesson 7 ›
It is time to start thinking about how to implement your project. In this video, we talk about how to take this big project and break it up into smaller prototypes.   Watch ›

27:57 minutes slides demos
Lesson 8 ›
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.   Watch ›

41:38 minutes slides no demos
Lesson 9 ›
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.   Watch ›

36:38 minutes slides demos
Lesson 10 ›
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.   Watch ›

45:04 minutes slides no demos
Lesson 11 ›
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.   Watch ›

43:09 minutes slides demos
Lesson 12 ›
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.   Watch ›

43:30 minutes slides demos
Lesson 13 ›
This is the first of three videos focused on computer graphics. This videos are designed to be useful to both programmers and designers. In this video we talk about how to draw a 2d image on to the screen.   Watch ›

43:33 minutes slides no demos
Lesson 14 ›
In the second of the three graphics videos, we focus more on the designers. This time we address the issue of perspective, and show how focusing on 2d makes this a nontrivial design choice.   Watch ›

41:22 minutes slides demos
Lesson 15 ›
In the last of the three graphics videos, we go a little lower level and talk about graphics primitives. We address how color works, and how you use images to do more than just display a sprite on the screen.   Watch ›

26:26 minutes slides demos
Lesson 16 ›
Game physics can get really complex, so fortunately we have physics engines to help us with all the hard parts. But before we learn how to use a physics engine, we first need to understand the big picture.   Watch ›

24:00 minutes slides no demos
Lesson 17 ›
Box2d is the primary physics engine for 2d games (even though this is the result of a historical accident). In this video we discuss its features and show how to use it effectively.   Watch ›

44:40 minutes slides demos
Lesson 18 ›
After several programming lessons, it is time to return to design. With alpha release around the corner, we need to talk about how we do proper level design.   Watch ›

56:49 minutes slides no demos
Lesson 19 ›
We return to game programming with a multi-video sequence of game AI. Are first topic is on pathfinding, which is the process of using AI algorithms to move your game characters about the terrain.   Watch ›

54:44 minutes slides no demos
Lesson 20 ›
When people think about game AI, character behavior is the thing that they usually think of first. How do we control NPCs to move and act without any input?   Watch ›

1:05 hours slides no demos
Lesson 21 ›
Sensing is the most expensive part of the sense-think-act cycle. In this video we show how to optimize this part of the process, so that we can increase the complexity of our NPC behavior.   Watch ›

34:21 minutes slides no demos
Lesson 22 ›
In the last video on AI, we move away from simulating individual characters and talk about how we would simulate another player. This is the AI that is necessary for complex strategy games.   Watch ›

30:42 minutes slides no demos
Lesson 23 ›
Playtesting doesn’t seem like something we need a video on. We have been doing all semester long. But there is a science to it, and we want you to get a little more formal in the final playtesting sessions.   Watch ›

37:54 minutes slides no demos
Lesson 24 ›
Simple audio in LibGDX is pretty straight forward if you look at the code demos. But as we show in this video, a proper game engine should be able to do so much more, provided that you understand how game audio works.   Watch ›

47:57 minutes slides demos
Lesson 25 ›
Some of people think of storytelling as the heart of game design. But other people disagree and say that games do not need story. In this video we address this controversy and talk about the role of story in games.   Watch ›

38:14 minutes slides no demos
Lesson 26 ›
Dialogue is the primary story vehicle in commercial, story-based games. As we see in this video, it is also the focus of some of the most interesting innovations over the past several years.   Watch ›

33:08 minutes slides no demos
Lesson 27 ›
We end the semmester talking about the game industry and how to make a career in this space. This video is honest so be prepared for some tough talk.   Watch ›

37:53 minutes slides no demos