Department of Computing, Faculty of Science

Macquarie University

 

UNIT GUIDE

ITEC820 Software Development Tools

for Games and Interface Design

3 Credit Points, First Half 2009

Teaching Staff

Convenor and Lecturer (Weeks 1-7)

Dr Manolya Kavakli, manolya@ics.mq.edu.au, E6A 372, 98509572

Consultation Hours: Mon 17-18 (Weeks 1-7) in E6A372, or by appointment

 

Lecturer (Weeks 8-13)

Dr Michael Hitchens, michaelh@ics.mq.edu.au, E6A 338, 98509538

Consultation Hours: Mon 17-18 (Weeks 8-13) in E6A375, or by appointment

 

 

Co-badging

 

This unit is only available as ITEC820 Software Development Tools

for Games and Interface Design. There is only one stream (Evening).

Unit Description

Realistic representation of physical spaces in two dimensions has been a driving force behind computer technology development thanks to the explosive growth of the gaming industry. This unit covers the conceptual foundations underpinning the development of 3D environments for games, remote multi-user communications (virtual worlds) and object modelling. Frameworks upon which modern virtual reality graphical user interfaces are built are analysed in some detail. Contemporary approaches to designing and creating such environments are addressed, at both a principled and practical level.

 

This subject provides the student with an overview of game design and development process, and presents an introduction to novel interface design for computer games and simulations. The subject also presents a brief insight into the technology of games and games engineering, as well as virtual reality hardware and software. It has been structured into varies stages, each of which is made up of a series of topics. Students should take the time to thoroughly read this Subject Outline making notes in their study schedule about the important dates and deadlines.

Classes

Each week ITEC820 has two hours of lectures, and 2 hour mixed tutorial and practical. In this subject you are required to attend lectures, tutorials, and seminars in total 4 hours per week. Attendance therefore will be as follows:

Monday 6:00-8:00pm Lectures E6A 108

Monday 8:00-10pm Mixed Tutes and Pracs E6A 114

 

Online Resources

The official location (URL) of unit information once you have loaded your WWW browser is: http://learn.mq.edu.au

Once you have enrolled in the unit, you must gain access to itec820 website.

We will be using the University’s Online Learning at MQ website (WebCT/Blackboard). Students should check this site for regular updates.

Prescribed Textbooks

The textbooks for this subject are as follows:

·         Adams, E., Rollings, A., 2007: Fundamentals of Game Design, Game Design and Development, Pearson Education, New Jersey ISBN 0131687476

·         Bowman, D., Kruijf,E., LaViola, J.J., and Poupyrev, I., 2005: 3D User Interfaces, Addison Wesley, Boston, ISBN 0201758679

Recommended Textbooks

·         Alan Watt, Fabio Policarpo, 2001: 3D Computer Games Technology, Volume I: Real-time Rendering Software, Addison Wesley, Sydney.

·         Andrew Rollings, Dave Morris, 2000: Game Architecture and Design, Coriolis, USA.

·         Richard Rouse, 2001: Game Design Theory and Practice, Wordware Publishing, Texas.

·         Isaac Victor Kerlow, 2000: The Art of 3-D Computer Animation and Imaging, John Wiley & Sons, New York.

·         Clark Dodsworth Jr., 1998: Digital Illusion, 2nd Edition, Addison Wesley, Sydney.

·         Marc Saltzman (Ed.), 2000: Game Design, Macmillan Publishing, Indianapolis, USA.

·         Chris Crawford, 1982: The Art of Computer Game Design, Washington State University, http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

 

These recommended texts are not compulsory for the subject, however, they do provide reliable and relevant resources to support the course material. These texts will be useful for later subjects that you will study as part of your degree. You are also encouraged to check for other sources, including alternative books and on-line material, that may provide insights for specific concepts covered in this subject.

Recommended Readings

The recommended reading(s) for this subject will be provided via on-line material on the Web. You should be familiar with accessing through links to on-line sources of information. It is important to realise that there will be additional costs to you which may not be present in traditional presentation of education materials. Such costs include connection, time charges and access to specific information on the Web. Your Internet provider can supply you with more details.

Technology Used and Required

Students are assumed to be able to program in using a programming language or a game engine. Lectures provides the theoretical basis for both tutorials and pracs. You will need to master both the theoretical and practical aspects of computer games to succeed in this unit. In some tutorials, we examine packages for storyboarding and 3D geometric modelling and animation, and ultimately learn how to create some fascinating 3D animations and interfaces for computer games, studying motion capture and virtual reality technology.

Expected Learning Outcomes

This unit provides an introduction to computer games design and development, a rapidly expanding field, for postgraduate students studying computer science, information technology, and information systems. Students completing this unit are expected

·         to gain

o        an introductory understanding of the core components of computer games: This will be assessed in the assignments, tutorials and the exam. Lectures will assist this understanding.

o        a good understanding of the present state of the games industry, as well as the game design, game engineering, and game development process;

o        a good understanding of the concepts and tools needed to successfully build computer games: This will be assessed in the assignments and the exam. Lectures and tutorials will assist this understanding.

o        a competence with basic development of user interfaces for computer games: This will be assessed in the assignments. Pracs will help this process.

·         to learn how to design and produce documents for publishing computer games using;

o        a 3D modeling and animation package (e.g., 3D Max or Softimage), and

o        a Game Engine (e.g., NeoAxis or Torque): These will be assessed in the assignments. Lectures, tutes, and pracs will assist this understanding.

·         to appreciate the different hardware technologies needed in a successful game playing computer system.

Graduate Capabilities Developed

·         Discipline Specific Knowledge and Skills especially regarding Games Programming, User Interface Design, and Game Development

·         Critical, Analytical and Integrative Thinking regarding Games Design

·         Problem Solving and Research Capability regarding Games and Interface Design

·         Creativity and Innovation in the design and development of Computer Games

Required Unit Materials and Recommended Reading

Lecture Plan

This subject consists of four modules:

Module 1: Games Design and Technology

Module 2: Interface Design and Technology

Module 3: Game Documentation and Evaluation

Module 4: Game Engineering

Mixed tutes and pracs are described as Game studio in this unit. Game studio time is the time allocated for you to work on your tutorials and assignment. In informal meetings with your unit convenor and lecturers, during game studio period, you may discuss your game proposal. We recommend you to get prepared for these meetings by doing research, and writing the concept, drawing a storyboard, and producing game characters before each studio. This will help you revise the game proposal in each studio to come up with a satisfactory game project at the assignment deadline.


 

Week

Date

Lecture Topics

TUTES, PRACS and ASSIGNMENTS

1

 

Feb 23

 

Dr Kavakli

MODULE 1: GAMES DESIGN and Technology

INTRODUCTION TO GAMES TECHNOLOGY               

Introduction to Computer Games and Games Industry

Roles in the Games Industry

Reading: Adams, Chapter 1and 2

GAME STUDIO I

Tute 1.1: Online Web Resources for Games

Tute 1.2: Game Analysis

Assignment 1  released

2

March 2

 

Dr Kavakli

Characteristics and types of games

Game Genres, Types of games

Phases of Games Design

Reading: Adams,Chapter3 and Part2 overview

GAME STUDIO II

Tute 2.1: Game Breakdown

Tute 2.2: Game Structure

3

March 9

 

Dr Kavakli

GAME DESIGN AND DOCUMENTATION

Game Design Elements, Storyboarding

Writing a Game Proposal

Reading: Adams, Chapter3 to Chapter6

GAME STUDIO III

Tute 3.1: Artificial Life Game Structure

Tute 3.2: Storyboarding and Webwork

Tute 3.3: 3D Modelling and Animation Tute I

4

March 16

 

Dr Kavakli

MODULE 2: INTERFACE DESIGN and Technology

HUMAN COMPUTER INTERACTION

Human Information Processing

Human Vision and its impacts on Interface Design

GAME STUDIO IV

Tute 4.1: Human Vision

Tute 4.2: Graphical user Interface Design

Tute 4.3: 3D Modelling and Animation Tute II

5

March 23

 

Dr Kavakli

INTRODUCTION TO VR and INTERFACE TECHNOLOGY         

Introduction to Virtual Reality and Games Hardware and Software

Reading: Bowman, Chapter2 to 4, Chapter 6 to 8

GAME STUDIO V

Tute 5.1: Input/Output Devices

Tute 5.2: VR beetles

Tute 5.3 : Blender to Torque Tute

6

March 30

 

Dr Kavakli

GAMES AND INTERFACE DESIGN and ENGINEERING

Game Systems Design and Engineering

Input/Output Structure, Evaluation of Interfaces

Reading: Bowman, Chapter9 to 11

GAME STUDIO VI

Tute 6.1: Diplomacy Online Game Structure

Tute 6.2: I/O Structure and Flowchart

Tute 6.3: Torque Game Engine

7

April 6

 

Dr Kavakli

PRESENTATION

STUDENT PRESENTATION I

Game Proposals

Assignment 1  due

Game and Interface Design

Assignment 2  released

 

 

RECESS

 

8

April 27

 

Dr Hitchens

MODULE 3: GAME DOCUMENTATION AND EVALUATION

History of Games

Evolution of Games

GAME STUDIO VI

Tute 7: Never Winter Nights Game Engine I

 

9

May 4

 

Dr Hitchens

GameS and Narratives

Critical review of Game Narratives

Reading: Adams, Chapter7

GAME STUDIO VI

Tute 8: Never Winter Nights Game Engine II

10

May 11

 

Dr Hitchens

USER EXPERIENCE

Reading: Adams, Chapter8

GAME STUDIO VI

Tute 9: Studio Critique

11

May 18

 

Dr Hitchens

MODULE 4: GAME ENGINEERING

GAMEPlay & Mechanics

Game Engineering Tools

Reading: Adams, Chapter 9 and 10

GAME STUDIO VI

Tute 10: Studio Critique

12

May 25

 

Dr Hitchens

GAME ENGINEERING II

Game BAlancing, level Design, Genre Specific Issues

Reading: Adams, Chapter11 and 12

GAME STUDIO VI

Tute 11: Studio Critique

13

June 1

 

Dr Hitchens

EVALUATION

STUDENT PRESENTATION II

Game Proposals

 

Assignment 2  due

Game Project and Documentation

 

END OF SEMESTER

 

Summary of Assessment Tasks

Task

Topic

Weight

Lecturer

Released

Due

Assignment 1

Game and Interface Design

25%

Kavakli

Week 1

Week 7

Assignment 2

Game Documentation and Engineering

25%

Hitchens

Week 8

Week 13

Presentation 1

Game Proposal

5%

Kavakli

Week 1

Week 7

Presentation 2

Game Development

5%

Hitchens

Week 8

Week 13

Final exam

 

All Topics

40%

Kavakli

Hitchens

See

Examination

timetable

 

Total

 

100%

 

 

 

You must perform satisfactorily in both the final exam and the assignments in order to pass this unit.

The assignments will require a significant amount of time and effort.  For Assignment 1, you will submit a design proposal for a game and game interface. For Assignment 2, you will use a game engine to develop a playable demo of a game. You will either construct an object in a 3D modeling package, and transfer this to a Game Engine, or use ready made building blocks and data structures provided by a Game Engine.

We also provide a Virtual Training Room on WEBCT/Blackboard cop330 website. In the Virtual Training Room, you may use Chat facilities to communicate with your lecturer and class-mates, making an appointment. In the virtual training room, you will be given info regarding to how to use Storyboarding Packages, 3D Modelling and Animation Packages and Game Engines. This information will be in line with the various topics covered in the lectures week by week.

Your performance in the final exam constitutes 40% of your final mark. The exam will focus on material that was covered in the lectures and tutorials. There could also be some exam questions designed to test how well you understood the assignments you did.

Your attendance at lectures, tutorials and practicals is not assessed directly, but we have found that good performance in the unit is highly correlated with attending the lectures and the tutorials. Very few people can read a whole textbook by themselves and master the material sufficiently to pass a unit. Lectures, tutorials, pracs and assignments are designed to help you master the material.

Examination Conditions

A closed-book three hour written final examination will be held in the examination period at the end of the semester (10-26 June).

The final examination will consist of three sections:

·         Multiple choice / True or False questions

·         Short answer / fill in the blanks questions

·         More complex questions that require writing a few paragraphs of information

Assignments I and II (25% each)

Further instruction about the assignments and submission procedure will be given by the course coordinator in class. You are required to submit as part of your assignment, an assignment cover sheet. Make certain that you complete the front with your student identification number, your name, and your address and the course coordinator’s name. Make sure to complete the declaration that the work is your own, or indicate which parts have been done with others. Any errors may well mean that your hard work will be lost (and assessment values not assigned to your results in this subject!)

 

Presentation I and II (Value:%5 each)

You will give a presentation to the group at the end of the semester to discuss your game proposal. Marks will be gained by:

·         Using Powerpoint or HTML to make the presentation interesting

·         Using Online Multimedia features in presentation

·         Level of difficulty

·         Richness of content

Presentations which are factually incorrect or misleading, or simple recitation of material from the lectures or text or elsewhere or that do not add to the sum total of knowledge will be penalised.

 

Assessment Standards

We will use Standards-based Assessment to reflect the level of performance students have achieved in this unit. We will give you the assessment criteria and standards for each assessment task together with each assignment. Following is the five level standards for computer graphics assignments:

·         High Distinction: Outstanding quality computer games applications with the addition of originality and/or creativity achieved by an outstanding understanding of concepts. Students are expected to go beyond the limits of lecture material, tutorials, and pracs. They are expected to successfully implement at least one or two bonus features listed in the assignments and/or demonstrate superior level of achievement in the exam.

·         Distinction: Superior quality computer games applications achieved by superior understanding of concepts. Students are expected master the lecture material, tutorials, and pracs. They are expected to successfully implement all compulsory features listed in the assignments, but not necessarily the bonus features and/or demonstrate high level of achievement in the exam.

·         Credit: Good understanding of concepts and good quality computer graphics applications. Students are expected to have good understanding of the lecture material, tutorials, and pracs. They are expected to successfully implement most of the compulsory features listed in the assignments, but not necessarily all, and/or moderate level of achievement in the exam.

·         Pass: Satisfactory understanding and implementation of computer games applications. Students are expected to have a basic understanding of the lecture material, tutorials, and pracs. They are expected to successfully implement more than half of the compulsory features listed in the assignments and/or demonstrate satisfactory level of achievement in the exam..

·         Fail: Unsatisfactory or poor understanding and implementation of computer games applications. Students have not gained a basic understanding of the lecture material, tutorials, and pracs. They are unable to successfully implement at least half of the compulsory features listed in the assignments and/or fail to demonstrate satisfactory level of achievement in the exam.

Extension Requests

If illness or misadventure makes it impossible for you to sit the final examination, or interferes significantly with your performance in the exam, you are permitted to request `special consideration' (see the University Calendar). To be eligible for special consideration, you must have attempted all assignments, must have participated in class activities, shown continuous effort throughout the semester and prove that the situation was beyond your control.

It is essential that you notify the Registrar in writing of your circumstances, accompanied by documentary evidence. If your application is the result of illness, your medical certificate should indicate the nature of the illness, and its effect on your ability to sit for or to perform in the examination. You should also contact us informally (through email, phone or in person) that you are filing for `special consideration' as soon as possible, preferably no later than the day after the final exam.

If granted special consideration, your grade for the final exam will be discarded and we will require you to do one or all of the following activities to determine your level of knowledge: sit for a special exam, take an oral exam, and/or take a computer based exam.

You must ensure that you are readily available to be contacted, and must hold yourself available to sit for the special examination at short notice on the date and time we set. If you cannot be contacted or otherwise fail to attend, your grade will be reported as FA (failed absent).

Changes Made to Previous Offerings

There are no major changes in the unit structure. However, this semester, we may use a different 3D Modelling package and a different Game Engine.

Useful Resources

Collaboration, Group Work and Plagiarism

In working on assignments unless the assignment is designated as a group project, you may collaborate on broad issues of interpretation and understanding and may discuss general approaches to a solution. However, conversion to a specific solution or to program code must be your own work. When working together, the general rule is therefore that you may "discuss but not write". To put it another way, collaboration should stop "when the pen hits the paper" (or equivalently, when the finger hits the key). Copying another person's work is cheating and will result in negative marks or suspension from the unit.

Encouraging or assisting another person to commit plagiarism is a form of improper collusion and may attract the same penalties. You must keep any copies of your own assignment work secure, so that others do not have an opportunity to copy or steal them. If another person copies your assignment without your knowledge you may still suffer the same penalty -- be careful!

Read http://www.mq.edu.au/senate/acmanual/htm/79.htm and http://www.comp.mq.edu.au/~jan/tlc.html#Plagiarism for additional information.

Code of Behaviour

The University Council has approved a set of rules governing access to and the use of the University's computing facilities (see the University Calendar). Copies are available from the Comp Shop. All users are bound by these rules. Students who break them may be suspended from using the systems and may be referred to the Discipline Committee of the University.

The rules set out the rights and the responsibilities of all users of the facilities. In particular, they are based on the principle that the files in an account are the owner's personal property and should be treated as such. Unauthorised use of someone else's account is a serious offence, whether it be copying their file (stealing), or changing them (damage), or merely gaining access to them (trespass).

Time Management

You cannot learn games programming - or any kind of programming for that matter - simply by reading a textbook. You could make a start by copying some of the programs from the textbook, then modifying and running the programs to gain an understanding of how they work. Make sure you try to understand each line of code.  Programming is a science and an art; it is not magic.

The assignments in this unit could take many hours to complete. Don't expect to complete any of the assignments over a single weekend. Start each assignment early, get some basic functionality going, and try to become proficient in certain parts that will be necessary for the assignment

Information about Teaching Staff

Dr Manolya Kavakli started working on AI applications in design, following her graduation from Istanbul Technical University, in 1987. She developed two knowledge-based systems for the simulation of specific visualisation and design tasks to gain her M.Sc. (1990) and Ph.D. (1995) degrees in Design Science at Istanbul Technical University. She was awarded a NATO Science Fellowship in 1996 with her postdoctoral research project titled "An AI application for the transformation of 2D sketch to 3D geometric model" in UK. Between 1998-2000 she worked as a Postdoctoral Fellow at the Key Centre of Design Computing and Cognition, University of Sydney, Australia on sketch recognition. Until 1999, Dr Kavakli worked as an Associate Professor of Architectural Design, Faculty of Architecture, Istanbul Technical University, Turkey. Between 2000 and 2003, she worked as the Acting Course Coordinator of Computer Science (Games Technology) degree in Charles Sturt University, and taught Computer Games Design. In 2003, she joined Macquarie University and established a Virtual Reality Lab and a research group VISOR (Visualisation, Interaction and Simulation of Reality) (http://www.ics.mq.edu.au/~isvr/ ) focusing on interactive system design and virtual reality. Dr Kavakli is the recipient of a number of research grants and awards from various national and international research councils. Currently, she supervises 10 research students in the area of computer graphics, virtual reality and games.

Contact: Dr Manolya Kavakli (manolya@ics.mq.edu.au)

Iwan Kartiko is a PhD candidate and ARC scholar at Department of Computing, Macquarie University. His work focuses on digital content creation for Games and Virtual Reality applications. His interest is particularly in 2D Illustration and 3D modelling. He graduated from University of New South Wales in 2001, with a degree in Mechatronics Engineering. His interest in 3D design and modelling outweigh his interest in Artificial Intelligence. Iwan Kartiko also is currently working as freelancer Illustrator with an overseas company. He uses a wide range of media in his artwork, such as, Pencil paper, felt-tip pen, eraser, Blender3d, Softimage|XSI, visual studio Express 2005, Python, Acrylic and GIMP.

Contact: Iwan Kartiko (ikartiko@ics.mq.edu.au)