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Faculty Preparation: Course Outline
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Introduction to Video Game Programming
- 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
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Faculty Preparation: Professional Development
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Faculty Preparation: Textbook
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Digipen C# Train-the-Trainer Series - Session 1
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Session 2
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 3 and 4
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 5 and 6
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 7 and 8
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 9 and 10
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Learning Activities: Executable Program
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Programming for the XBox Controller with DirectInput
- 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.
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Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future
- 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
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Advanced Rendering Techniques Lecture 5: Shadows
- 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
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Advanced Rendering Techniques Lecture 4: Lighting and Shading 2
- 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
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Advanced Rendering Techniques Lecture 3: Lighting and Shading
- 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
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Advanced Rendering Techniques Lecture 2: Texturing
- 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
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Advanced Rendering Techniques Lecture 1: Preamble and History
- 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
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Learning Activities: Exercise/Exam
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Digipen C# Train-the-Trainer Series - Session 1
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Session 2
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 3 and 4
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 5 and 6
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 7 and 8
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 9 and 10
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Computer Game Design and Implementation 2
- 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.
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Game Design and Implementation 1
- 10/04/2005
First course on Game Design and Implementation offered by the department of Computer and Information Sceince.
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Programming project: The DX-Mars Video Game Project
- 11/30/2004
DX-Mars is a video game-like programming framework with a simple, object-oriented design intended for early computer science students. It is a 2-D isomorphic, tile-based environment based on NASA’s missions to Mars. A rover is moved around the surface of Mars to collect items and gather data.
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Learning Activities: Lab
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CSCI 101 for CS Game Group: Fundamentals of Computer Programming (CSci101 Lab Manual)
- 12/03/2007
This material contains a series of labs with step-by-step instructions on how to accomplish each lab. This Word file has information on DXFramework, C Programming and Alice labs.
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Introduction to Video Game Programming
- 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
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Gaming Resource Toolkit 2006: Microsoft Sudoku: Optimizing UMPC Applications for Touch and Ink
- 12/14/2006
Stephen Toub, from Microsoft, discusses Sudoku, the number puzzle game, and demonstrates how to build an application to solve puzzles, generate puzzles, and enable enhanced game play for ultra-mobile PC and Tablet PC.
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Digipen C# Train-the-Trainer Series - Session 1
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Session 2
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 3 and 4
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 5 and 6
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 7 and 8
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 9 and 10
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Learning Activities: Project
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Gaming Resource Toolkit 2006: Tic-Tac-Toe
- 12/14/2006
In the Tic-Tac-Toe sample application, two players play a game of Tic-Tac-Toe using the infrared ports on two devices. Tic-Tac-Toe is a two-player game where each player takes turns placing marks on the game board so that three marks are displayed in a row on the grid.
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Presentation Materials: Audiovisual Content
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XNA and Academia: Turning Consumers into Creators
- 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.
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Keynote - Games, Gender and Why It Matters
- 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.
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Game Design: Challenges, Skills, Opportunities, and Reality
- 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.
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Keynote - Next Generation Game Developers
- 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.
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Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War
- 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
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Introduction to Direct3D 10
- 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.
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XNA and Academia: A Partnership for the Next Generation
- 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.
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Stories to Share: 5 Years of Serious Games Advocacy
- 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.
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Musings on Game Dev Curriculums: An Insider's View
- 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.
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Combining games with theatre to create an interdisciplinary learning experience for Computer Science
- 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.
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Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables
- 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.
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A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education
- 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.
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ARTS Lab and Game Technology
- 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.
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Torque X Game Development for XNA
- 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.
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Game Programming for Introductory Computer Science
- 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.
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The Future of DirectX
- 09/12/2007
Chas Boyd talks about the future of DirectX.
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Interweaving Game Design into Core CS Curriculum
- 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.
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Integrating Video Game Development Experience in an Academic Framework
- 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.
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Agent Augmented Game Development
- 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.
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Teaching Revulsion-Free Design Patterns through Game Development
- 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.
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RAPT: Using Games in CS1-3
- 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.
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XYZZY: Finding New Magic in Text Adventure Games
- 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.
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Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education
- 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.
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Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games
- 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.
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A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens
- 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.
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Educating Game Programmers
- 09/11/2007
Timothy Roden talks about Educating Game Programmers.
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Design Issues for Undergraduate Game-Oriented Degrees
- 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.
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Career Interview: Melissa Federoff
- 06/08/2007
Listen to Melissa Federoff, a game research engineer at Microsoft, describe her ideal career—game testing. Not only will she give students the scoop on her job, she also details the skill set needed to enter this career. Contains audio file, transcript, and personal profile.
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Microsoft Academic Days on Game Development - Creating a Science of Games
- 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
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Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective
- 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
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Gaming Resource Toolkit 2006: Play Between Worlds: Exploring Online Game Culture
- 12/13/2006
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating activity.
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Gaming Resource Toolkit 2006: Real-time Graphics Systems for 2010 and Beyond
- 12/13/2006
In this talk I will describe a new system design for a ray tracer. Combined with ongoing advances in raw computational performance, I believe that this system will allow ray tracing to replace the Z-buffer in commodity real-time rendering markets in 4-8 years.
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Gaming Resource Toolkit 2006: Repositioning Computer Science: Increasing Diversity and Creativity in CS Education
- 12/12/2006
In this talk I will present a post-mortem of my (non-standard, but incredibly fulfilling) education in CS, AI and video games. I will describe my experiences with art and computer science education, standardized and self-guided curriculums (undergraduate and graduate alike).
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Gaming Resource Toolkit 2006: Tactical Iraqi - Teaching Foreign Language in an Immersive Computer Game
- 12/11/2006
Tactical Iraqi is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic.
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Gaming Resource Toolkit 2006: The Card Game Starter
- 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!
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Gaming Resource Toolkit 2006: Building Better Places - Second Life, Collaborative Creation, and 5 Missing Pieces
- 12/07/2006
Through a demo, Cory Ondrejka will take you through the world of Second Life, explain the technology, economic, and community choices Linden Lab (the creators of Second Life) have made, and surface 5 important technologies that would make Second Life an even better world.
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Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006
- 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
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Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006
- 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
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2006 Lang.NET Symposium - User Creation and Scripting in Second Life
- 11/01/2006
Jim Purbrick and Cory Ondrejka provide a general overview of what Second Life is, why scripting is important to them, and how they got to the point of looking at Mono. There will also be some demos presented.
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Digipen C# Train-the-Trainer Series - Session 1
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
|
|
Digipen C# Train-the-Trainer Series - Session 2
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 3 and 4
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 5 and 6
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 7 and 8
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Digipen C# Train-the-Trainer Series - Sessions 9 and 10
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
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Video Game Development -- Learn to write C# the fun way
- 06/01/2005
Introduction to C# and Game Development
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Presentation Materials: Demo
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Back to top
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XNA and Academia: Turning Consumers into Creators
- 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.
|
|
Keynote - Games, Gender and Why It Matters
- 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.
|
|
Game Design: Challenges, Skills, Opportunities, and Reality
- 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.
|
|
Keynote - Next Generation Game Developers
- 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.
|
|
Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War
- 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
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|
Introduction to Direct3D 10
- 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.
|
|
XNA and Academia: A Partnership for the Next Generation
- 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.
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|
Stories to Share: 5 Years of Serious Games Advocacy
- 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.
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Musings on Game Dev Curriculums: An Insider's View
- 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.
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Combining games with theatre to create an interdisciplinary learning experience for Computer Science
- 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.
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|
Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables
- 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.
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A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education
- 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.
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ARTS Lab and Game Technology
- 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.
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|
Torque X Game Development for XNA
- 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.
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|
Game Programming for Introductory Computer Science
- 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.
|
|
The Future of DirectX
- 09/12/2007
Chas Boyd talks about the future of DirectX.
|
|
Interweaving Game Design into Core CS Curriculum
- 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.
|
|
Integrating Video Game Development Experience in an Academic Framework
- 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.
|
|
Agent Augmented Game Development
- 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.
|
|
Teaching Revulsion-Free Design Patterns through Game Development
- 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.
|
|
RAPT: Using Games in CS1-3
- 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.
|
|
XYZZY: Finding New Magic in Text Adventure Games
- 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.
|
|
Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education
- 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.
|
|
Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games
- 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.
|
|
A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens
- 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.
|
|
Educating Game Programmers
- 09/11/2007
Timothy Roden talks about Educating Game Programmers.
|
|
Design Issues for Undergraduate Game-Oriented Degrees
- 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.
|
|
Gaming Resource Toolkit 2006: The Card Game Starter
- 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!
|
|
Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006
- 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
|
|
Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006
- 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
|
|
2006 Lang.NET Symposium - User Creation and Scripting in Second Life
- 11/01/2006
Jim Purbrick and Cory Ondrejka provide a general overview of what Second Life is, why scripting is important to them, and how they got to the point of looking at Mono. There will also be some demos presented.
|
|
AI Lecture 3 - Advanced Behaviour Modelling
- 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
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AI Lecture 2 - Behaviour Modelling
- 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
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AI Lecture 1 - Introduction to Games AI and Path Planning
- 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
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Programming for the XBox Controller with DirectInput
- 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.
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Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future
- 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
|
|
Advanced Rendering Techniques Lecture 5: Shadows
- 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
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Advanced Rendering Techniques Lecture 4: Lighting and Shading 2
- 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
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Advanced Rendering Techniques Lecture 3: Lighting and Shading
- 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
|
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Advanced Rendering Techniques Lecture 2: Texturing
- 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
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Advanced Rendering Techniques Lecture 1: Preamble and History
- 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
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MEDC 2006: Building Your First Casual Game on Windows Mobile
- 08/31/2006
In this demo-intensive session, learn how to use Visual Studio 2005 and the .NET Compact Framework to develop casual games for Windows Mobile devices. You’ll also receive the Windows Mobile 5.0 Developer Resource Kit, which contains all the tools and resources needed to start developing.
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SAGE: A Simple Academic Game Engine
- 06/20/2006
SAGE consists of a series of game demos, each showcasing a new feature. The feature is demonstrated in rudimentary form, and leaves room for students to enhance it. Each demo is accompanied by Doxygen generated documentation and a tutorial.
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Presentation Materials: Slides
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XNA and Academia: Turning Consumers into Creators
- 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.
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Keynote - Games, Gender and Why It Matters
- 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.
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Game Design: Challenges, Skills, Opportunities, and Reality
- 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.
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Keynote - Next Generation Game Developers
- 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.
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Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War
- 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
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Introduction to Direct3D 10
- 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.
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XNA and Academia: A Partnership for the Next Generation
- 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.
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Stories to Share: 5 Years of Serious Games Advocacy
- 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.
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Musings on Game Dev Curriculums: An Insider's View
- 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.
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Combining games with theatre to create an interdisciplinary learning experience for Computer Science
- 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.
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Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables
- 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.
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A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education
- 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.
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ARTS Lab and Game Technology
- 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.
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Torque X Game Development for XNA
- 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.
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Game Programming for Introductory Computer Science
- 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.
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The Future of DirectX
- 09/12/2007
Chas Boyd talks about the future of DirectX.
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Interweaving Game Design into Core CS Curriculum
- 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.
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Integrating Video Game Development Experience in an Academic Framework
- 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.
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Agent Augmented Game Development
- 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.
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Teaching Revulsion-Free Design Patterns through Game Development
- 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.
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RAPT: Using Games in CS1-3
- 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.
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XYZZY: Finding New Magic in Text Adventure Games
- 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.
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Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education
- 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.
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Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games
- 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.
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A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens
- 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.
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Educating Game Programmers
- 09/11/2007
Timothy Roden talks about Educating Game Programmers.
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Design Issues for Undergraduate Game-Oriented Degrees
- 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.
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Academic Days on Game Development 2007 – Musings on Game Dev Curriculums: An Insider’s View
- 08/09/2007
This presentation was given by Matt Lee at the Academic Days on Game Development conference. This material discusses topics such as how to tune your curriculum to better match some of the industry trends in game development and software engineering in general.
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Academic Days on Game Development 2007 Presentations
- 05/15/2007
This Zip file contains all 30 presentations from the Academic Days on Game Development 2007 conference held in February 2007.
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Academic Days on Game Development 2007 – Five Years of Serious Games Advocacy
- 05/14/2007
This presentation was given by Ben Sawyer at the Academic Days on Game Development conference. This material discusses topics such as the history of gaming, examples of how gaming is used, theories and struggles of gaming.
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Academic Days on Game Development 2007 – DirectX 10
- 05/14/2007
This presentation was given by Michael Oneppo at the Academic Days on Game Development conference. This material discusses topics such as Direct3D, Direct3D 10 philosophy and goals, the graphics pipeline, shaders, state management and the impact of Windows Vista.
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Academic Days on Game Development 2007 – Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War
- 05/14/2007
This presentation was given by Merrilea J. Mayo at the Academic Days on Game Development conference. This material discusses topics such as the U.S. fraction of scientists and engineers, global Ph.Ds, efficiency of U.S. educational system in producing technical talent, and the positive impact of Science and Engineering games.
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Academic Days on Game Development 2007 – Living the Dream
- 05/14/2007
This presentation was given by Colleen McCreary at the Academic Days on Game Development conference. This material discusses topics such as including games as part of the traditional Computer Science curriculum, Electronic Arts team technologies, cutting edge engineering and what students do right out of college.
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Academic Days on Game Development 2007 – Game Design and Development: Challenges, Skills, Opportunities, and Reality
- 05/14/2007
This presentation was given by Robin Hunicke at the Academic Days on Game Development conference. This material covers topics such as: What is the Reality, What Skills are Necessary, How Can we Teach Them and Possible Futures.
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Academic Days on Game Development 2007 – School of the Future: Innovation and Education in Second Life
- 05/14/2007
This presentation was given by Cory Ondrejka at the Academic Days on Game Development conference. This material covers topics such as: What is Second Life, Education in Second Life, Learning, Education and Innovation and The Future of Education.
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Academic Days on Game Development 2007 – Gender, Games and Does it Matter?
- 05/14/2007
This presentation was given by Maria M. Klawe at the Academic Days on Game Development conference. This material covers whether or not females are less interested than males in playing, designing and/or programming computer and video games and if it matters.
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Academic Days on Game Development 2007 – Consumers as Creators: The Next Generation of Gaming Content
- 04/18/2007
The 2nd Annual Microsoft Academic Days Conference on Game Development – February 22-25, 2007 aboard the Disney Wonder cruise ship allowed faculty to learn and interact with researchers and technology specialists nationwide who actively contributed to the development of several successful projects in the area of Game Development for Computer Science.
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Microsoft Academic Days on Game Development - Creating a Science of Games
- 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
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Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective
- 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
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Gaming Resource Toolkit 2006: Trends of Gaming in CS and Industry
- 12/13/2006
Computer Science in the United States is seeing a huge drop in enrollment for both men and women. In a hope to reverse that trend and keep computer science exciting, Microsoft is looking at how computer gaming can make the curriculum more compelling.
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Gaming Resource Toolkit 2006: Play Between Worlds: Exploring Online Game Culture
- 12/13/2006
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating activity.
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Gaming Resource Toolkit 2006: Real-time Graphics Systems for 2010 and Beyond
- 12/13/2006
In this talk I will describe a new system design for a ray tracer. Combined with ongoing advances in raw computational performance, I believe that this system will allow ray tracing to replace the Z-buffer in commodity real-time rendering markets in 4-8 years.
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Gaming Resource Toolkit 2006: Repositioning Computer Science: Increasing Diversity and Creativity in CS Education
- 12/12/2006
In this talk I will present a post-mortem of my (non-standard, but incredibly fulfilling) education in CS, AI and video games. I will describe my experiences with art and computer science education, standardized and self-guided curriculums (undergraduate and graduate alike).
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Gaming Resource Toolkit 2006: Tactical Iraqi - Teaching Foreign Language in an Immersive Computer Game
- 12/11/2006
Tactical Iraqi is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic.
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Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006
- 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
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Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006
- 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
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AI Lecture 3 - Advanced Behaviour Modelling
- 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
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AI Lecture 2 - Behaviour Modelling
- 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
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AI Lecture 1 - Introduction to Games AI and Path Planning
- 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
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Programming for the XBox Controller with DirectInput
- 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.
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Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future
- 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
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Advanced Rendering Techniques Lecture 5: Shadows
- 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
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Advanced Rendering Techniques Lecture 4: Lighting and Shading 2
- 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
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Advanced Rendering Techniques Lecture 3: Lighting and Shading
- 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
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Advanced Rendering Techniques Lecture 2: Texturing
- 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
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Advanced Rendering Techniques Lecture 1: Preamble and History
- 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
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MEDC 2006: Building Your First Casual Game on Windows Mobile
- 08/31/2006
In this demo-intensive session, learn how to use Visual Studio 2005 and the .NET Compact Framework to develop casual games for Windows Mobile devices. You’ll also receive the Windows Mobile 5.0 Developer Resource Kit, which contains all the tools and resources needed to start developing.
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Computer Game Design and Implementation 2
- 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.
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Game Design and Implementation 1
- 10/04/2005
First course on Game Design and Implementation offered by the department of Computer and Information Sceince.
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Software Engineering for Computer Games
- 07/26/2005
All purposes software engineering course, whose projects and assignments relate to the construction of a software tool to build computer games.
Useful to teach software engineering in general, although more appealing to an audience interested in software engineering for gaming.
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Artificial Intelligence for Computer Games
- 07/26/2005
Artificial Intelligence and Computer Games have strong connections. In the present course we focus on action games at the Games side and on knowledge based systems, multiagent systems, knowledge sharing and coordination mechanisms on the AI side.
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Machine Learning for Computer Games
- 04/28/2005
A tutorial about Artifical Intelligence (AI) Learning Techniques for computer games.
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Computer Game Design and Implementation
- 01/10/2005
This course covers the technology, science, and art involved in the creation of computer games. The emphasis is hands-on development of games. A variety of software technologies relevant to games are covered.
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Reference Materials: Case Study
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Career Interview: Melissa Federoff
- 06/08/2007
Listen to Melissa Federoff, a game research engineer at Microsoft, describe her ideal career—game testing. Not only will she give students the scoop on her job, she also details the skill set needed to enter this career. Contains audio file, transcript, and personal profile.
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Reference Materials: Journal/Magazine Articles
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Introducing Computer Science with Project Hoshimi
- 05/16/2007
We propose using Project Hoshimi, a Microsoft Platform, as a base for introducing computer programming to CS1 students. Through the paper we discuss the main advantages and disadvantages in our experience of using Project Hoshimi, comparing its use against other more traditional approaches.
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Reference Materials: Readings
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Reference Materials: Source Code
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Academic Days on Game Development 2007 – DirectX 10
- 05/14/2007
This presentation was given by Michael Oneppo at the Academic Days on Game Development conference. This material discusses topics such as Direct3D, Direct3D 10 philosophy and goals, the graphics pipeline, shaders, state management and the impact of Windows Vista.
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Gaming Resource Toolkit 2006: Microsoft Sudoku: Optimizing UMPC Applications for Touch and Ink
- 12/14/2006
Stephen Toub, from Microsoft, discusses Sudoku, the number puzzle game, and demonstrates how to build an application to solve puzzles, generate puzzles, and enable enhanced game play for ultra-mobile PC and Tablet PC.
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Gaming Resource Toolkit 2006: Tic-Tac-Toe
- 12/14/2006
In the Tic-Tac-Toe sample application, two players play a game of Tic-Tac-Toe using the infrared ports on two devices. Tic-Tac-Toe is a two-player game where each player takes turns placing marks on the game board so that three marks are displayed in a row on the grid.
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Gaming Resource Toolkit 2006: The Card Game Starter
- 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!
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AI Lecture 3 - Advanced Behaviour Modelling
- 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
|
|
AI Lecture 2 - Behaviour Modelling
- 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
|
|
AI Lecture 1 - Introduction to Games AI and Path Planning
- 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
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|
Programming for the XBox Controller with DirectInput
- 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.
|
|
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future
- 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
|
|
Advanced Rendering Techniques Lecture 5: Shadows
- 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
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Advanced Rendering Techniques Lecture 4: Lighting and Shading 2
- 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
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Advanced Rendering Techniques Lecture 3: Lighting and Shading
- 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
|
|
Advanced Rendering Techniques Lecture 2: Texturing
- 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
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Advanced Rendering Techniques Lecture 1: Preamble and History
- 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
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DXFramework
- 01/27/2006
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0c.
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Programming project: The DX-Mars Video Game Project
- 11/30/2004
DX-Mars is a video game-like programming framework with a simple, object-oriented design intended for early computer science students. It is a 2-D isomorphic, tile-based environment based on NASA’s missions to Mars. A rover is moved around the surface of Mars to collect items and gather data.
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Reference Materials: Tutorial
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Introduction to Video Game Programming
- 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
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Machine Learning for Computer Games
- 04/28/2005
A tutorial about Artifical Intelligence (AI) Learning Techniques for computer games.
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