The document discusses strategies for preserving digital games and interactive fiction. It explores developing standards for metadata and content representation. It also discusses conducting case studies on archiving early video games, electronic literature, and Second Life. The second phase of the project focuses on identifying the significant properties of digital games that must remain intact to preserve them over time. Strategies discussed include virtualization and data migration. Key questions are provided about hardware, software, gameplay elements, and supplementary materials needed to preserve playable versions of games.
G4H: game accessibility research @ University of Nevada, RenoEelke Folmer
Invited talk at the Games for Health Conference workshop on game accessibility. This deck of slides discusses some of our research projects at the university of nevada in Reno such as a version of guitar hero that visually impaired can play. Interfaces to popular game genres for severe motor impaired and a virtual world interface that can be accessed with a screen reader.
This document discusses various aspects of developing game functionality, including programming game components, understanding tool creation, incorporating artificial intelligence techniques like evading, chasing and flocking, handling game data through serialization and storage, and managing game states. It provides examples of coding health changes, ammunition changes, and different AI behaviors. The document also explains capturing user data, defining data to save, checking for save files, and loading saved game data.
The document discusses developing a Space Invaders video game. Space Invaders was a classic 1978 arcade game that inspired many subsequent games. It involved destroying rows of aliens that moved horizontally across the screen in increasingly difficult waves. The goal is to recreate Space Invaders using Microsoft XNA Framework and C# with game states like logo, menu, play, pause, win, and lose. The game will include levels that scale in difficulty.
This document provides an overview of video game development. It discusses the different roles involved in development including designers, programmers, artists, producers, and testers. It describes the development process from pre-production to production to post-production. It also discusses development methodologies like waterfall and agile/scrum as well as localization and testing.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Games for Nature - how games can make a changeCaroline Howes
This document discusses how games can promote environmental conservation. It begins with an introduction to games for nature and provides examples of existing games that promote conservation, such as Okami and Little Big Planet. It then explains how game developers can partner with charities by including virtual items or currency exchanges in games. The rest of the document discusses game mechanics like story, challenge, and reward that make games fun and addicting, providing tips for designing conservation-focused games. It concludes by having the readers break into teams to create game concepts addressing conservation and then pitch their ideas.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
The document outlines the design of a one-handed PlayStation 3 controller called the SoleGrip. It describes the design process including concept sketches, prototypes, and testing. The controller design addresses the lack of buttons on a one-handed controller through a "clench mechanism" that doubles the number of available buttons. Inspiration for the design focused on familiarity, comfort, and giving one-handed players the same capabilities as two-handed players. Design assumptions considered making the controller feel familiar to PlayStation users through color schemes and shape while prioritizing comfort and ease of use. A control mapping for Call of Duty: Modern Warfare 2 demonstrates how the controller could work for first-person shooters.
G4H: game accessibility research @ University of Nevada, RenoEelke Folmer
Invited talk at the Games for Health Conference workshop on game accessibility. This deck of slides discusses some of our research projects at the university of nevada in Reno such as a version of guitar hero that visually impaired can play. Interfaces to popular game genres for severe motor impaired and a virtual world interface that can be accessed with a screen reader.
This document discusses various aspects of developing game functionality, including programming game components, understanding tool creation, incorporating artificial intelligence techniques like evading, chasing and flocking, handling game data through serialization and storage, and managing game states. It provides examples of coding health changes, ammunition changes, and different AI behaviors. The document also explains capturing user data, defining data to save, checking for save files, and loading saved game data.
The document discusses developing a Space Invaders video game. Space Invaders was a classic 1978 arcade game that inspired many subsequent games. It involved destroying rows of aliens that moved horizontally across the screen in increasingly difficult waves. The goal is to recreate Space Invaders using Microsoft XNA Framework and C# with game states like logo, menu, play, pause, win, and lose. The game will include levels that scale in difficulty.
This document provides an overview of video game development. It discusses the different roles involved in development including designers, programmers, artists, producers, and testers. It describes the development process from pre-production to production to post-production. It also discusses development methodologies like waterfall and agile/scrum as well as localization and testing.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Games for Nature - how games can make a changeCaroline Howes
This document discusses how games can promote environmental conservation. It begins with an introduction to games for nature and provides examples of existing games that promote conservation, such as Okami and Little Big Planet. It then explains how game developers can partner with charities by including virtual items or currency exchanges in games. The rest of the document discusses game mechanics like story, challenge, and reward that make games fun and addicting, providing tips for designing conservation-focused games. It concludes by having the readers break into teams to create game concepts addressing conservation and then pitch their ideas.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
The document outlines the design of a one-handed PlayStation 3 controller called the SoleGrip. It describes the design process including concept sketches, prototypes, and testing. The controller design addresses the lack of buttons on a one-handed controller through a "clench mechanism" that doubles the number of available buttons. Inspiration for the design focused on familiarity, comfort, and giving one-handed players the same capabilities as two-handed players. Design assumptions considered making the controller feel familiar to PlayStation users through color schemes and shape while prioritizing comfort and ease of use. A control mapping for Call of Duty: Modern Warfare 2 demonstrates how the controller could work for first-person shooters.
This document provides a template for a game design document (GDD) that can be adapted for action, adventure, platform, RPG, and shooter-style video games. The template outlines sections for documenting game goals, story, controls, technology requirements, gameplay, levels, characters, progression, and more. It is intended as a comprehensive guide but notes that not all sections need to be filled and the GDD is a living document that may change during development.
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
VDP2016 - Lecture 10 Working with formal elementsPier Luca Lanzi
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This document summarizes Shuen-shing Lee's article "I Lose, Therefore I Think" which discusses how some video games disrupt the typical "win-lose" logic by having unwinnable or ambiguous goals in order to encourage players to think critically about the game's design and messages. It also discusses Sherry Turkle's work analyzing how video games can provide an engaging experience through their rule-based simulated worlds and how players derive satisfaction from understanding the game's internal logic and strategies.
The document outlines the design process for a one-handed PlayStation 3 controller called the SoleGrip. It includes concept sketches, button mappings tested for games like Call of Duty and Mortal Kombat, and a prototype constructed from household items. User testing of the prototype found that spacing buttons further apart improved usability for people with larger fingers. The design aims to provide familiar PlayStation buttons while doubling the number of available actions through a clenching mechanism.
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
The document discusses tools for tabletop game design, specifically spreadsheets and two online tools - Playtest and Card Warden. It provides examples of how spreadsheets can be used to track game systems, components, and attributes for balancing purposes. Playtest allows importing a CSV file to generate card layouts while Card Warden facilitates playtesting digitally by shuffling, dealing and manipulating virtual decks. The document demonstrates these tools through examples from the author's games Memory Matters and Ship Deck.
Chapt 1 (part 1) mobile apps framework and platformsMuhd Basheer
This document provides an overview of mobile game application frameworks. It discusses Stencyl, Game Salad, and Corona SDK. Stencyl is highlighted as the choice for 2D mobile game development due to its easy block snapping interface, minimal coding requirements, intuitive drag and drop designer, support for publishing to major platforms, and ability to handle 80% of game functions without extra coding.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
The document discusses considerations for small game development software projects, including delivery method (desktop or mobile), development team (programmers or instructional designers), and whether it needs to integrate with other learning content using standards like SCORM or TinCan. It also reviews different types of game development tools, including programming languages, game engines, and template-based authoring tools, providing examples like Raptivity, Storyline, and Stencyl. Game engines are described as powering games by handling graphics, physics, input, networking, and other functions.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
This document provides an overview of game/simulation development and instructional design. It discusses key differences between the two fields and how they can work together. The document outlines various processes used in both game/simulation design and instructional design, including concept, analysis, design, development, and evaluation phases. It also covers important elements for creating compelling stories, characters, and believable game worlds to engage players.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex – including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection – to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
The document discusses the gaming industry and the game Assassin's Creed III: Liberation. It was originally released exclusively for the PlayStation Vita in 2012. Ubisoft developed the game alongside Assassin's Creed III for consoles. The game was later released in HD versions for additional consoles and platforms in 2014. The document examines the game's marketing through trailers and discusses aspects of its production, distribution, and circulation across different markets.
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
This document discusses the importance of pre-planning and documentation for game modding projects. It provides examples of why people create mods, including as a way to get involved in game development. Modding allows users to access and modify levels, assets, scripting, and more. The document outlines key aspects of development documentation, including official documents, deliverables, functional documents, and administrative records. It also discusses asset creation pipelines, quest and mission design, and provides instructions for an assignment involving documenting side quest ideas for games like Skyrim and Far Cry.
Science and Videogames. Computational intelligence in videogamesAntonio Mora
This document discusses using video games for scientific purposes. It describes how video game controllers like the Wii remote and Kinect have been used for robot control, pattern recognition, and other scientific applications. It also discusses how video games incorporate scientific principles like physics and how artificial intelligence is an important area of research for game development. Some specific examples of research include evolving bot AI in Unreal Tournament using genetic algorithms and using games like Pac-Man and StarCraft for AI research challenges.
The document describes a stealth action game project created in Unity. The game tasks the player with navigating levels by hiding from enemy bots and cameras to reach the exit elevator. It includes details on the game mechanics, such as hiding spots and stealth movement. The project aims to be user-friendly with tutorials. It also outlines the development process, including design documents, testing plans, and deliverables. Requirements include Unity, 2GB RAM, and 500MB storage for Windows PCs.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
What We Talk About When We Talk About Mid-CoreAdam Gutterman
Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
Jarrett. J. (2014) ‘The DotA Paradox: A Critical Insight into Playful Online Innovation’, paper presented at 'Creating Cultures: Postgraduate Conference in Culture, Media, and the Creative Industries', 12th June, 2014, King’s College London.
More info can be found here: https://www.academia.edu/12323811/The_DotA_Paradox_A_Critical_Insight_into_Playful_Online_Innovation
Related full paper: https://www.academia.edu/27380084/Critically_Approaching_the_Playful_and_Participatory_Genealogy_of_MOBAs
This document provides a template for a game design document (GDD) that can be adapted for action, adventure, platform, RPG, and shooter-style video games. The template outlines sections for documenting game goals, story, controls, technology requirements, gameplay, levels, characters, progression, and more. It is intended as a comprehensive guide but notes that not all sections need to be filled and the GDD is a living document that may change during development.
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
VDP2016 - Lecture 10 Working with formal elementsPier Luca Lanzi
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This document summarizes Shuen-shing Lee's article "I Lose, Therefore I Think" which discusses how some video games disrupt the typical "win-lose" logic by having unwinnable or ambiguous goals in order to encourage players to think critically about the game's design and messages. It also discusses Sherry Turkle's work analyzing how video games can provide an engaging experience through their rule-based simulated worlds and how players derive satisfaction from understanding the game's internal logic and strategies.
The document outlines the design process for a one-handed PlayStation 3 controller called the SoleGrip. It includes concept sketches, button mappings tested for games like Call of Duty and Mortal Kombat, and a prototype constructed from household items. User testing of the prototype found that spacing buttons further apart improved usability for people with larger fingers. The design aims to provide familiar PlayStation buttons while doubling the number of available actions through a clenching mechanism.
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
The document discusses tools for tabletop game design, specifically spreadsheets and two online tools - Playtest and Card Warden. It provides examples of how spreadsheets can be used to track game systems, components, and attributes for balancing purposes. Playtest allows importing a CSV file to generate card layouts while Card Warden facilitates playtesting digitally by shuffling, dealing and manipulating virtual decks. The document demonstrates these tools through examples from the author's games Memory Matters and Ship Deck.
Chapt 1 (part 1) mobile apps framework and platformsMuhd Basheer
This document provides an overview of mobile game application frameworks. It discusses Stencyl, Game Salad, and Corona SDK. Stencyl is highlighted as the choice for 2D mobile game development due to its easy block snapping interface, minimal coding requirements, intuitive drag and drop designer, support for publishing to major platforms, and ability to handle 80% of game functions without extra coding.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
The document discusses considerations for small game development software projects, including delivery method (desktop or mobile), development team (programmers or instructional designers), and whether it needs to integrate with other learning content using standards like SCORM or TinCan. It also reviews different types of game development tools, including programming languages, game engines, and template-based authoring tools, providing examples like Raptivity, Storyline, and Stencyl. Game engines are described as powering games by handling graphics, physics, input, networking, and other functions.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
This document provides an overview of game/simulation development and instructional design. It discusses key differences between the two fields and how they can work together. The document outlines various processes used in both game/simulation design and instructional design, including concept, analysis, design, development, and evaluation phases. It also covers important elements for creating compelling stories, characters, and believable game worlds to engage players.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex – including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection – to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
The document discusses the gaming industry and the game Assassin's Creed III: Liberation. It was originally released exclusively for the PlayStation Vita in 2012. Ubisoft developed the game alongside Assassin's Creed III for consoles. The game was later released in HD versions for additional consoles and platforms in 2014. The document examines the game's marketing through trailers and discusses aspects of its production, distribution, and circulation across different markets.
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
This document discusses the importance of pre-planning and documentation for game modding projects. It provides examples of why people create mods, including as a way to get involved in game development. Modding allows users to access and modify levels, assets, scripting, and more. The document outlines key aspects of development documentation, including official documents, deliverables, functional documents, and administrative records. It also discusses asset creation pipelines, quest and mission design, and provides instructions for an assignment involving documenting side quest ideas for games like Skyrim and Far Cry.
Science and Videogames. Computational intelligence in videogamesAntonio Mora
This document discusses using video games for scientific purposes. It describes how video game controllers like the Wii remote and Kinect have been used for robot control, pattern recognition, and other scientific applications. It also discusses how video games incorporate scientific principles like physics and how artificial intelligence is an important area of research for game development. Some specific examples of research include evolving bot AI in Unreal Tournament using genetic algorithms and using games like Pac-Man and StarCraft for AI research challenges.
The document describes a stealth action game project created in Unity. The game tasks the player with navigating levels by hiding from enemy bots and cameras to reach the exit elevator. It includes details on the game mechanics, such as hiding spots and stealth movement. The project aims to be user-friendly with tutorials. It also outlines the development process, including design documents, testing plans, and deliverables. Requirements include Unity, 2GB RAM, and 500MB storage for Windows PCs.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
What We Talk About When We Talk About Mid-CoreAdam Gutterman
Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
Jarrett. J. (2014) ‘The DotA Paradox: A Critical Insight into Playful Online Innovation’, paper presented at 'Creating Cultures: Postgraduate Conference in Culture, Media, and the Creative Industries', 12th June, 2014, King’s College London.
More info can be found here: https://www.academia.edu/12323811/The_DotA_Paradox_A_Critical_Insight_into_Playful_Online_Innovation
Related full paper: https://www.academia.edu/27380084/Critically_Approaching_the_Playful_and_Participatory_Genealogy_of_MOBAs
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
This document provides an overview of the team structure and development process used by Sony Computer Entertainment America's Santa Monica Studio to create the game God of War. The studio utilized an open floor plan and divided teams into code, design, art, sound, and production. Assets were created in Maya and processed into game data. Tools were created to facilitate collaboration between designers and programmers. The code and combat systems were designed to be reusable across different characters. Waypoints were created in Maya to define navigation areas.
DEF CON 24 - Allan Cecil and DwangoAC - tasbot the perfectionistFelipe Prado
This document summarizes tool-assisted speedruns (TAS) of video games. It discusses how emulators and tools are used to play games faster than humanly possible by deterministically recording every input. Advanced techniques like memory searching and scripting push games to their limits. Console verification devices were developed to play back TAS movies on original hardware. The document argues that TAS tools are like penetration testing tools and can be used to find and exploit vulnerabilities in games. It demonstrates an arbitrary code execution in Pokemon Red using an unintended opcode execution.
This document outlines an agenda and introduction for a workshop on applying principles of game design to software design. The workshop will cover 9 principles: personalization, progressive disclosure, balancing reward and challenge, small superfluous flairs, exploration encouragement, the open-source factor, interpersonal and adaptive play, functional sneak peeks, and help systems. Each principle will involve a teach/lecture, gameplay demonstrations, group discussion, and exercises applying the principles to software. The goal is for attendees to learn how making software more game-like can increase user engagement.
This document discusses game design and storyboarding. It covers defining the game genre, considering key design elements like narrative, characters, levels, gameplay, and interfaces. Flowcharts are explained as a way to show the sequence of events and behaviors in a game. Storyboarding is presented as a technique used in game design and film to previsualize experiences through a series of illustrated panels. Finally, various software tools for storyboarding are listed, with Pencil Project highlighted as an open source option.
This document provides an overview of game user interfaces throughout history and discusses principles of good UI design for games. It begins with early experimental electronic games from the 1940s-1970s with simple control schemes like dials and buttons. Modern consoles starting in the 1980s introduced more complex dual-hand controllers. Case studies examine first-person shooter games and how they integrated heads-up displays. The document concludes with guidelines for game UI design including understanding the design space and game context, establishing player agency, and strengthening the player-avatar link.
Rise of the Tomb Raider was released in 2015 and is a sequel to the 2013 Tomb Raider game. It follows Lara Croft's journey to Siberia in search of the legendary city of Kitezh while battling the paramilitary organization Trinity. The game has a third-person perspective and focuses on survival and combat. It features various landscapes and tombs for the player to explore. The terrain includes caves, forests, mountains, and different weather conditions.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
AbleGamers and the Inevitability of Inclusive GamingJohnny Richardson
AbleGamers promotes the many benefits of developing highly accessible gaming software, whereby disabled gamers have brand new outlets for everything from esteem-building escapism to social experiences. Gaming as an entertainment medium and culturally vital art form has seen a vast increase in the diversity of players in recent years, however many gamers with special needs can have a difficult time enjoying it. In this talk, I discussed how we reach out to developers about making their games more accessible. I also detailed some of the best examples of accessible games, explained how engineering options for disabled gamers can be very simple, and got into the business advantages of reaching a wide gamer audience.
3. Funded under the Library of Congress’s
National Digital Information
Infrastructure and Preservation Program,
the project explored methods for
preserving digital games and interactive
f i c t i o n. Major activities included
developing basic standards for metadata
and content representation and
conducting a series of archiving case
studies for early video games,
electronic literature and Second Life.
8. Made possible by a grant from the Institute
of Museum and Library Services, the second
phase of the project explores the significant
properties of digital games that must remain
intact over time and investigates various
preservation strategies such as
virtualization and data migration that might
be used to preserve these properties.
9. LEVEL 2-1
Significant Properties
those characteristics of an object
which must be preserved in order to
maintain its authenticity.
10. • being authoritative or duly
authorized.
• being in accordance with
fact, as being true in
substance.
• being what it professes in
origin or authorship, as being
genuine; genuineness.
• being real, actual; reality.
authenticity. (1989). In The Oxford English Dictionary (2nd ed.). Oxford University Press.
Retrieved from http://dictionary.oed.com/cgu/entry/50015045
11. DOOM
Typing of the Dead
Harpoon
Oregon Trail
Civilization
Carmen Sandiego
Super Mario
12. USEFUL SPECIAL ABILITY OR MENU. PROBABLY.
DO I EVER MATTER AFTER
THE START SCREEN?
SECONDARY
CORE FUNCTION!
CORE FUNCTION!
I MIGHT BE IMPORTANT ALSO IMPORTANT!
YOU’LL NEVER
REMEMBER TO USE ME
13. • is usually JUMP.
– In SM Kart, it’s “use item”. Later Karts
make it the acceleration button, which is
as important to racing as jumping to
platformers.
is usually ATTACK or ITEM (e.g.
fireflower)
• Go down TUNNEL (non-racing/sports)
• D-PAD controls Mario (NES/SNES)
• C-STICK controls Mario (N64/GC/Wii)
23. • Where did the idea for the game come from?
[How was the key concept(s) behind the game
explained to you?]
• What genre would you assign to the game? Has
this classification changed over time?
• [If the game is part of a series or
franchise] What makes for continuity within
this specific game franchise? Is it
different or similar to what allows for
continuity in other franchises?
• When working on a game series, there is
always a tension between adapting to
technological changes and keeping enough
elements the same or similar to guarantee
continuity. How do you feel that has been
addressed with this game/series?
24. • Do you have the hardware necessary to play the game
natively? [Yes |No]
• Do you have the hardware necessary to migrate the
game to a media neutral format? [Yes | No]
• What supplementary materials exist for the game/which
do you own?
• 12. Does the game support saving? [Yes | No]
– Cartridge Battery (NES, SNES)
• What is the file format of game saves?
– Memory Card (N64, DC, Wii)
• What is the file format of game saves?
– System Harddrive (Wii, PC)
• What is the file format of game saves?
• What is the file size of save games?
25. • What is the core or heart of this game?
• [If the game is part of a series/franchise] What
factors contribute to continuity within the franchise?
(i.e. what makes a Mario game a Mario game?)
• [If the game is multiplayer] Have you ever played
this game with other players, in person or over a
network?
– What was it like? Would the game change if it could
only be played by a single player?
• What new technologies, modes of play, or game
mechanics did this game introduce you to?
• If you knew that some aspect (color fidelity,
controller, etc) had to be sacrificed to preserve a
playable version of the game, what would you be
willing to give up? What would you NOT be will
-ing to give up?
27. • The Glitch API provided outside developers with
the opportunity to create wonderful tools like
Glitch Remote. Can you talk a little bit about the
rationale of providing such an API? Would Glitch
have been the same game without an open API?
• Perhaps the most contentious portion of the game
came in the form of nerfs. What was the process
for deciding what features to nerf? Do any
particular nerfs stand out to you?
• A distinguishing feature of Glitch is the lack of
player-to-player conflict (PvP combat,
specifically), a core feature in many MMOs. How
and when was that decision made? Did it affect the
development process?
28. • Glitch underwent drastic changes as it moved from
Alpha, to Beta, to Launch and Back to Beta. Have
you played through any of these transitions?
Please describe your experiences with them. (E.g.
changes you felt strongly about, level of desire
to play the game, etc.)
• Did you participate in any player-run activities
in game? For example, the Sandbox Group, Housing
Resource Routes, Ghost Tours, etc. If so, please
describe your experience with it. Why did you
participate? What did participation entail?
• Did you personally do anything to help you
remember Glitch? (Screenshots, video, visiting
specific locations, etc) What did you do?
When I first started talking about videogame preservation, I used to start off with a list of reasons everyone should care. Four years later, I think it’s safe to skip that part. For this presentation, I’m using “videogame” to mean interactive gaming software played on a computer or dedicated console. I’m not talking about LED handhelds, mobile games, or (for the most part) browser games. In fact, I’ll *mostly* be talking about console games.
I’m going to start things off by giving a little history of the Preserving Virtual Worlds project, which just ended its second phase last year. If you’ve ever heard me speak before, this is your cue to check your email or take a nap.
The first phase of PVW was a partnership between the University of Maryland, the University of Illinois Urbana-Champaign, Stanford University, and the Rochester Institute of Technology (the second phase included the same partners) working investigating the preservation of digital games in the context of libraries, archives, and museums. UMD’s investigators are Matthew Kirschenbaum, Kari Kraus, and Rachel Donahue.
As a project dedicated to preserving the actual game, we looked at a few strategies other than sticking the disk in a closet and forgetting about it: creating surrogates, migrating media and format, emulation, and adaptation. Surrogates—namely video and screenshots—are a valuable part of a game preservation package, but do very little to preserve that crucial aspect of games—play. Migration in combination with emulation is probably the most realistic strategy: make a media neutral copy of the game (we’ll look at doing that with the Super Nintendo a bit later) and play it through an emulator. This won’t be a lossless process, but in the long term (50+ years), it’s easier than maintaining original media and hardware.
The final possibility we looked at was adaptation, basically preservation through remix. The best examples we had were the Mystery House Taken Over Project and fan translation of games.
Copyright, patents, and trade secrets, oh my! I could talk about this for years, but I won’t. Just believe me when I say it’s a little like DOOM in Nightmare mode.
The last thing we did in PVW 1 was figure out how to describe what we were preserving. That was slightly less complicated than intellectual property, but I’m still not going to do more than let you bask in the fuzzy image up there.
And now I’ll talk about the newer stuff, the sequel! In the second phase of PVW, we were ostensibly studying the significant properties of games and how to suss them out. Because even in less esoteric parts of digital preservation, there’s very little that goes beyond the theory of significant properties. Turns out there’s reason for that, but first: what we tried.
What are significant properties? The Essence of The Thing you’re trying to preserve.
The stuff you need to preserve Authenticity, particularly the two definitions in bold.
We selected our case set to cover a range of genres and media types, with a preference to game series or franchises with lots of titles. All partners worked on Typing of the Dead, Maryland focused on Harpoon, a naval simulation game created by local author Larry Bond, the Oregon Trail, which you’d better be familiar with, and Nintendo’s affable Super Mario. We played the games ourselves and interviewed players and creators in an effort to define the significant properties on our case set.
As an example, One of the games in the case set is Paper Mario and the Thousand Year Door for Gamecube. As a staunch believer in emulation for preservation, I used to be very resistant to the idea that hardware was important. You have the game, who cares what you play it on?! Then Paper Mario reminded me by making me go like this <<contort>> to get through certain levels. If you don’t have to contort yourself to hit all the necessary buttons, the game suddenly becomes a lot easier.
And then there are things like controller conventions—you KNOW the A button is going to select things on a Nintendo machine—and rumble packs (is Rampage as much fun if I can’t feel the buildings rumble as I smash them) and I’m forced to admit that hardware—at least in terms of input devices—can be pretty important.
Nintendo ran a GREAT series of interviews for the 25th anniversary of Super Mario Bros. The developers were often asked variations on the question of what made Mario Mario. They’re answer, invariably, was “fun.” Not exactly the significant property we were hoping for. So the reason there’s few practical resources for significant properties turns out to be.. it’s hard! So in the second phase of the second phase of PVW, we did an about face and looked at practical ways we could help professional preservers of videogames do their jobs. I say professional, because the amateurs have got it totally figured out, and nothing I’m about to talk about would be possible without them.
The next few slides refer to the process described in this blog post: http://mith.umd.edu/preserving-virtual-snes-games/
One small but important step in any digital preservation workflow is auditing the files–making sure that the bitstream you have in your repository is the same as the bitstream on the original media (or, down the line, making sure that the bitstream in the repository is the same as the bitstream you originally ingested). When we migrate console games to a media neutral format, we’re taking code that was originally burned into a read-only chip (ROM) and creating a digital file. We then access that digital file using a software emulator instead of proprietary hardware designed to do nothing but read those cartridges. This raises two questions:How do we know that the file we save matches the file originally burned on the ROM?How do we know that the emulator is correctly interpreting the ROM?
To answer these questions for the SNES, we used a nifty device called the Retrode2. The Retrode2 device, made by a dude in Germany names Matthias Hullin, allows you to play Super Nintendo and Sega Genesis on your computer, using a software emulator (also created by players) and the original game cartridge and controller. Coincidentally it also allows you to rip the ROM and savefile off the cartridge, giving you a media neutral copy of the game which can be played as originally intended with the SNES controller. Magic! TheRetrode also works with Genesis games As-Is, and there are plans available to make plug-in adapters for various other cart types.
Unlike the SNES, working with save games for the NES requires soldering and, more difficultly, DE-soldering. This is easiest if you just get yourself two Nintendos so you can destroy the CPU chip on one and the board on the other—unless you just happen to have a rework station, then it’s cake.
A number of errors with old Mac Classics can be solved by putting the logic board in the dishwasher. For a longer term solution, leaking capacitors should be replaced.
Questionnaires to help curators with preservation and context.
The last slides refer to this forum post: http://www.glitch.com/forum/general/30100/ And these questionnaires:http://surveymonkey.com/s/glitch-playershttp://surveymonkey.com/s/glitch-devs