co1301: games concepts 2014 dr gareth bellaby on behalf of dr nick mitchell (room cm 224) email:...
TRANSCRIPT
CO1301: Games Concepts 2014
Dr Gareth Bellaby on behalf of Dr Nick Mitchell (Room CM 224)
email: [email protected]
Lecture 1
Introduction to the ModuleMyths & Truths about the Games Industry
CO1301 Games Concepts
Course Content The course material was originally developed
by Gareth Bellaby and Laurent Noel. However, the lectures will be delivered again
this year by Nick Mitchell Gareth may appear from time to time like a
heavenly vision
CO1301 Games Concepts Each week you'll have:
1 hour lecture 2 hour tutorial. This will happen in the games lab CM142.
If I give you a handout then I expect you to have done it by the next tutorial.
The lectures and assignments can be found on the games website.
http://www.gamesnorthwest.net You need to follow the arguments presented in the lectures
make notes about supplementary material, write down keywords, key points.
What you need to bring Bring paper & pencil to the lectures to take notes / do sums. You must also bring paper and pencil to the lab.
You’ll need this: to make notes to carry out exercises (Oh yes, there’s yummy maths involved…)
to design programs! (can’t be done only in your head) Bring a USB memory stick to take your work home. Slides and worksheets are on the web site. Technical information will always be available electronically,
e.g. an equation or code. However, I expect you to take notes in the lectures...
Games Concepts
Structure and character of the module. Material covered. Assessment. Plagiarism Collaboration without plagiarising. The labs.
Conduct in the labs. You are there to work. Social media, chewing gum and headphones
are prohibited. Group work: discussion and conduct.
Assessment Schedule
3 individual assignments make up your portfolio: Ass1: Set w/c 10th Nov, delivered w/c 24th Nov Ass2: Set w/c 5th Jan, delivered w/c 9th Feb Ass3: Set w/c 23rd Feb, delivered w/c 27th Apr
All assignments will be assessed by demonstration in the lab during the week of delivery. Missing the demo is equivalent of missing an
exam. Maths test in the lecture on16th March
http://www.youtube.com/watch?v=af6KhD06FcA
What Software to Get
We are part of MSDN - Academic Alliance. You can get some Microsoft software free
Log in at DreamSpark: http://e5.onthehub.com/WebStore/Welcome.aspx?
vsro=8&ws=1EC26D81-B48B-E011-969D-0030487D8897
You will need a username and password. Your UCLan email address should automatically be
registered with the site during the first few weeks. Any problems, contact the LIS technicians in
CM208
What Software to Get
You need to get (all free): Microsoft Visual Studio 2013 The latest version of the MSDN Library (VS2008) Microsoft Visio Professional 2010 Microsoft DirectX and the DirectX SDK
(latest version – updated often) To run all this, you need MS Windows (various
versions available for free) In the labs we run Windows 7, but XP(SP2) or 8 will
do.
What Books to Get
If you are on (or want to be on) the Computer Games Development course, we STRONGLY recommend that you buy: Rabin, Steve, (ed.), (2005), Introduction to Game
Development, Charles River Media. ISBN: 1584503777 van Verth, James, (2008), Essential Mathematics For
Games & Interactive Applications: A Programmer's Guide, 2nd ed., Morgan Kaufmann. ISBN-13: 978-0123742971
Website: http://www.essentialmath.com/tutorial.htm
These books are intended for all three years of your degree. Do not get worried if some of the maths, for example, looks initially too daunting. On the first year of the degree we'll concentrate on Chapter 1 of the Essential Mathematics book.
What Books to Get
For this module we also recommend as background reading:
Ernest Adams & Andrew Rollings, (2006), Fundamentals of Game Design, Prentice Hall. ISBN-13: 978-0131687479
Andrew Rollings & Dave Morris, (2004), Game Architecture and Design: A New Edition, New Riders. ISBN-13: 978-0735713635
While these books are getting on a bit (like us!) they are still very useful.
What Else to Get?
If you are planning to transport work between home and the Games Lab (and you really should be!) you will need a USB memory stick with a reasonable capacity 2GB should suffice – you should only be
transporting your code and media, not compiled projects…
An alarm clock! Don’t get into the habit of being late or missing
lectures – there is a very strong correlation between those who do and those who fail
How this module fits with the rest of the year…
CO1404 - Introduction to Programming (C#) (Semester 1)CO1301 - Games Concepts (C++ using the TL-Engine API)
CO1401 - Programming (C++) (Semester 2)CO1501 - Computer & Network TechnologyCO1705 – Systems Analysis & Database DesignCO1801 - Practitioner Skills
CO1706 – Interactive Applications
Year 1 Assessment How grades are calculated.
Look at module specification for exact details, but essentially a weighted average.
Who makes the decision? The exam board - course leaders, programme
leader, possibly other academic members of staff, e.g. Head of School.
What are the outcomes of the board? passing resits passing after resits (possibly with a grade cap) failure after resits
PART 2
Myths and Truths
Why are you doing this course? What do you hope to gain out of it?
What do you think the industry is like?
What are the good and bad sides of working in the games industry?
Myths and Truths
Many software developers see the computer games industry as an ideal workplace.
But its ‘shiny’ reputation is not always well-deserved.
Some of the supposed advantages are myths, and there are harsh truths which are sometimes overlooked.
Myths
– no: games are created collectively – by a team.
• I will be able to create my own games.
• If my game sells well, I will make a lot of money.– no: the company will, you might not…
• Writing games is like being a games tester.
– no: you don’t play games to make them.
• Writing games is not like writing “serious” applications software.
– yes it is, but often with tighter deadlines.
Half-Truths• The games industry is bigger than the movie
industry; there are loads of jobs.
- you still need to prove your ability to get them.
• I will earn a lot of money writing games.- but you need to make some successful games first and work hard.
• I will have creative control over my own work.- yes, when you’re experienced; before that expect to be told what to do.
• If I reach the top, I will be able to control an entire team.
- responsibility: yes, creative control: no.
Truths – The Bad
• Computer games are very complex, but management and development practices are sometimes poor.
• When projects slip, working hours can become very long.
• Games companies can be unstable as a result.• The business is fashion-led: Game design and
development is often driven by market factors.
Truths – The Good
• Work environments are usually relaxed and informal.
• Social life can be very active, it’s a young industry.• Experienced developers work independently (in
their own areas) and as part of a team (on wider game issues). This flexible approach is enjoyable.
• Success and experience are richly rewarded - if you take the opportunities.
• You get to play games for research (a little).
Summary
The games industry can offer a great working experience.
However, you need to be realistic in your expectations, and be prepared to work for success.