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We recommend students to sign up to the Gamasutra. It is free and a great resource on computer games. You will also want to check out the Unversity ProQuest Game Developer Issues

Lecture Title Readings
History and analysis The Art of CGD (Crawford), Chapter 1, A history of the computer game, Core Techniques and Algorithms in Game Programming (Chapter 1), Chris Crawford on game design (2 - Some Milestone Games)
Game genres, games and society Art of CGD, Ch. 2 & Chapter 3, Andrew Rollings and Ernest Adams on Game Design (Part II - Chapters 9-18)
Story telling vs Game play vs toys A Clash between Game and Narrative, Ch.4, Game Architecture and Design: A New Edition (Chapter 3, Gameplay), Andrew Rollings and Ernest Adams on Game Design (Chapters 4,7), Chris Crawford on game design (11 - Storytelling)
Documentation: code and process groups The Art of Code Documentation, Code Reading: The Open Source Perspective (Chapters 7, 8)
Narrative Games telling stories, Creating Emotion in Games: The Craft and Art of Emotioneering (Chapter 2.15, Emotionally Complex Moments and Situations), Andrew Rollings and Ernest Adams on Game Design (Chapters 3-6)
Communication skills Localisation, Andrew Rollings and Ernest Adams on Game Design (Chapter 2, p. 47-53), The Mythical Man-Month, Developing Online Games - An Insider's Guide (Chapter 3), Game planning
The development cycle- intro to design documents Anatomy of a design doc - 1, Part 2, Creating a Great Design Document, Andrew Rollings and Ernest Adams on Game Design (Appendix A)
2D graphics and sprites, collision detection Video in Games, Advanced Collision Detection Techniques, BSP Collision Detection, Core Techniques and Algorithms in Game Programming (Chapters 11,22)
Third party middleware, choosing the right tools, AI middleware, outsourcing see our Links section
Games business is a jungle Game planning
C++ Programming for Java coders see our Links section, 3D Games Real-time Rendering and Software Technologies (Chapter 21), Tricks of the Windows Game Programming Gurus (Chapter 2-5), Game Programming Gems (Section 1.1, 1.2,1.14)
Visual design The Non-Designer's Design Book (Williams), Core Techniques and Algorithms in Game Programming (Chapters 17,18)
Storyboarding - Prototyping Game Design: Secrets of the Sages, The Art Of The Storyboard: Storyboarding for Film, TV, and Animation
Animation Character Animation, Illusion of Life: Disney Animation, Vol. 1, Core Techniques and Algorithms in Game Programming (Chapters 15,16)
This link now appears broken
Wikipedia on the 12 principles of character animation.

Animation basics at Q and A.
Where they give ammeters and amperes as a 'similar question'(!)
Games environments 3D Games Real-time Rendering and Software Technologies (Chapters 9,15)
Immersive environments The player and the game, The Concept of Presence
The User Interface & Control, Real time Game Interface Design, Interface Hall of Shame, Human Factors of Interactive Software, Designing Visual Interfaces: Communication Oriented Techniques (Mullet, Sano)
Tool Design Java 2 Game Programming, 3D Games Real-time Rendering and Software Technologies (Chapter 21)
Audio Design The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness
Music lecture/Castles Production/Grimshaw  
3D graphics Faster 3D Graphics, 3D Games Real-time Rendering and Software Technologies (Chapter 1,2 & 3.4)
Real time computing considerations Game Programming Gems (all), Core Techniques and Algorithms in Game Programming (Chapter 21, Appendix A)
Online games - Communities Developing Online Games - An Insider's Guide
AI for games Game Programming Gems (Section 3), AI Game Development (Alex Champandard, NRG), AI Depot, Game AI
Games and Marketing Online-Gaming as Marketing and Sales Catalyst, Game Girl Marketing Archives (funny)
Agency in games  
MMOG, Mojo world, turning an idea into a game Pandromeda
Peter Ashford, games in Dunedin/ experience  
Commercialisation of Games