Welcome to 2009's ...
COSC360 - Computer Game Design
The pages are still in need of updating!
But ... you might like to know that the course will be beginning
on January 5th (a Tuesday, since Monday is a holiday).
The course will be given by
George Sealy, who you might not have seen
around -- but he will introduce himself, and the course, in the first
lecture ... and give you the first assignment which is due four days
later!! The lectures are in room 206 (top floor, harbour side).
[[Lects are 10-11am Mon-Thur]].
The tutorials will be in G34 (beside the main office) -- this room can
also be used as a common room (it has a 'small kitchen').
[[Tuts are 1-2pm, Tue, Thur]].
Mostly we'll be in the labs, where we'll be writing code in Java using
Eclipse in a Windows 7 environment.
Note that the room for the labs has changed -- it has been
listed as G38 ("The Linux Lab") but has been shifted to room G11
("The 326 Lab"). [[Labs are 3-5pm Mon-Thur]].
- Raymond.
(Dec 22nd '09)
These pages have not been updated since the course ran in 2008.
They will provide a taste for what you can expect when the course
runs this summer (2010) -- but you should know that there are
likely to be changes.
For instance, we don't know whether we will be using C# and the
XNA framework, but it is still a possibility.
Obviously, dates that appear on these webpages will be out of date,
so you will need to view the
University's webpages to confirm enrolment dates for the course
(these dates are not available at the time of writing).
- Raymond.
(July '09)
This intensive course is finished for 2008, but will be back for
Summer school in 2010. The course is offered by the
Computer Science Department, and
so is focussed on the programming and technical aspects of Game
Development. 2008 project executables are available for download
here
Because of the multi-disciplinary nature of computer game design, this
course is taught with assistance from the
Design Studies Department.
Students wishing to take this course will need to have a strong background
in computer programming. The prerequisite for this paper is
COSC242
or equivalent, at the discretion of the department. If you are
interested in taking this paper it is important to contact the
course
adviser for computer science as early as possible.
So far the student numbers have been 2004 - 32, 2005 - 15, 2006 - 30,
and in 2008 - 18.
Some of the skills and knowledge you will develop during the course
include: working in teams; project management; techniques to avoid
scope creep; understanding different perspectives of game design;
introduction to game technologies such as C#, C++, Open GL, DirectX, 3D
graphics, and networking; and an improved ability to communicate with
experts in other disciplines.
In the course you will work on creating a game project in
C#,
using XNA
(They say "Microsoft® XNA is composed of industry-leading
software, services, resources, and communities focused on enabling game
developers to be successful on Microsoft gaming platforms").
Textbooks:
Rollings, A., &
Adams, E.,
Andrew Rollings &
Ernest Adams on Game Design, New Riders, 2003.
Sanchez-Crespo, D.,
Core Techniques and Algorithms in Game
Programming, New Riders, 2004.
These are both essential textbooks.
This is not an easy course. The computer games industry is very
competitive and the work load is very high. This paper can only give
an introduction to the field of computer game design and the reality
of work in this area. We certainly do not suggest that graduates of
this paper will walk into a job in the industry. Much like careers in
music or art, it will be by a combination of skill and dedication that
you will earn your place in a company. We will try to help you focus
your efforts by learning appropriate skills and building a portfolio.
It is by demonstrating your ability that you will succeed in an interview.
In the last three years we have had many contributors from outside the
department:
- 2008:
- Tim Nixon from
Straylight Studios contibuted lectures on Design and Commercialisation.
- Tyrone Mcauley HR Manager for Sidhe
returned to give a talk on what is needed to be a game developer.
- Hilary Halba, Theatre Studies - status
- Allan Carman, Physiotherapy - Motion Capture using Motion
Analysis
- Phil Osbourne, Marketing - Market analysis as part of game
design
- Brandel Zachernuk, formerly of Straylight Studios and Clocktower Games gave a talk
on the content generation pipeline.
- 2006:
- Tyrone Mcauley HR Manager for Sidhe gave a talk on what is
needed to be a game developer
- Peter Ashford - software engineering.
- Jerry Jaffe, Theatre Studies - improvisation
- Allan Carman, Physiotherapy - Motion Capture using Motion
Analysis
- Phil Osbourne, Marketing - Market analysis as part of game
design
- 2005:
- Mario returned to spend the day with students
- Peter Ashford - software engineering.
- Tim Nixon contibuted six lectures on Design
Straylight Studios
- Jerry Jaffe, Theatre Studies - improvisation
- Allan Carman, Physiotherapy - Motion Capture using Motion
Analysis
- Brent Nichols, Media Studies - Character development and story
- 2004:
- Theatre Studies - character development
- English - Narative
- Film and Media Studies - the language of critique
- Marketing - games and marketing.
- Industry Experts: Peter Ashford (Silicon Coach 2004)
- project management
- John Labrie (Blister, ex Weta Digital)
- mobile game development
- Mario Wynands (Sidhe) - the business of game development.