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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.
Summary
of Assessment Tasks
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) |
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