US 12C — Computer Games as Art, Culture, and Technology

Spring, 2008

Game Project Time Line

This quarter the game development project will cover almost the entire quarter.

  1. April 9 Lab: Form teams of four (three is acceptable) and brainstrom ideas. Teams can implement games in either Java+Ucigame or Second Life. Team members do not need to be enrolled in the same lab, but they must be able to attend a lab hour together.
  2. April 16 Lab: Email to Eric a short statement, comprising:
  3. April 23 Lab: Prepare a draft of the game design document.
  4. April 29 Lecture: Pitch your game design to the class
  5. May 7 Lab: Show TA your almost complete game design document. It will probably be 20 to 30 pages long.
  6. May 8 Lecture: Turn in complete game design document. It will be 20 to 30 pages long and will include a well-written overview, game specs, technical specs and schedule & personnel. This assignment will be graded according to the following rubric: http://www.conceptlab.com/uci/us12c/us12c-designdoc-final-rubric1.html.
  7. May 14 Lab: Demo prototype of game
  8. May 21 Lab: Demo prototype of game
  9. May 28 Lab: Demo prototype of game
  10. June 3 and June 5 lectures: Demo almost-completed games for class
  11. June 4 Lab: Demo almost-completed games and work on presentations
  12. Sunday evening, June 8: Completed game due

How To Turn In Your Work

Playable Prototype

You will create a working, although probably incomplete, version of your game, which you will then demo in lecture on June 3 or June 5 for five to ten minutes. Bring a laptop with your game ready to run on it.

This prototype and demonstration will not be graded, but not providing one or participating in the demonstration will hurt your grade.

Final Version

In addition to the game, you will write a brief report, one or two pages long. The report should be in a file called Report.doc (not .docx) or Report.pdf. It should include the following:

To turn in your team's final game:

  1. Complete the game by midnight at the end of Sunday, June 8.
  2. Put your Report, all game code (source and executable) and assets into a zip (not rar) file. If you are using Ucigame, include the ucigame.jar file you have been using; if you are not using Ucigame, use extra care to provide an executable game we can run.
  3. Upload your zip file to the US 12C EEE dropbox called Game Project (any one team member can do this).

Design Document Structure

Each team will write a Game Design Document, following the structure described below.

The Design Document is a critical factor in determining the success of your efforts to create a computer game. With commercial games, it is often created over a period of many months, and is a "living" document, updated as the game is developed. For this course, your Design Document will probably describe a larger and more complex game than you will be able to implement by finals week. That's perfectly OK, but you should indicate clearly what parts you plan to accomplish.

Your Design Document should have four major components: the Overview, the Game Specification, the Technical Specification, and the Schedule. In addition, an essential component of your document is careful proofreading. Look for misspelled wrods, awkward grammer, needless repetitions, unstated assumptions, vague assertions, needless repetitions, and omissions important features. Every member of the team should have carefully read the document before it is considered final.

Overview (Executive Summary)

The goal of this section is to give the reader, in no more than two pages, a clear understanding of what your game is all about. This means not only an overview of the background story, but also a description of game play, important rules, art, and technical platform.

Game Specification

The Game Spec section serves as a "rule book" for the game. It describes the types of interactions the player can have with the game. It should be fairly easy for a writer to turn the Game Specs into a manual that could be included with the game. The nature of the Game Specs is somewhat dependent on the type of game being developed. I'll give examples and descriptions for four genres of games, top-down shooters (TDS), driving sims (DS), first-person shooters (FPS), and role-playing games (RPG).

Technical Specs

In "real life" the Technical Specs are hundreds of pages long. They take all the rules from the Game Specs and make them specific, unambiguous, and implementable. When writing the Technical Specs, think through implications, exceptions, exact limits. For instance, if the the Game Specs say "The player will be able to make the car move faster by pressing the up arrow key," the Technical Specs should elaborate: "Each press of the up arrow key causes the car's speed to be multiplied by 1.01, up to a maximum of 500 and down to a minimum of -100 (reverse)." For this example, you'd need to explain also exactly how the user shifts between forward and reverse.

The Technical Specs should also discuss or include:

Schedule and Personnel

It's important that each member of the team have a clear set of responsibilities, and a clear time-line for various tasks.

You should include the following:

As far as possible, state the deliverables by team member. Structure the sequence of your deliverables so that core art and gameplay comes first, and extra features, levels, characters, puzzles, AI, etc., are scheduled later. You should plan on having a playable mini-version of your game by May 23.

For each team member, state the role(s) he or she will play in the project, and what contributions he or she will make to the final game. Also include a statement from each team member about what he or she needs to learn in the remainder of the course.