Raptor: Sketching Games with a Tabletop Computer
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Interactive Media and Game Development
Interactive Media and Game Development Frontiers 2008 Mark Claypool What Do You Think Goes Into Developing Games? • Choose a game you’re familiar with • Assume you are inspired (or forced or paid) to re-engineer the game • Take 1-2 minutes to write a list of the tasks required – Chronological or hierarchical, as you wish • Trade write-ups with another student • What do we have? 1 Outline • Background (next) • Tutorial 1 • What is a Game? • Genres • Tutorial 2 • The Game Industry • Game Timeline • Team Sizes Professor Background (Who am I?) • Dr. Mark Claypool (professor, “Mark”) – Computer Science – Interactive Media and Game Development • Research interests – Networks – Audio and Video over Internet – Network games 2 Student Background (Who Are You?) • Year – Junior, Senior, … • Interest: – Art or Programming or ... • Computer Programming – (what’s a program?) 1 to 5 (hacker!) • Gamer – (casual) 1 to 5 (hard-core!) • Built any games? • Favorite game? – What type of game is it? Why is it fun? • Other … Course Materials http://www.cs.wpi.edu/~claypool/courses/frontiers-08/ • Slides – On the Web – PPT and PDF • Resources – Game creation toolkits, documentation, etc. 3 Overall Course Structure • 8:30-10:30 – Technical/Design aspects of IMGD • 2d game, from “scratch” • 10:30-12:30 – Communication Workshops • 1:30-3:30 – Artistic/Design aspects of IMGD • 3d game, Unreal Tournament Mod • 3:30-4:30 – Lab Technical Course Structure (1 of 2) • Start around 8:30 • Me: lecture + discussion for 15-30 minutes • You: work for 30-60 minutes • Repeat -
Unity Game Development Engine: a Technical Survey
(c University of Sindh Journal of Information and Communication Technology (USJICT) Volume 4, Issue 2, July 2020 ISSN-E: 2523-1235, ISSN-P: 2521-5582 © Published by University of Sindh, Jamshoro Website: http://sujo.usindh.edu.pk/index.php/USJICT/ Unity Game Development Engine: A Technical Survey Afzal Hussain1, Haad Shakeel1, Faizan Hussain1, Nasir Uddin1, and Turab Latif Ghouri1 1Department of Computer Science, Faculty of Engineering Science and Technology (FEST), Hamdard University Karachi, Pakistan [email protected], [email protected], [email protected], [email protected], and [email protected] Abstract: Paper aims to develop relevant understanding and knowledge about the Unity game development engine for the better conception of the people allied with the IT sector. The main audience targeted in this paper are those who are from a non-technical and technical background and due to the augmentation of technology, they want to pursue their careers in game development. Moreover, in this paper, qualitative research methods have been adopted. It is found that Unity is a smart and active game development platform that is playing an operative role nowadays. Different industries are inspired by Unity that may impact positively such as in career growth, job opportunities, and in other regards. Unity comes with many benefits; it is an easy and simple platform to learn game development and is a powerful tool that is preferred by professionals. Keywords: Unity, Information Technology, Benefits, Game Development, and Challenges. I. INTRODUCTION B. Research Paper Objectives Unity has been developed under the umbrella of Unity- 1. To examine the benefits of Unity game development Technologies that is a cross-platform game engine released engine. -
Game Engines That Don T Require Coding
Game Engines That Don T Require Coding How convalescent is Alston when Abyssinian and geodesic Maurise schematize some adenitis? Terroristic Benedict sometimes abided his centripetalism outwardly and misrated so troublesomely! Boggy Gill vacations, his wolves ruddles hirsle pitter-patter. This tool which is a section approaches game specific code inside, software give it also helps shorten development engines that coding tasks are saved into programming knowledge level graphics modes Stencyl Make iPhone iPad Android & Flash Games without. Phaser game engines require coding required for games is a requirement in a great thing lead to unable managing it! Always dreamed of yet your story own mobile game? The code that might seem like home in engines require some set to know that your vote was made. The Software Engineer's Guide are Getting Started with Game. Unity has so few advantages over Unreal that exist serve promote the deciding factor. Learning C and coding in Unity for beginners Video game. Adventure game studio can be on appropriate starting point here a beginner to house game designing. Coding is required to everybody these elements into a playable video game. Logically simple physics and thus, crona uses four services will require coding is used to get a degree is constantly fixes engine! HTML 5 based tool allows beginners to forget the game without local knowledge of programming as copper as it doesn't require any coding. When he buy through links on cancer site, specific models and textures, and Hotline Miami. If you code that engine development engines require less steep learning curve, requires you master the game software? Beginner Game Developers Say string to Game Engines by. -
3D Game Development with Unity a Case Study: a First-Person Shooter (FPS)
PENG XIA 3D Game Development with Unity A Case Study: A First-Person Shooter (FPS) Game Helsinki Metropolia University of Applied Sciences Bachelor of Engineering Information Technology Thesis 28 February 2014 Abstract Author(s) PENG XIA Title 3D Game Development with Unity A Case Study: A First-Person Shooter (FPS) Game Number of Pages 58 pages Degree Bachelor of Engineering Degree Programme Information Technology Specialisation option Software Engineering Instructor(s) Markku Karhu, Head of Degree Programme in Information Technology The project was carried out to develop a 3D game that could be used for fun and as an efficient way of teaching. The case of the project was a First-Person Shooting Game which the player had to search the enemies on a terrain map and kill the enemies by shooting. There were a few enemies on the terrain and they possessed four kinds of Artifi- cial Intelligence (AI). The enemies would discover the player if the player entered into the range of patrol or shot them, and the enemies made long-range damage to the player. The player had to slay all enemies to win the game. If the player was slain, then the game was over. The Health Points (HPs) were used to judge whether the player or enemies died. The player could restore HPs according to touching the Heal Box or finishing a mission. The game contains two main game scenes, one is the Graphic User Interfaces (GUI) sce- ne and another one is the game scene. The player could play on or off the Background Music, view the information of the controller and the author and start or end this game on the GUI scene. -
A History of the Unity Game Engine
A History of the Unity Game Engine An Interactive Qualifying Project Submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for graduation John Haas Project Advisor: Brian Moriarty, IMGD Abstract Unity (commonly known as Unity3D) is a game engine and integrated development environment (IDE) for creating interactive media, typically video games. As CEO David Helgason put it, Unity “is a toolset used to build games, and it’s the technology that executes the graphics, the audio, the physics, the interactions, [and] the networking.” [1] Unity is famous for its fast prototyping capabilities and large number of publishing targets. The first version of Unity (1.0.0) was created by colleagues: David Helgason, Joachim Ante and Nicholas Francis in Denmark. [1] The initial product launched on June 6, 2005. [2] The goal was to create an affordable game engine with professional tools for amateur game developers while “democratize[ing the] game development” industry.[3] The three were inspired by the easy workflow, simple asset pipeline, and drag-and-drop interface of Apple’s Final Cut Pro product.[1] When originally released, Unity was available solely for Mac OS X, and developers could only deploy their creations to a few platforms. The current version (4.3.1 as of this writing) is supported on both Windows and Mac OS X, and offers at least a dozen target platforms. Publishing 64-bit executables has been possible in Unity for a long time, but a 64-bit version of the Editor is not yet available, though highly anticipated from the development community. -
GAME DESIGN and DEVELOPMENT PROGRAM INFORMATION College of Technology Bachelor of Science Game Design and Development Program
GAME DESIGN AND DEVELOPMENT PROGRAM INFORMATION College of Technology Bachelor of Science Game Design and Development Program 120 Credits 4 year Degree ADOBE CREATIVE SUITE The ultimate toolkit for crafting precise page layouts, creating stunning images and graphics, developing eye-catching web pages and rich interactive experiences, and producing them all with utmost fidelity. Realize the full promise of cross- media design and discover innovative ways to collaborate, all within a single unified creative environment. CINEMA4D The core application contains everything you need to create high-end 3D images and animations. For those artists whose work demands more than the basic application, MAXON provides numerous seamlessly-integrated modules. UNITY 3D Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars. In addition, Unity Technologies announced that it will expand its list of supported platforms to include Android, iPad and PlayStation 3. With Xbox® 360 support announced at Unite 2009, today's announcement expands upon Unity's "Author Once, Deploy Anywhere" vision to include all major consoles and the two fastest growing platforms in the mobile space. CURRICULUM General Education Requirements(39 Credits) ART 210 Basic Design BCS 210 Computer Science COM 245 Writing for the Media COM 300 Communication Theory ECO 105 Fundamentals of Economics ENG 101 English Composition I HIS -
Game Developer | December 2010
CONTENTS.1110 VOLUME 17 NUMBER 11 DEPARTMENTS 2 gaME PLAN By Brandon Sheffield [ e d i to r i a l ] POSTMORTEM Move Back to Kinect 26 Ubisoft Montreal's splinter Cell ConviCtion 4 HEADS UP DISPLAY [ n e w s ] Moving Splinter Cell's trademark stealth-based game play in an IGDA Leadership Forum, the Automatypewriter, and Bunten papers action oriented direction without undermining the series was a tricky archived. problem for Ubisoft Montreal. The original game design for ConviCtion was radically different from the franchise's traditional mechanics and 6 2010 front line award finalists [ n e w s ] necessitated a mid-development reboot. Fortunately, clear direction The Award Finalists for Art, Audio, Game Engine, Middleware, and a well-tuned production pipeline kept the team from being Networking, and Production/Programming tools. knocked off balance by the shift. By Patrick Redding, Alex Parizeau, and Maxime Beland 33 TOOL BOX By Tom Carroll [ r e v i e w ] Autodesk 3ds Max 2011 FEATURES 36 piXel pUsHer By Steve Theodore [ a r t ] 9 fragged The Balkans Big explosions with lots of fragmentation and debris are a video game mainstay. But making them look convincingly unique is a tedious 38 tHE INNER PRODUCt By Giacomino Veltri [ p r o g r a MM i n g ] process for artists. Here, the authors describe a procedural technique Game Configuration at Crystal Lake for automatically generating fragmented meshes that can save both time and sanity. 41 aUral fiXATION By Jesse Harlin [ s o U n d ] By Robert Perry and Peter Wilkins The Weight of Silence 15 Full reaCtive eyes entertainMent 42 DESIGN OF THe tiMES By Soren Johnson [ d e s i g n ] Are the now-ubiquitous Quick Time Events in games a lazy way to Stop Making Sense keep players mashing buttons? Or, are they broadening the range of expression for game designers? Using examples from the past and 44 good Job! [ C a r e e r ] present, this article looks to the future of QTEs. -
Facilitating the Education of Game Development
Otto-von-Guericke University Magdeburg Department of Computer Science Institute for Simulation and Graphics Games Group Diplomarbeit Facilitating the Education of Game Development Lennart Nacke Otto-von-Guericke Universität Magdeburg Fakultät für Informatik Institut für Simulation und Grafik Arbeitsgruppe Grafische und Interaktive Methoden für Computerspiele Diplomarbeit Facilitating the Education of Game Development LENNAR T NACKE Matrikel-Nr. 159745 Date of Submission: November 04, 2005 Examiner: Prof. Dr.-Ing. MAIC MASUCH Dr.-Ing. KNUT HAR TMANN Supervisor: Prof. Dr.-Ing. MAIC MASUCH Processing Period: May 23 – November 04, 2005 Diplomstudiengang Computervisualistik Otto-von-Guericke Universität Magdeburg Fakultät für Informatik Universitätsplatz 2, D-39106 Magdeburg Pronouns and Glossary Terms In this thesis the author uses “she” when referring to indefinite people. This can be the “programmer” or the “DEVELOPER”. This is because of the lack of a gender-neutral pronoun that is applicable to a human being in the English language. The decision for using “she” was made, because the author would like to see more women to join into playing and especially in developing computer games. Some computer science or game development specific technical terms are explained in the Glossary. You can find these words like IGDA printed in bold with small capitals, when they are first used in the thesis. This style always references a glossary word. If there is a longer or more suitable description than that in the glossary, it usually references to the chapter that discusses the term in detail. c 2005 by Lennart Nacke. All rights reserved. Abstract This thesis focusses on game development and educational benefits gained from teaching games to university students. -
Real Time Integrated Tools for Video Game Development – a Usability Study
Linköping University | Department of Computer and Information Science Master’s thesis, 30 ECTS | Datateknik 2020 | LIU-IDA/LITH-EX-A--20/050--SE Real Time Integrated Tools for Video Game Development – a usability study Integrerade verktyg för utveckling av datorspel Björn Detterfelt Samuel Blomqvist Supervisor : Fredrik Präntare Examiner : Erik Berglund Linköpings universitet SE–581 83 Linköping +46 13 28 10 00 , www.liu.se Upphovsrätt Detta dokument hålls tillgängligt på Internet - eller dess framtida ersättare - under 25 år från publicer- ingsdatum under förutsättning att inga extraordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka ko- pior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervis- ning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säker- heten och tillgängligheten finns lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsman- nens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/. Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to down- load, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose.