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Winter 2010


DAY/TIME/PLACE

February 15-19, 9am - 4:00pm
RISD 0021A

Instructor: Bruce Donald Campbell

Faculty, Continuing Education - RISD
Providence, RI

Research Scientist, Human Interface Technology Laboratory
Seattle, WA

Email: bcampbel01@risd.edu

Prerequisites: None                                             Class Roster

DESCRIPTION

This course will get you started with casual game development for the Web. Flash with ActiveScript is an ideal first technology to use for getting down the process of creative development. In this course we will create a first project game, understand various genres, and consider different creative processes by which to create engaging game play. Attractive design is optional, but understanding how your artwork can be incorporated in video games is a key learning objective of our time together.

GRADING

Class participation - 10%
Storyboard- 30%
Class project - 60%

RESOURCES

Books

Windows Game Programming For Dummies, 2nd Edition - By André LaMothe - recommended

Course Handouts and On-line Readings as identified below and in class


CLASS LINKS

  1. Text Examples
  2. Sprites Examples
  3. Pong
  4. Physics Examples
  5. Game Examples

OTHER LINKS

  1. nitrome.com
  2. yoyogames.com
  3. ActionScript Keyboard Tutorial

SYLLABUS

Date

Topic

Assignment


February 15

morning

Course Overview

Character Sprites
Clean Animation
Arrays and Vectors
Incorporating Rules
Automata
Artificial Intelligence

  • Introduction
  • Course Objectives
  • Motivation
  • Creating and using artwork
  • Our Development Process
  • Scripting versus programming versus languages
  • Ideas brainstorming session


February 15 afternoon

Inputs and Outputs for a Game

  • The class project overview
  • Driving keyboards, mice, and other peripheral devices
  • Directory hierarchies for game resources
  • Accessing resources in Flash-based games
  • Examples with discussion
  • Free play time
  • Practice our second day exercises
  • Investigate Storyboarding
  • Look at the Flash Games on-line
  • Build your resource hierarchy.
  • Bring your resource files into a very basic project structure.
  • Continue to dream up a project you want to work on.


February 16

Building Game Characters

  • Sprites
  • Personalities
  • ActiveScript character support
  • The character state machine
  • In class student character critique and assessment
  • Review the third day exercise.
  • Create artwork for your character
  • Map out the behaviors for character to input devices
  • Work on your game


February 16

afternoon

Scripting Animation Sequences

  • Tying animation to computer peripherals (keyboard and mouse)
  • Investigating Pong
  • Animating chinese checkers starting with CCheckers6.fla
  • In-class animation play


February 17

morning

Incorporating Arrays

  • Scaling up to larger game component
  • Evaluating memory and hard drive requirements
  • In class student data structure critiques and assessment
  • Coordinated play time


February 17 afternoon

Understanding Games as State Machines

  • Basic data structures
  • Markov game theory (just a beginner's overview)
  • The testing process as suggested by the game state machine
  • Warm up with the sixth day exercise.
  • Map out the state machine for your game
  • Be ready to present and justify your character as a persona


February 18
morning

Adding Rules to your Game

  • Adding rules to Chinese Checkers
  • The value of rules in good story telling
  • Game learning objectives for serious games
  • Example storyboard critiquing if you want to present your story


February 18 afternoon

Advanced Physics

  • Physics as a powerful gaming specialty
  • In-class student rules presentation and critique


February 19

morning

Computer automata and artificial intelligence for advanced game play

  • The mathematical beauty of computer automata
  • Approaches to artificial intelligence
  • Putting our games on a Web server
Welcome to Class

File Size: 37 kb
Posted: Sun, Mar 8, 2009