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Game Programming (ss2012)

0433 L 375
Dr. Bernd Bickel
Olivier Rouiller, Johannes Giering, Thomas Bedenk
Course structure:
Project - 6 SWS
E-N 719
Thursday   10am  -  12am  
Start: 12 Apr 2012
End: 12 Jul 2012
The course will be held together with Thomas Bedenk, Game Designer, and Johannes Giering, Lead Programmer, from Brightside Games, an independent games development studio based in Berlin. Game development combines a variety of fields, such as computer graphics, software engineering, design, artificial intelligence and human-computer interaction. After an introduction to the general topic, the students are expected to develop a set of small game ideas, and implement these as playable prototypes. Following the initial prototyping the students work in small teams and take different roles in refining their games. From these prototypes, one game is fully developed and presented in class by each team.
- Strong interest in creating computer games!
- Programming experience (C#, C++, Java or similar)
- Experience with graphics programming and graphics design can be helpful
The course gives an overview of how computer games are created and recent developments in this field. Students will work in small teams to create prototypes of computer games and have regular presentations of their projects in front of the class. The class will discuss the different prototypes and decide on ways to improve them. The majority of the students’ time will be spent hands-on developing computer games. Grading will be based on all aspects of the course including the created games, team work, effort and participation in discussions.
Basic topics covered in the lessons:
- Game Design
- Rapid Prototyping
- Iterative Game Development
- Team Work in Game Development
- Game Programming Patterns
- Gameplay and Mechanics
- Artificial Intelligence and Game Logic
- Asset Creation for Games
- Game Experience and Usability
Please register for the course until April 12th by sending an eMail mentioning the course title, your name, field of study and student id to Helga Kallan [1].
here [2]

Link to slides

slides on brightside-games.com [3]

or here:

Introduction Slides [4]

Game Design [5]

Rapid Prototyping [6]

Game Programming Patterns [7]

Final games

Team1 A Touch of Ninja

Lupe [8]

'A Touch of Ninja' is a fast paced Jump ’n’ Run with innovative touch-oriented

controls. You play a fragile, but none the less very powerfull ninja who has to
master various tasks to reach his goals. The player has to jump through the level while avoiding obstacles and enemies, which you can't kill unless you find and pick-up your faithful katana.
As a Ninja, the player can temporally increase reaction time by slowing down the game speed and switching to bullet time.

Credits :

Andreas Fender     
Constantin Schmidt  
Dieter Eberle       
Sascha Katzner      


Team2 NetKeeper

Lupe [9]

NetKeeper is a round based strategy game, where you play a hacker who tries
to achieve special objectives. The battlefield is a big network consisting
of several different types of machines that are connected with each other.
Your weapons are viruses and trojans. Your enemies are other hackers and
a security company that releases new versions of anti-virus software from
time to time.

Credits :

Johann Saudhof: Lead Design
Juan Miguel Lechuga Pérez: Gameplay
Artjom Butyrtschik: Graphics
Andreas Wolf: Content

Team 3 RoBuddies

Lupe [10]

Bud, Budi and Bro are the biggest friends in the whole robot world. They
stick together like no other robot. But unfortunately they lost Bro, the
head of the three buddies! Immediately Bud with Budi on top go on the
epic adventure to find their friend...

Credits :

Eeva Erkko
Xi Wang
Christopher Sierigk
Ludwig Ringler
Thomas Weber

Team4 YETI Tournament

Lupe [11]

You are a Yeti in an epic snowball fight. The goal is to defeat the other
enemy yetis by throwing snowballs at them and decrease the ticket amount
of the enemy team to zero. The actual ticket amount is shown in the upper
left corner of your screen. Every time a Yeti dies, the ticket amount
decreases by one. In the upper right corner of the screen you can see
frag labels, which player killed another player. In the lower left corner
of the screen you can see your actual health status.

Credits :

Lead Design: Benjamin Bisping
Content Creator: Tiare Feuchtner
Gameplay Programmer: Andreas Büscher
Graphics Programmer : Hannes Rammer

Team5 Celluloid

Lupe [12]

Celluloid is a collaborative multiplayer puzzle game.
Two little dust balls got trapped inside a film box. As you might imagine, it can get pretty boring inside, so the dust balls decided to entertain themselves by reenacting scenes from the movie. Since dust balls are not able to grasp the concept of a movie, they interpret the world around them as simple geometric objects. As they try to get from frame to frame they need to avoid obstacles.
Since many movies leave room for interpretation, both dust balls see different things in some situations. Each of them is surrounded by an aura that contains objects that can only be accessed by one of them. In the intersection of these auras, individual objects from both worlds become visible and useable for everyone.

Credits :

Mirko Palmer
Stefan Chmiela

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