Friday, December 10, 2010

Make your own lego game

















In class exercise

Use this online game builder to build a lego game to (to some extent) apply Bernd Demer's theory of
Define the Peices ----> Legend ----> Context -----> Blueprint ------> Game


http://www.miniclip.com/games/lego-you-make-the-game/en/

Lev Manovich Language of New Media




















Free download of Manovich's book:

http://andreknoerig.de/portfolio/03/bin/resources/manovich-langofnewmedia.pdf

Main Projects in dropbox so far with dates/times






Class - these are the main assignments I have in the dropbox on the mmedia/dcox/dirA/dropbox





And the above are assignments received at dcoxexploringgameworlds@gmail.com

Please email me again today with any links to projects to this address (even if you have already done so) to:


dcoxexploringgameworlds@gmail.com

A penalty will apply for late work.

Thanks

David Cox, Instructor, Game 100

Today's main project presentations

Michael Dizon
Nick Knight
Gina Hagen
Vernon Wong

Today's lecture

















Imaginary Places, Strange Maps, and How Popular Culture Resonates Past Media
by Bernd Demer from GDC 2010

Friday, December 3, 2010

Final Game projects due today

Please place items in dropbox - type Control (apple) K and type MMEDIA

Choose my folder - dcox and in there you will see a folder called "EXPLORING GAME WORLD ASSIGNMENTS FALL 2010" please place a folder with your assignments in this folder.

Email me with a link to any online PR or related game assignment materials online:

dcoxexploringgameworlds@gmail.com

Today's personal game collection show & tell

Brendan Whistler: Super Robot Taisen MX Portable for the PSP

Formal Project Presentations - last 3 classes

Today 12/3 - Evan Elden Eller and Brian Whistler.

Next week - 12/10 Michael Dizon, Nick Knight, Gina Hagen, Vernon Wong

 Last day - 12/18 - Team RAM, Matthew Fung, Nick Warwick, Rob Fullen


IF YOU NAME DOES NOT APPEAR ABOVE AND YOU HAVE NOT ALREADY PRESENTED - SIGN UP ASAP! - THESE EVENTS FORM PART OF YOUR FINAL GRADE!



Breaking into the business



This link is an industry career breakdown of different types of jobs. It is hosted by the IGDA - the International Game Developers Association, a membership based advocacy group.

Thursday, December 2, 2010

Hero Machine and Google Sketchup

Today's workshop:

Hero Machine - make your own hero

In class exercise - create three different kinds of hero for an imaginary videogame - e.g. RPG, MMORPG, FPS, etc. Post the pictures to your blog with a brief written description.

Google Sketchup use this to download 3D objects for use in your game design documents

In class exercise - using online database of 3D models, create some scenes from a FPS showing the layout of buildings, vehicles, objects & characters. Take a number of different 'pictures' showing the scene from different angles. Post the pictures to your blog with a brief written description.

Gamasutra - Playing with Fire: Ethics and Game Design

http://www.gamasutra.com/view/feature/6218/playing_with_fire_ethics_and_game_.php

This week's lecture is on the design strategies behind Uncharted 2






By Bruce Strayley - Game Director and Neil Druckmann - co lead designer of

"Uncharted: Among Theives" by Naughty Dog

Friday, November 19, 2010

Videogames Live





http://www.videogameslive.com/index.php?s=videos

http://www.youtube.com/watch?v=JVHGy9XEF9I

Using Garage Band to make basic game music

Today we will explore the use of Garage Band to make basic music for games.

Today's lecture - Brian Eno & Will Wright - generative digital entertainment







Generative play

In a dazzling duet Will Wright and Brian Eno gave an intense clinic on the joys and techniques of “generative” creation.

Back in the 1970s both speakers got hooked by cellular automata such as Conway’s “Game of Life,” where just a few simple rules could unleash profoundly unpredictable and infinitely varied dynamic patterns. Cellular automata were the secret ingredient of Wright’s genre-busting computer game “SimCity” in 1989. Eno was additionally inspired by Steve Reich’s “It’s Gonna Rain,” in which two identical 1.8 second tape loops beat against each other out of phase for a riveting 20 minutes. That idea led to Eno’s “Music for Airports” (1978), and the genre he named “ambient music” was born.

Wright observed that science is all about compressing reality to minimal rule sets, but generative creation goes the opposite direction. You look for a combination of the fewest rules that can generate a whole complex world which will always surprise you, yet within a framework that stays recognizable. “It’s not engineering and design,” he said, “so much as it is gardening. You plant seeds. Richard Dawkins says that a willow seed has only about 800K of data in it.”

Eno noted that ambient music, unlike “narrative” music with a beginning, middle, and end, presents a steady state. “It’s more like watching a river.” Wright said he often uses Eno’s music to work to because it gets him in a productive trancelike state. Eno remarked that it’s important to keep reducing what the music attempts, and one way he does that is compose everything at double the speed it will be released. Slowing it down reduces its busyness. Wright: “How about an album of the fast versions?” Eno: “‘Amphetamine Ambient.’”

“These generative forms depend very much on the user actively making connections,” Eno said. “In my art installations I always have sound and light elements that are completely unsynchronized, and people always assume that they are tightly synchronized. The synchronization occurs in them. ”

With Eno noodling some live background music, Will Wright gave a demo of his game-in-progress, “Spore.” It compresses 3.5 billion years of evolution into a few hours or days of game play, where the levels are Cell, Creature, Tribe, City, Civilization, Space.” The game has potent editing tools, so that 30 mouse clicks can build a unique beautiful creature that would take weeks of normal computer generation, complete with breathing, eye blinks, and shrieks. The computer generates a related set of other creatures to meet— some to eat, some to avoid. Socialization begins, mating, then babies (using a “neonatal algorithm”), and on to tribes and cities with amazing buildings and vehicles the user designs. “You encounter civilizations built by other players, but the players don’t have to be there for the civilizations to be alive and responsive.”

Wright launched his civilization into space, having first abducted some creatures to plant on other planets for terraforming projects. The computer presented him an infinite variety of planets, some already occupied. Wright: “Oops. I seem to have inadvertantly started an interplanetary war here.” Eno: “Like America.”

Building models, said Wright, is what we do in computer games, and it’s what we do in life. First it’s models of how the world works, then it’s models of how other humans work. A significant new element in computer games is the profound command, “Restart.” You get to explore other paths to take in the same situation. Eno: “That’s what we do with everything I call culture, everything not really necessary, from how we wear our hair to how we decorate a cupcake. We try something, surrender to it, and are encouraged to imagine what else might be tried.”

It’s interesting that just one verb is used both for music and for games: “play.”

PS. For Eno’s website for making your own version of his album with David Byrne, “My Life in the Bush of Ghosts, ” go to: http://bushofghosts.wmg.com/home.php . For a glimpse of his new show, “77 Million Paintings by Brian Eno,” soon to be fully online, see: http://markal.org/77_Million_Slideshow/ . For a full Wikipedia article on Wright’s “Spore,” with lively links, check out: http://en.wikipedia.org/wiki/Spore_ (game)
-- by Stewart Brand

Friday, November 5, 2010

Metaphysics of Game Design by Will Wright

PDF of the slides from the talk at 2010 Games Development Conference on the Metaphysics of Game Design

Here is a link to the audio.

Gamasutra article on music to "Heavy Rain"

http://www.gamasutra.com/view/news/27671/Interview_Identity_Through_Music__On_the_Soundtrack_to_Heavy_Rain.php

http://www.youtube.com/watch?v=toblq2Z1cJU

Types of Sound for Sound in Games workshop

Sound Effects:

Using Audacity and sounds from Freesound, create sound effects for your game which
do the following:

Contextual sound/Narrative sound
Focusing attention
Defining space
Establishing place
Creating environment
Emphasizing/Intensifying action
Setting pace
Symbolizing meaning
Unifying transitions

Audacity tutorials 1 & 2








Download Audacity from here (at home - its already on CCSF computers!)

Audacity Tutorial Part 1

http://www.youtube.com/watch?v=lrPGMjZORCM&feature=related

Audacity Tutorial Part 2

http://www.youtube.com/watch?v=6txQRfptawE&feature=related

Freesound Project

Freesound

The Freesound Project is a collaborative database of Creative Commons licensed sounds. Freesound focusses only on sound, not songs. This is what sets freesound apart from other splendid libraries like ccMixter.



USE FREESOUND IN COLLABORATION WITH AUDACITY TO TRY OUT SOUNDS FOR YOUR GAME DESIGNS

Will Wright on creating games, game language, game theory

Thursday, October 28, 2010

Play Tetris online

Use the online game evaluation form to examine this online version of TETRIS

Cut & paste the evaluation form questions and your answers to those questions into a new blog post entry on your blog.













Official TETRIS site

Handhelden - a German site dedicated to handheld game history and culture



















Handhelden

Handheld Games, Tetris, and Audio

This weeks class will involve a review of chapters 8-12 of Ernest Adams, an overview of handheld gaming consoles, with an emphasis upon the game TETRIS.

In class activity is both creating maze-map graphics for an imaginary handheld game as well as  playing TETRIS

If time allows, we will also be using audacity and freesound org to generate videogame audio assets.

Friday, October 22, 2010

Please email me with your GAME100 class blog

I have not yet received all the blogs from students for the comprehensive list of student blogs for this class. I need these for formal grading purposes.

Please email me your blog address to

davidalbertcox@gmail.com

Today please.

DC

"King of Kong" Q&A quiz - short essay response

Class,

While watching the film, consider the questions as outlined in this online quiz

When the film is over, we will spend 20 minutes writing answers to the questions.

Please cut and paste your responses into a blog entry on your class blog. That is as you fill out the quiz short essay responses, cut and paste these into a one big new post on your Game100 blog.

Play "Donkey Kong" online


Play the game here

Today's Class - film with Q&A quiz, then "Donkey Kong" playing


"The King of Kong: A Fistful of Quarters"

The King of Kong: A Fistful of Quarters
is an American documentary film that follows Steve Wiebe as he tries to take the world high score for the arcade game Donkey Kong from reigning champion Billy Mitchell. The film premiered January 22, 2007, at the 2007 Slamdance Film Festival[1] and has been shown at the Newport Beach Film Festival, the Seattle International Film Festival, the SXSW Film Festival, the TriBeCa Film Festival, the True/False Film Festival, the Aspen Comedy Festival, and the Fantasia Festival. The film opened in limited release in the United States on August 17, 2007, in 5 theaters, and by September 9, 2007, the film had expanded to 39 theaters in the U.S.[2] Later in 2007, it appeared on the cable network G4.

Friday, October 15, 2010

Movies referred to in 10/15/10 lecture

Blade Runner - Esper Photo Analysis scene
 
Post modern idea of entering the space of a photo

The Last Starfighter Trailer

Arcade gamer is so good he gets recruited to fight real space battle

TRON trailer

Programmer has to steal his data back from big firm that stole it from him, from inside his own code
 
Youtube - Strange Days trailer 
 
Recorded experiences as out-of-control commercial media
 
Youtube - The Matrix Trailer
 
The world is a simulation
 
Youtube - Quatermass & The Pit - 1967
 
Brain and dream recording devices
 
Youtube - Prof. Steve Mann - 'shooting back' 
 
Privacy activist and wearable computer pioneer turning the tables on
retail security surviellance
 
YouTube - The Lawnmower Man trailer
Virtual Reality as amplifier of intelligence and agent of posession
YouTube - Brainstorm - The Freaky Part
Recording memories and playing them back for personal understanding
YouTube - Johnny Mnemonic trailer
Courier of the future on the run for what is in his head
YouTube - Terminator view
 
From the future cyborg assassin uses Augmented Reality to navigate the world of today 
YouTube - RetroCast - Steve Mann 2004
More on the genius of Prof. Steve Mann
YouTube - Augmented Reality by Hitlab
AR - the new games development
YouTube - Layar, worlds first mobile Augmented Reality browser
 
AR in the service of PR and advertising - on your smartphone 
YouTube - Parrot AR.Drone : Augmented Reality Video Games Demo (HD version)
model helicopter uses AR to fuse real camera with computer images
YouTube - Brainstorm - The Ugly Part
 
Military sabotage as payback for hijacking research 
YouTube - opening scene of DREAMSCAPE
 
Dream penetration thriller film 30 years before inception 
YouTube - eXistenZ (1999) - Trailer
Sponsored partly by Sega, this film warns of dangers of confusing videogames with reality
YouTube - eXistenZ trailer
Sponsored partly by Sega, this film warns of dangers of confusing videogames with reality
YouTube - The Wizard movie trailer



YouTube - I love the Power Glove... its so bad.

 
Early 80s feature film is one big commercial for NES console and Mario games
 
Youtube - Inception Trailer
Dreams can be influenced, just like viral advertising

Today's class

Today we will do a brief exam review, and then we will do the exam itself which will last for one hour.

Following that I'd like you to finalize your play field map/diagrams from last week's in-class console game exercise. Once complete, please continue the same exercise using the online versions of Quake & Doom using the links in the blog entry below

12 most expensive games in Tokyo

http://www.wired.com/gamelife/2010/10/expensive-games-tokyo/

Doom and Quake


Class,

Thanks to Chris Shuler for the following:



Above are online versions of classic first person shooter games DOOM & QUAKE
which we can use to generate 'top-down' floor plans as a continuation of last week's
exercise.

Friday, October 8, 2010

Scott Rogers Talk - main points



Link to Scott Roger's blog
(includes slides from the Disneyland presentation)

TOPICS:

What the heck are Weenies?

Enhanced Weenies and encountering player movement

Using lighting to encourage player movement

Posters

Alternative Maps & Posters

Presented Path & Posters

Presented Path vs. Exploration

The Power of the Path - the illusion of Freedom

Rediscovering Rewards

Thematic Level Goals

Moral Story Telling

Lesson of Main Street

Level Items

Thematic Level Goals

Illusional Narrative

Adding Danger

Applying it All

Warning/Foreshadowing

Maximizing the Path

Storytelling through Environment

Implied Threats

The Tutorial Section

Map and Discovered Information

Building Anticipation

Weenies and Foreshadowing

Juxtaposing Interior and Exterior Space

Illusional Narrative

The Clear Path Out

Scott Rogers - Games and Theme Parks


Today we'll hear Scott Rogers discuss the similarity between good game design and the effectiveness of Disneyland in building and maintaining visitor interest.

A blurb from the introduction from 2009 Games Developer's Conference:<span style="font-style: italic;">

Scott Rogers (GOD OF WAR, MAXIMO) reveals his secret weapon for designing levels: Disneyland. Learn how to inject the genius of the Magic Kingdom into your own game designs. Topics include player's thematic goals, pathing techniques, and illusional narrative. From skeletons to trash cans, there is a lot to learn from Disneyland!

Friday, September 24, 2010

Today's class

Lecture - Women & Games
pt 2 - Storytelling & flowcharts - design for interactivity

Finishing rule sets for "Us vs It" board game from last week -
three in-class presentations of example games.

BREAK

CONSOLE GAMES - in-class analysis of videogames - each team tries two videogames
 on one of the 3 main consoles from cupboard. Each team has a member who signs out
games & platform and HDMI cable from Sam Cooper (student card kept during use of equipment)

Today's lecture - interactivity & storytelling powerpoint

https://docs.google.com/present/edit?id=0AeKjuFl1dbmaZGdiZnp3Z3dfMjc4Zm5ya3I3ZDk&hl=en&authkey=CKfJrfIG

Brenda Laurel on games for girls - TED conference

Brenda Laurel discusses videogames for girls - "Purple Moon"

Thursday, September 23, 2010

Gamasutra's Women & Games event

Look at this link for the 'Girls and Games' event:

"Whether in different countries or different stages of life, females are undoubtedly drawn to gameplay. Women can step into development and create games for new generations, but diversity is essential as well. By relating to both men and women, researchers and developers can analyze cross-gender play, which is invaluable to the growth of games, as concluded by the wide range of panelists at the Girls ‘n' Games conference."

Girl Games - Beyond shopping & babies?



Can "girl games" transcend shopping, fashion and babies?

Women & Games

This site has a presentation by Aleks Krototski on Women and Games Culture.

Dr Krototski is also the host of the successful "The Virtual Revolution" BBC2 documentary
series on the cultural history & impact of the web on society.

Gamers shun stores for downloads

 http://www.bbc.co.uk/news/technology-11397504

Friday, September 17, 2010

In Class Design task from Ernest Adams

Try designing two characters whose strengths and weaknesses complement each other, so that while they seem very unalike,, they actually work together quite well. (Consider the characters Banjo and Kazoole or Rachet & Clank for examples) Choose a game genre and design characters and attributes suitable for that genre. Show how their qualities complement each other when the characters are together but leave each character vulnerable to the game's dangers when they are apart.


One paragraph per character - include drawings if you wish.

"Us versus It" in-class iterative game tuning activity 9/17/2010


This board game designing activity is one of a number  of workshops undertaken at the games developers conference to help  build the craft of gameplay and game design.

This link has all the  components you need to build the game - the pieces and board need to be  transferred to cardboard (i.e. printed then glued, or printed on sticker  paper then stuck onto card), but I will bring prepared items to class mounted on cardboard (thanks to our printing department!)

This will be an in-class activity for the 9/17/2010 Class.

DC

Friday, September 3, 2010

This is the powerpoint on characters that I showed you how to upload to blogger

Here it is. Enjoy.

Chris Crawford - Key Principles of Videogame Design

Helpful and well-known online document covering the key principles of videogame design.

Slide show of "Game Concepts" lecture

Web links from the Syllabus

Please email me with a 1500 word game proposal by Friday 10th September 2010

Game 100 students

Please email me with a (either group or individual) game proposal document (1500 words) to this address:

List:

Title
Target Audience - age/gender/etc
Gameplay mode - single player? multiplayer?
Platform - PC? Console? Web? Smartphone?
Camera mode - 3rd person, 1st person? top down? side-scroller etc?
Genre - arcade? action? puzzle? shooter? management? simulator? toy/virtual pet?
Characters - player controlled, non player controlled (NPCs)
Typical level - environment, 
User interface

Please include concept artwork, storyboard, flowcharts or other visual aides which help visualize the idea.


dcoxexploringgameworlds@gmail.com 

by Friday 10th September 2010

This document is basically an outline of the bigger main assignment you will be working on this semester for Game 100.



Thanks

David Cox

Design Practise in-class Exercise































1) Imagine that you could use any content you liked in a game without regard for copyright. Choose one of hte following game genres and then select a famous painter,photographer, or film maker, and a famour composer or musician, whose work you would like to use to create the appropriate emotional tone for your game.

Create a short presentation (e.g. use Powerpoint or similar) that shows how the images and the music work together for your purposes. The genres are:

ACTION (survival horror sub-genre)

REAL-TIME STRATEGY (modern warfare)
or

CHILDREN'S NONVIOLENT ADVENTURE game

Feel free to use google to search for images from fine art history, photography, painting. You can use the sites of the major galleries around the world - e.g. Tate gallery, museum of modern art, Guggenheim Gallery, or wikipedia - assemble a number of images and put together a presentation on a game based on one or more of these images.

This link has links to the major Art Galleries of the world

Post your finished presentation to your blog using google docs 'share' function (it gives you a URL when you have uploaded your file; - post this URL to your presentation on your blog.

Email me the blog address - dcoxexploringgameworlds@gmail.com

In Class Exercise - to do after lecture on 9/3/2010

       
Once you have a game idea in mind, these are the questions you must ask yourself in order to turn it into a fully fledged game concept. You don't have to be precise or detailed, but you should have a general answer for all of them.


Cut & paste the following questions into word, text edit or directly into your blog and answer each with a paragraph. When you have answered all the questions be sure they are viewable on your class blog.

1)     Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains simlar characters actions or ideas
2)     What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
3)     Does the game have an avatar or other key character? Describe him/her/it
4)     What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to oercome them?
5)     What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
6)     What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
7)     Does the game fall into an existing genre? If so, which one?
8)     Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
9)     Why would anyone want to play this game? Who is the game’s target audiencde? What characteristics distinguise them from the mass of players in general?
10)   What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
11)   What is the game’s setting? Where does it take place?
12)   Will the game be broken into levels? What might be the victory condition for a typical level?
13)   Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.

Friday, August 20, 2010

Play Pong ONLINE

http://www.bafta.org/awards/video-games/play-pong-online,678,BA.html

ONLINE GAME SURVEY

VIDEOGAME CULTURAL STUDIES EVALUATION


TITLE
_______________________________________


YEAR OF PUBLICATION/RELEASE
____________________________________________________



GENRE
_______________________________________________________




USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
__________________________________________________________________________________




HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
_________________________________________________________________________________




IS GAMEPLAY PATTERNED OR RANDOM?
__________________________________________________________________________




PUBLISHER/MANUFACTURER?
___________________________________________________________________________



ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:

(one para)

Tuesday, August 17, 2010

Buy the text book


The following book will be the text book for Game 100:

Fundamentals of Game Design (2nd Edition) by Ernest Adams
ISBN-10: 0321643372

The book is on order with the CCSF bookstore and should be in stock later this week or next week.

Feel free to order online e.g. at Amazon.com or similar also - second hand copies of the book sell for much less than new which is $68.00

Friday, May 21, 2010

Hero Machine and Google Sketchup

Hero Machine - make your own hero

Google Sketchup use this to download 3D objects for use in your game design documents

Friday, March 19, 2010

Types of Sound Effects for Sound workshop

Sound Effects:

Using Audacity and sounds from Freesound, create sound effects for your game which
do the following:

Contextual sound/Narrative sound
Focusing attention
Defining space
Establishing place
Creating environment
Emphasizing/Intensifying action
Setting pace
Symbolizing meaning
Unifying transitions

The Freesound Project

Freesound

The Freesound Project is a collaborative database of Creative Commons licensed sounds. Freesound focusses only on sound, not songs. This is what sets freesound apart from other splendid libraries like ccMixter.



USE FREESOUND IN COLLABORATION WITH AUDACITY TO TRY OUT SOUNDS FOR YOUR GAME DESIGNS

Audacity Tutorial - parts 1 & 2








Download Audacity from here (at home - its already on CCSF computers!)

Audacity Tutorial Part 1

http://www.youtube.com/watch?v=lrPGMjZORCM&feature=related

Audacity Tutorial Part 2

http://www.youtube.com/watch?v=6txQRfptawE&feature=related

Friday, January 29, 2010

in-class exercise today













Using the chessboard and the types of pieces and moves available in chess, devise a cooperative game of some kind for two people, in which they must work together to achieve a victory condition (You do not need to use the starting conditions of chess, nor all the pieces). Document the rules and the victory condition.