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IST 402: Design of Interactive Immersive Environments

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First half of the class. 4 projects ... Half Life SDK. You have these machines during class time and at a scheduled evening slot. ... – PowerPoint PPT presentation

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Title: IST 402: Design of Interactive Immersive Environments


1
IST 402 Design of Interactive Immersive
Environments
  • Other Names
  • Game Design
  • Interactive Narrative
  • Design of the New Media

2
A Word of Advice
  • Programming knowledge
  • Basic concepts
  • Matrix operations
  • Vector geometry
  • Game design
  • Game play
  • Course is hands-on and project oriented.

3
Grading and Projects
  • Individual Projects 40
  • First half of the class
  • 4 projects
  • A scene with a character that the user directs
    to walk from one place to another
  • Adding a radar and alerting user to approaching
    enemies a Mod for Unreal Tournament
  • Enhancing AI strategy of Warcraft or Rise of
    Nations
  • Creating a Sim Object
  • Group Project (4-5 people) 40
  • Proposal
  • Prototype I
  • Prototype II
  • Final
  • Participation 20
  • Group discussions
  • Forum posting
  • Panel presentation (Please sign up for a slot)

4
Software used for the class
  • Programming languages
  • .NET, C or Java
  • Scripting languages provided by the games e.g.
    Unreal Script
  • Games
  • Warcraft III or Rise of Nations
  • Catz
  • Unreal Tournament or Half Life
  • The Sims
  • Wildtangent Driver and SDK

5
Facilities Provided
  • S/W on Classroom computers
  • .NET on all machines
  • Games 20 copies of each game is distributed
    among machines so that each machine will have
    one game for each genre
  • Wildtangent SDK
  • Unreal Tournament SDK
  • Half Life SDK
  • You have these machines during class time and at
    a scheduled evening slot.

6
Working at Home
  • Wildtangent is free
  • I can provide Visual Studio .NET Enterprise
  • You will need to buy the games

7
Special Equipments for projects
  • We have the following equipment in 314 Lab
  • Sound Booth we will get sometime in Jan
  • G4 with video editing software
  • Adobe priemier and after effects
  • You can also use video production equipment in
    the Architecture or Film dept.
  • You need to talk with me about using any of these
    equipments.

8
Interactive Immersive Environments
  • How to create immersive production?
  • Elements of Performance (Aristotles Poetics)
  • Plot
  • Character
  • Diction
  • Thought
  • Spectacle
  • Music
  • In film, you also have camera
  • How do we create an interactive production, and
    what does interactivity mean?

9
Interactive Immersive Environments
  • Interactivity Models
  • psychological space connection interacting at a
    psychological level, e.g. observing inner
    thoughts of characters, or affecting
    characters motivations or inner states.
  • E.g. Janet Murrays Class http//thistle.skiles.
    gatech.edu/JMurray_Research/68
  • spatial navigation navigation through
    architectures or space
  • E.g. Myst
  • Titillation driven by or rewarded with sensual
    stimulation
  • E.g. Dracula, Devil May Cry

10
Interactive Immersive Environments
  • Interactivity Models (Contd)
  • Relational
  • Character driven
  • Driven by building relationship with characters
  • E.g. Living Letters, Catz
  • Playwright, playing God
  • E.g. Sims, Black and White
  • Thought and Strategy
  • E.g. Warcraft

11
Interactive Immersive Environments
  • Increasing Emotional Involvement or
    Engagement through
  • Story Reward
  • If you make this level, you get to know what
    happens to the princess.
  • Investment
  • customizing your characters
  • Making choices that affect your characters
    image
  • Experimentation and problem solving
  • Different ways of getting at one solution
  • Different strategies of fighting an enemy
  • What else?

12
Next Class
  • Panel what makes a good interactive experience?
  • Recommended Readings
  • Holopainen, J. Meyers, S. (2000)
    Neuropsychology and Game Design
    Consciousness Reframed 2000. http//www.stephan.co
    m/NeuroBio.html.
  • Kramer, W (2001) What makes a Game Good?
    Available at http//www.thegamesjournal.com/a
    rticles/WhatMakesaGame.shtml
  • Doug Church. (1999) Formal Abstract Design
    Tools. Game Developers Magazine, Vol 3, Issue
    28
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