sep 7, fall 2006iat 4101 meta-information: presentations  giving a talk  writing a game...

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  • Slide 1
  • Sep 7, Fall 2006IAT 4101 Meta-Information: Presentations Giving a talk Writing a game proposal Game History Game Genres
  • Slide 2
  • Sep 7, Fall 2006IAT 4102 Giving a Talk What to say and How to say it Getting through to the audience Visual and Aural aids Question Time
  • Slide 3
  • Sep 7, Fall 2006IAT 4103 What to say & How to say it Communicate Key ideas Dont get bogged down in details Structure your talk Use a Top-Down Approach
  • Slide 4
  • Sep 7, Fall 2006IAT 4104 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
  • Slide 5
  • Sep 7, Fall 2006IAT 4105 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
  • Slide 6
  • Sep 7, Fall 2006IAT 4106 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
  • Slide 7
  • Sep 7, Fall 2006IAT 4107 Getting Through Use repetition Remind the audience Dont Over-Run! Maintain eye contact Control your voice Be well-groomed! Avoid anxiety by Practice!
  • Slide 8
  • Sep 7, Fall 2006IAT 4108 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
  • Slide 9
  • Sep 7, Fall 2006IAT 4109 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms
  • Slide 10
  • Sep 7, Fall 2006IAT 41010 Visual & Audio Aids Use pictures! Show a picture as soon as possible! Use overlays for stop-frame animation of algorithms Use animation if appropriate
  • Slide 11
  • Sep 7, Fall 2006IAT 41011 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
  • Slide 12
  • Sep 7, Fall 2006IAT 41012 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
  • Slide 13
  • Sep 7, Fall 2006IAT 41013
  • Slide 14
  • Sep 7, Fall 2006IAT 41014 How to write a Game Proposal Todays games have a production team Artists Designers Musicians Programmers 20-100 experienced people
  • Slide 15
  • Sep 7, Fall 2006IAT 41015 How to write a Game Proposal Think Small
  • Slide 16
  • Sep 7, Fall 2006IAT 41016 Think Small Really, I mean it
  • Slide 17
  • Sep 7, Fall 2006IAT 41017 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
  • Slide 18
  • Sep 7, Fall 2006IAT 41018 Do One Thing Well Possible areas Great graphics Witty sounds Clever puzzles Compact concept
  • Slide 19
  • Sep 7, Fall 2006IAT 41019 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
  • Slide 20
  • Sep 7, Fall 2006IAT 41020 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
  • Slide 21
  • Sep 7, Fall 2006IAT 41021 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
  • Slide 22
  • Sep 7, Fall 2006IAT 41022 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!
  • Slide 23
  • Sep 7, Fall 2006IAT 41023
  • Slide 24
  • Sep 7, Fall 2006IAT 41024 Game History, Genres Space Invaders Pong Grand Theft Auto Action, Adventure, Puzzle, etc
  • Slide 25
  • Sep 7, Fall 2006IAT 41025 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/projec ts/spacewar/ Adventure 1967 Text-based adventure You are in a maze of twisty little passages
  • Slide 26
  • Sep 7, Fall 2006IAT 41026 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
  • Slide 27
  • Sep 7, Fall 2006IAT 41027 Some examples
  • Slide 28
  • Sep 7, Fall 2006IAT 41028 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
  • Slide 29
  • Sep 7, Fall 2006IAT 41029 Asteroids (Clone)
  • Slide 30
  • Sep 7, Fall 2006IAT 41030 Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND Women: Pac-Man Frogger Centipede
  • Slide 31
  • Sep 7, Fall 2006IAT 41031 Defender / Stargate
  • Slide 32
  • Sep 7, Fall 2006IAT 41032 Missile Command
  • Slide 33
  • Sep 7, Fall 2006IAT 41033 Centipede
  • Slide 34
  • Sep 7, Fall 2006IAT 41034 Arcade Games 1981-83 Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out
  • Slide 35
  • Sep 7, Fall 2006IAT 41035 Joust
  • Slide 36
  • Sep 7, Fall 2006IAT 41036 Pole Position
  • Slide 37
  • Sep 7, Fall 2006IAT 41037 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
  • Slide 38
  • Sep 7, Fall 2006IAT 41038 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!
  • Slide 39
  • Sep 7, Fall 2006IAT 41039 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
  • Slide 40
  • Sep 7, Fall 2006IAT 41040 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
  • Slide 41
  • Sep 7, Fall 2006IAT 41041 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
  • Slide 42
  • Sep 7, Fall 2006IAT 41042 Mid 90s Sega CD (1992) PC CDROM (1994) Software NBA Jam (1993) Earned $1 billion in arcades First franchise Virtua Fighter (1995)
  • Slide 43
  • Sep 7, Fall 2006IAT 41043 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
  • Slide 44
  • Sep 7, Fall 2006IAT 41044 Mid 90s Networked Games Ultima Online, Everquest, etc
  • Slide 45
  • Sep 7, Fall 2006IAT 41045 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)
  • Slide 46
  • Sep 7, Fall 2006IAT 41046 Late 90s Software Very strong 3D! Decent sports games Soul Caliber, Shenmue, Grand Theft Auto PC Software Graphics no longer 100% of the challenge Consumer demand for 3D causes cheap 3D graphics!
  • Slide 47
  • Sep 7, Fall 2006IAT 41047 2000s Cell phone games DoCoMo phones 2001 Java J2ME, BREW 2002
  • Slide 48
  • Sep 7, Fall 2006IAT 41048 2000s Xbox 2 (360) (2005) 3 Cores @ 3200MHz : 2 scalar CPUS 1 VMX 128 Vector Unit w/ 128 registers 9 billion dot products/sec (36 billion mults+27 billion adds/sec) 500 million triangles per second 16 gigasamples per second fillrate using 4X MSAA 500MB 700MHz DDR memory Playstation3 (2006) PowerPC-base Core @3.2GHz 7 x scalar @3.2GHz 7 x 128b 128 SIMD Registers total FP performance: 218 GFLOPS GPU : 1.8 TFLOPS floating point performance