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This is my first attempt to find a structure for the tangle of topics connected to digital games:
Art and design [not in this course]
Game design, ludology, funology
Genres
Game mechanisms
Serious games (e.g., education, persuasion) 1
Software engineering
Production workflow 1
Asset reuse
Division of labor
Designers, programmers, testers (e.g., shaders, scripting)
End-user development (e.g., modding)
Software organization: Engines 1 [Hexagonal Tiles]
Testing
Functional testing
Automated testing
Instrumented code
Manual testing
Evaluation with users
Questionnaires, interviews, observations
Statistical methods [Legibility]
Computer Graphics
Sound and music computing
Adaptive music
Noise generation (e.g., footsteps, sound textures)
Mixing
High-performance computing
Multi-core programming (e.g., multithreading, CELL)
GPU programming
Distributed systems (multiplayer, mobile)
Latency and packet loss
Cheating and fraud
Human-computer interfaces
Sociology, psychology, law
Addiction
Violence
Censorship
Business
Structure: hardware manufacturer, developer, publisher
Distribution channels (e.g., mail-order, mobile download)
Earnings and expenses; risks
Marketing
In-game advertising
Some ideas for mini-projects in this course:
Motion capture with Natural Point OptiTrack, review for magazine
Haptic interaction with Novint Falcon, review for magazine
Diagrammatic programming of NPC behavior
Cinema 4D or XSI or Maya game production plug-in programming
Strange uses for AGEIA PhysX, e.g., a mechanical computer
Composition/production helpers for adaptive music
GPU programming: applications of Shader Model 4
A herd of IR-controlled small robots (four are available) as output “device”
Visibility estimates for efficient rendering (occlusion culling)
Threading helpers
Using the CELL BE
(your idea here)
Some of these ideas require basic fluency in C++. I can offer a crash course.