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 |