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
VDP2016 - Lecture 05 Game analysis frameworksPier 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
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
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
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
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
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
VDP2016 - Lecture 05 Game analysis frameworksPier 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
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
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
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
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
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
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
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
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
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
Videogame Design and Programming - Course organizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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
Videogame Design and Programming - 03 The Structure of GamesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Videogame Design and Programming - 06 Working with Dramatic ElementsPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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
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
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.
Videogame Design and Programming - 08 The Design DocumentPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
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
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
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
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
Videogame Design and Programming - Course organizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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
Videogame Design and Programming - 03 The Structure of GamesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Videogame Design and Programming - 06 Working with Dramatic ElementsPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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
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
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.
Videogame Design and Programming - 08 The Design DocumentPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
ENG 2322College of Professional StudiesProject #4 PortfolioTanaMaeskm
ENG 2322
College of Professional Studies
Project #4: Portfolio
Your syllabus includes the following information about your portfolio:
Portfolio: At the end of the semester, students will choose 2 of the essays they have written, substantially revise them, and, in an appendix, provide samples of process writing related to the two major papers. The portfolio should begin with an introduction that contextualizes the artifacts and accounts for any course outcomes not directly seen in the artifacts.
I will evaluate the papers you submit and assign a grade to the portfolio, which is worth 100 points, approximately 10% of your final grade for ENG 2322. The portfolio is your opportunity to showcase your best work. This is your time to shine! The portfolio will represent your work during the semester and should exemplify your ability to write, as well as revise and edit your own work. You should submit your entire portfolio in ONE Word document.
Portfolio Components:
The portfolio should begin with an introduction that explains which two papers you chose and why. The document should also contain a statement about your writing strengths and weaknesses, as well as a plan to address your weaknesses as you continue to write college-level papers. Next, you should work to discuss whether you believe you have met the specific learning objectives for this course (see below). Finally, the introduction paper should contain a realistic assessment of your work – what grade do you think your portfolio deserves, and why?
Primary Learning ObjectivesDetermine appropriate rhetorical techniques to apply in response to rhetorical situations
Use the writing process to discover and reassess ideasCompose valid arguments in multiple modalitiesSupport arguments with appropriate types of evidenceEvaluate sources for accuracy and authority Navigate print and digital repositories of informationUse the rhetorical situation to determine the appropriate citation systemDescribe how inquiry contributes to a life of significance and worth
After your introduction, you should include your two revised, polished essays that you have chosen to showcase from this course. As a reminder, your options are Project #1, Project #2, and Project #3. Because you have had the opportunity to write, identify errors, and correct them, you are expected to submit papers that are very clean and well written.
After your two polished essays, you should include an appendix that contains the prewriting work that went into your two essays (e.g., brainstorming, journal entries, outlines, drafts, etc.). This appendix should show how your writing has been a process this semester. If you have handwritten any process work for your essays, you can take pictures of it and include those pictures in your Word document.
Project #4 (Portfolio) Rubric
10
9-8
7-6
5-0
Introduction demonstrates thoughtful reflection about personal writing skills
Introduction addresses personal progress toward course learning obj ...
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
Platforms and Publishers: Perfecting Your Pitch | Melinda Montano, John CooneyJessica Tams
Delivered at Casual Connect Asia 2016
Presenting your game in non-consumer settings requires more than enthusiasm alone. Be it your first email to a publisher or platform, or a business-to-business meeting at a conference, showcasing your game and studio is an important task before, during, and after game development. This talk is aimed at independent developers and will go over real life examples of an array of pitches we have seen and where there is room for improvement.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
DMTM Lecture 13 Representative based clusteringPier Luca Lanzi
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
Slides for the 2016/2017 edition of the Data Mining and Text Mining Course at the Politecnico di Milano. The course is also part of the joint program with the University of Illinois at Chicago.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
1. Prof. Pier Luca Lanzi
The Design Document
Videogame Design and Programming
2. Prof. Pier Luca Lanzi
Readings
• Jesse Schell. The Art of Game Design
(2nd Edition) Morgan Kaufmann 2015
• Tracy Fullerton. Game Design Workshop,
Third Edition. Morgan Kaufmann 2014
Chapter 2.
2
3. Prof. Pier Luca Lanzi
What is the Game Design Document?
Game development is inherently collaborative!
Communicating the overall vision of the game
to all the team member is essential.
The most effective way is to write down the vision
as well as a detailed plan for executing it
4. Prof. Pier Luca Lanzi
what is the game design document?
it is like the blueprints for a building
5. Prof. Pier Luca Lanzi
game documents have two purposes
memory and communication
6. Prof. Pier Luca Lanzi
Design Document as Memory
• A game design has thousands of important decisions that define
how the game works and why
• When ideas are fresh, people feel like they are impossible to
forget, but it is very easy to forget even the most fundamental
decisions and solutions
• Recording all the design decisions in your design document will
save you the trouble of having to solve the same problems all
over again
6
7. Prof. Pier Luca Lanzi
Design Document for Communication
• Design decisions must be communicated to many people
• Such communication is never one-way but it is more a dialog
• In fact, as soon as a decision is put on paper, someone will find a
problem with it, or come up with a way to make it better
• The design document can get more minds on the design faster to
more quickly find and fix weaknesses in the game design
• The design document is also used to solve possible disputes
about how/who/when things should be done
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9. Prof. Pier Luca Lanzi
Types of Design Documents (Design)
1. Game Design Overview
§ High-level brief document (might only be a few pages) written primarily for
management, explains what this game is, and who it is for
§ Useful for the whole team to get a sense of the big picture of the game
2. Detailed Design Document
§ Describes all the game mechanics and interfaces in great detail
§ Help the designers remember all the little detailed ideas and to help
communicate those ideas to the engineers who have to code them, and
the artists who need to make them look nice
3. Story Overview
§ Describes the dialog and narration of the game
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10. Prof. Pier Luca Lanzi
Types of Design Documents (Engineering)
4. Technical Design Document
§ High-level brief document (might only be a few pages) written primarily for
management, explains what this game is, and who it is for
§ Useful for the whole team to get a sense of the big picture of the game
5. Pipeline Overview
§ Brief document by the engineers for the art team describing the do’s and don’ts
6. System Limitation
§ Explicit what limits should not be crossed, e.g., number of polygons on the screen
at once, number of simultaneous explosions on screen at once, drawcalls, etc.
7. Art Bible
§ A document that provides the guidelines to keep the game art consistent when
more than one artist work on the project
8. Concept Art Overview
§ A collection of images that show how they will look and feel in the context of the
game design put together by the art team with the design team
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11. Prof. Pier Luca Lanzi
Types of Design Documents (Management) 11
9. Game Budget
§ Prospect of the cost required to develop the game
§ Possibly, the first document created, since it is used to help secure fundings
10. Project Schedule
§ Lists all the tasks that need to be accomplished, how long each will take,
when each task must be completed, and who will do them
§ Probably, the most frequently updated document of the project
12. Prof. Pier Luca Lanzi
Types of Design Documents (Writing) 12
11. Story Bible
§ Lays down the law about what is and is not possible in the story world
§ It make it easier for everyone on the team to contribute story ideas, within
the technical limits of the underlying engine/technology
12. Script
§ Their dialogs of NPCs and other story scripts
13. Game Tutorial and Manual
§ The text that goes into in-game tutorials, Web pages, and printed manuals
13. Prof. Pier Luca Lanzi
Types of Design Documents (Players) 13
14. Game Walkthrough
§ If players like a game, they are going to write their own documents about it
and post them online
§ Studying what your players write about your game can be a great way to
find out, in detail, what players like and dislike about your game
§ By the time, a player walkthrough is written, of course, it is often too late
to change your game — but at least you’ll know for next time
15. Prof. Pier Luca Lanzi
The Game Design Document
• Describes the overall concept of the game, target audience, gameplay,
interfaces, controls, characters, levels, media assets, etc. In short,
everything that teams need to know (and has agreed) about the design
• Most of the developers and publishers today would never go into
production without a detailed design document
• It is a living document, updated throughout production.
• Without the design document, the team members might interpret what
they know about the game in their own unique ways
• Game developers tend to be visual people so supplementing the
document with lots of visuals is generally a good thing
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16. Prof. Pier Luca Lanzi
The Game Design Document
• Its objective is communication, developers should do whatever it
takes to accomplish that goal
• Writing the document provides a process for establishing
communication and serves as a touchstone for the entire team
• It is not a substitute for team meetings and in-person
communication
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17. Prof. Pier Luca Lanzi
Design History
• A design document is a continuously changing reference tool
• Alert team mates about any significant modifications or updates
• The design history contains a section for every major change
made
• When using a wiki, this section will be replaced by the editing
history feature of the software
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19. Prof. Pier Luca Lanzi
Contents of a Design Documents
• There is no standard format for documenting design.
• In general, the contents of a game design document contain
§Overview and vision statement
§Audience, platform, and marketing
§Gameplay
§Characters (if applicable)
§Story (if applicable)
§World (if applicable)
§Media list
• The design document can also include technical details which might also
be articulated in a separate document, the technical specification
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20. Prof. Pier Luca Lanzi
Examples of game design documents
http://digitalworlds.wetpaint.com/page/Example+Blank+Design+Document
http://www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.php
21. Prof. Pier Luca Lanzi
When writing a design document, don’t get distracted!
Don’t forget its ultimate goal: to communicate your game design
to the production team, the publisher, the marketing team and anyone
else involved in the game.
Think about it as a living document which needs to be modular
(easier to update/manage as it grows in size and complexity)
22. Prof. Pier Luca Lanzi
Vision Statement
• It is were the vision of the game is stated. Typically, 500 words long. Try
to capture the essence of your game and convey this to the reader in
as compelling and accurate a way as possible.
• Game logline
§In one sentence, describe your game
• Gameplay synopsis
§Describe how your game plays and what the user experiences. Try
to keep it concise—no more than a couple of pages. You might
want to reference some or all of the following topics:
§Uniqueness: What makes your game unique?
§Mechanics: How does the game function? What is the core play
mechanic?
§Setting: What is the setting for your game?
§Look and feel: Give a summary of the look and feel of the game.
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23. Prof. Pier Luca Lanzi
Audience, Platform, and Marketing
• Target audience: Who will buy
your game? Describe the
demographic you are targeting,
including age, gender, and
geographic locations.
• Platform: What platform or
platforms will your game run
on? Why did you choose these
platforms?
• System requirements: might
limit your audience, especially
on the PC, where the hardware
varies widely. Describe what is
required to play the game and
why those choices were made.
• Top performers: List other top-selling
games in the same market. Provide
sales figures, release dates,
information on sequels and platforms,
as well as brief descriptions of each
title.
• Feature comparison: Compare your
game to the competition. Why
would a consumer purchase your
game over the others?
• Sales expectations: Provide an
estimate of sales over the first year
broken down by quarter. How many
units will be sold globally, as well as
within key markets, like the United
States, England, Japan, etc.?
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24. Prof. Pier Luca Lanzi
Legal Analysis
• Discusses the legal and financial obligations regarding copyrights,
trademarks, contracts and licensing agreements
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25. Prof. Pier Luca Lanzi
Gameplay
• Overview: describes the core gameplay
• Gameplay description: tells how the game functions
• Controls
§Interfaces: wireframes and descriptions of how each interface
functions
§Rules: if there is a prototype the description of the rules is
much easier.
§Scoring/winning conditions
• Modes and other features
• Levels: the design of each level should be laid out here.
• Flowchart: create a flowchart showing all the areas and screens
needed
• Editor
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26. Prof. Pier Luca Lanzi
Game Characters
• Character design: describe any game characters and their
attributes
• Types: describe all the types of PCs and NPCs
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29. Prof. Pier Luca Lanzi
Story
• Synopsis: if the game includes a story, summarize it here. Keep it down to one
or two paragraphs.
• Complete story: outline the entire story in a way that mirrors the gameplay.
Do not just tell your story, but structure it so that it unfolds as the game
progresses.
• Backstory: describe any important elements of your story that do not tie
directly into the gameplay.
• Narrative devices: describe the various ways in which you plan to reveal the
story. What are the devices you plan to use to tell the story?
• Subplots: Because games are not linear like books and movies, there might be
numerous smaller stories interwoven into the main story. Describe each
subplots and explain how they tie into the gameplay and the master plot.
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30. Prof. Pier Luca Lanzi
The Game World
• If the game involves the creation of a world, you need to go into detail
on all aspects of that world such as
§Overview
§Key locations
§Travel
§Mapping
§Scale
§Physical objects
§Weather conditions
§Day and night
§Time
§Physics
§Society/culture
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31. Prof. Pier Luca Lanzi
Media List
• List all media that will be required.
• The list will depend on the game specifics
• Interface assets
• Environments
• Characters
• Animation
• Music and sound effects
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32. Prof. Pier Luca Lanzi
Technical Spec
• Technical analysis
§ New technology
§ Major software
development tasks
§ Risks
§ Alternatives
§ Estimated resources
required
• Development platform and
tools
• Delivery
• Game Engine
§ Technical Specs
§ Design
§ Collision Detection
• Interface technical specs
• Controls’ technical specs
• Lighting models
• Rendering system
§ Technical specs
§ 2D/3D rendering
§ Camera
• Internet/network spec
• System parameters
§ Max players, servers,
customization, connectivity,
websites, …
• Other
§ Help, manual, setup
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33. Prof. Pier Luca Lanzi
Writing Your Design Document
• Before writing the design document, quite an amount of time should be
spent thinking about the gameplay
• The best way to do this is to build a physical or software prototype and
play test it, improving and expanding the design until a solid foundation
is reached
• Only after several iteration of prototyping, the design document can
start
• Use flowcharts and wireframes to explain the game areas and features
• By working through your concept from prototype to flowchart to
wireframes to documentation, the design document is actually easy to
write
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34. Prof. Pier Luca Lanzi
What about the course project?
By November 10, your team is required to write an
initial draft (the version zero) of your game design document
The draft should contain all the important element/documents
discussed in this lecture that are applicable to your project.
The draft must be quite short, around 10 pages, and its objective
is to assess that your team has agreed on a gameplay vision
Use either google docs or a wiki and
send the link to pierluca.lanzi@gmail.com
35. Prof. Pier Luca Lanzi
The GDD must be kept updated! J
At the end, it will be the game bible!
36. Prof. Pier Luca Lanzi
Game Design Logs by Daniel Cook
Excellent entry in Dan’s Lost Garden blog provides an
excellent solution to the problem of stale design documents.
One Page Designs by Stone Librande.
A talk that changed the game industry and
became an industry standard overnight.
Video is available at
http://www.gdcvault.com/play/1012356/One-Page
Slides from the presentation are available at
http://www.stonetronix.com/gdc-2010/
37. Prof. Pier Luca Lanzi
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org