Title: Starting a Simulation
1Starting a Simulation Game Development
Program
Farhad Javidi CPCC
2Evidence
- As we move further into the 21st century, it
becomes evident that the future of industry,
education and entertainment is one in which games
and simulations play an increasingly important
role in our society - one in which they change
the way people live, work and play. Leading
analysts forecast that video and computer game
software sales alone will soon surpass 40
billion, and that the next generation of video
game consoles may achieve household penetration
rates approaching 70 percent, making them nearly
as commonplace in American homes as video
cassette recorders.
3Top Ten Game Industry Facts
- U.S. computer and video game software sales grew
eight percent in 2003 to 7 billion a more than
tripling of industry software sales since 1996. - In 2003, more than 239 million computer and video
games were sold, or almost two games for every
household in America. - Half of all Americans age six and older play
computer and video games. - The average age of a game player is 29 years old.
- The average game buyer is 36 years old. In 2003,
94 percent of computer game buyers and 84 percent
of console game buyers were over the age of 18.
4Top Ten Game Industry Facts
- Thirty-nine percent of game players are women.
- Eighty-five percent of all games sold in 2003
were rated "E" for everyone or "T" for teen. - Ninety-two percent of parents surveyed who have
children under the age of 18 say they monitor the
content of the interactive games their children
play, and 55 percent of parents say they play
interactive games with their kids at least once a
month. - Forty-three percent of game players say they play
games online one or more hours per week, up from
thirty-seven percent in 2003 and thirty-one
percent in 2002. - More than half of game players expect to be
playing as much or more 10 years from now as they
do today.
5From Entertainment to Education
- The gaming industry is being fueled by a
generation of young people who have grown up on
video games, making the crossover to training and
other industries even more likely. As
baby-boomers leave the workforce, the demographic
changes dramatically with a shift toward
employees who embrace electronic games
intuitively, and who dont know a world without
the Web.
6From Entertainment to Education
- The same technology and structural elements
required for the development of a well-designed
electronic game are also required for complex
simulations used in a variety of experiential
training programs. Many industries are now
employing simulations because they have proven to
be highly effective and cost effective.
According to CPCCs IT Division Director, Tom
Idema, While one quickly associates simulation
and games with video games, perhaps its biggest
impact is beginning to be seen in other fields
such as medicine, manufacturing, energy and
defense. Simulations are now created for
surgeries, manufacturing methods, energy systems
and defense training that includes the pilot in
the cockpit as well as the soldier on the ground
using virtual reality to enhance his abilities in
urban combat situations.
7Demand for Professionals
- According to the Entertainment Software
Association, the game development industry is an
11 billion per year industry 2002, and trained
developers and animation experts are highly
sought after. The Bureau of Labor Statistics
ranks software engineering 1 out of the top 25
fastest-growing occupations. Annual salaries for
Art/Animation Specialist, Simulation/Game Design,
Audio/Video Specialist and Level Design positions
can range from the high 40,000's to around
70,000 after one or two years of experience.
Annual salaries for Programming positions can
range from the high 50,000's to around 110,000
after one or two years of experience.
8Current Similar Academic Programs
- Currently, no such program exists in North
Carolina. The nearest post-secondary institution
offering such a program is located in Florida.
9Simulation Game Development
- This new initiative at CPCC is being led by
program chair, Farhad Javidi, who has developed
the initial courses currently being taught, and
the AAS degree program that is now awaiting state
approval. A national advisory committee composed
of game industry professionals is currently
forming, and is assisting in guiding the design
and development of the curriculum.
10Target Markets
- Entertainment Industry, Engineering, Health Care
Industry, Forensics, Education, NASA, etc.
11Sample SGD Jobs
- IT Purchasing Systems Analyst
- Senior Tools Programmer
- Reports and Tools Programmer
- Audio Manager
- Public Relations Assistant
- Quality Assurance Assistant Manager
- Game Support Lead Game Master
- Senior Graphics Programmer
- Foreign Language Game Tester
- Compatibility Assistant Manager
- Account Services Representative
- Senior Server Programmer
- Network Operations Manager
- Oracle Database Administrator
- Web Designer
-
- Oracle Database Administrator
- Level Design and Build
- Network Engineer
- 3D Graphics Engineer
- Scripter
- Designer
- Game Tester
- Animator
- Concept Artist/UI HUD
- Engine Support/Documentation Manager
- FX Artist
- High-Res Modeler
- Internet Services Programmer
- Japanese Technical Translator/Customer Liaison
- Production Assistant
- Programmers
- Texture/Concept Artists
12 Job TitlesThe Simulation/Game Designer
- Simulation/game designers decide what the
simulation/game will actually do. They decide on
the theme, objectives and rules of play. Most
development teams have a lead simulation/game
designer who is responsible for the overall
concept and feel of the simulation/game. Design
team members work with artists and programmers to
develop the lead simulation/game designers
vision into a working reality. Simulation/game
designers work closely with their team. Their
work involves brainstorming, collaboration, and
repeated revisions. Designers organize their
ideas by writing short scripts or narratives and
by sketching storyboards to describe the
sequential action of the simulation/game. - Simulation/Game Designer
- Level Designer
- Interface/Navigation Designer
- Interaction Designer
13 Job TitlesThe Simulation/Game Artist
- Simulation/game artists are responsible for the
look and feel of the simulation/game. Artists
develop a consistent look and style for the
simulation/game through the creation of the
characters, environments, graphic effects and
menu interfaces. Common roles within the artistic
team include character modeling and animation,
background modeling, textures and conceptual
design. - Concept Artist
- Technical Artist
- Character Artist
- Environment Artist
- Vehicle Artist
- Animator
- Level Artist
14 Job TitlesThe Simulation/Game Programmer
- Simulation/game programmers turn the fanciful
visions of the designers into reality by planning
and writing the simulation/game software. The
programmers translate the design and artistic
teams work into mathematical equations that the
computer understands. Simulation/game programmers
control the speed of the simulation/game as well
ensure the proper placement of art and sound
within the action. As the technical experts of
the simulation/game, programmers are faced with
the challenge of optimizing and managing the
project schedule, cost, quality of the code and
player satisfaction. - Simulation/Game Programmer
- Senior Simulation/Game Programmer
- Simulation/Game Database Programmer
- Render Programmer
- Audio Programmer
- Animation Programmer
- AI Programmer
- Simulation/Game Engine Programmer
- Mobile Programmer
- On-line/Network Simulation/Game Programmer
15 Job TitlesThe Simulation/Game Tester
- Many young simulation/gamers dream of a career as
a simulation/game tester because they get to play
simulation/games for a living! In reality, the
job of a simulation/game tester involves much
more than merely playing. Testers work closely
with the programmers throughout the development
process to ensure the code is bug-free and play
each part of the final simulation/game to find
errors in the simulation/game before the final
product is shipped to stores. In addition to
reporting their findings, testers are often
responsible for determining solutions to the
problems they discover. - Simulation/Game Tester
- Quality Assurance Analyst
16Other Job Titles
- The Simulation/Game Engineer
- Network Engineer
- Software Engineer
- Audio Engineer
- The Simulation/Game Manager
- Simulation/Game Producer
- Simulation/Game Project Manager
- Art Director
- Creative Director
- Technical Director
- The Simulation/Game Marketer
- Simulation/Game Marketer
- Designers/Creators
- Artists
- Programmers
- Sound Engineers
17Where are we going?
- Establish a Simulation and Game Development
program as part of the Information Technology
division. - CPCC will offer a two-year degree and several
certifications for those individuals pursuing a
career in Simulation and Game development. - The programs core will consist of Information
Technology courses in Simulation and Game
Development. - This program is not offered at any college or
university in North Carolina therefore, the
program will need to be created from scratch.
18Where are we going?
- Students will acquire a combination of skills in
Object-Oriented Systems, C/Java/ActiveX/OpenGL/L
ingo Programming, 2D and 3D Character/Scene
Drawing and Graphics, Perspective, 2D and 3D
Design, 2D and 3D Animation, Lighting/Texture/Scen
e/Gesture Design, Color Theory, Anatomy, Motion
Mapping, Character/Scene Modeling, Level Design,
Game Play Design, Scriptwriting, Storyboarding,
Prototyping, Network/On-Line/Wireless/Mobile/Pocke
t PC Design and Programming, Math/Physics/Geometry
/Physiology/Kinesiology, Audio/Video Development,
Virtual Reality. Students will also learn the
importance of creating portfolios that reflect
their knowledge of the industry. - Approximate cost to start the program is 350,000.
19CPCCs Innovation vs Costs
- Staying current with new technologies and
applications presents significant challenges to a
community college. Identifying the latest,
greatest new development of the day that will
actually be here tomorrow is a moving target.
Funding issues can be daunting for some new
technologies, there are sometimes cumbersome
approval processes to navigate, and an almost
continual process of required faculty training
and re-training. However, the return on
investment for being early adopters is
significant being able to offer relevant IT
training to increasing numbers of students, even
in down times. The Information Technology
Division at Central Piedmont Community College
has a tradition of innovation and has
aggressively pursued the new, high-demand
technologies and creative applications. These new
technologies are not just the latest hot item,
but have passed the litmus test of being
industry-critical. With the increasing pace of
change evident in most information technology
sectors, it is necessary for community colleges
to be responsive and quickly adopt new programs.
Getting these new programs to market (into
classroom curriculum) more quickly than the
competition is the goal, and minimizing the
inherent risks is a critical step along the way.
20Simulation Game Development
- The most recent example of an innovative program
is Simulation and Game Development, a new
Associate in Applied Science Degree Program being
developed at CPCC. Since the early 1970s when
the first video game Pong was invented followed
by the infamous Pac-Man, the game industry has
taken advantage of enormous technological
innovations and phenomenal increases in
processing power to produce increasingly
sophisticated game environments. The modern-day
video game industry took shape in 1985, when
Nintendo introduced the eight-bit Nintendo
Entertainment System (NES). Soon thereafter, the
16-bit Sega Genesis was launched, followed by
Super NES. In the early 1990s, the PC game
business surged with the introduction of CD-ROMs,
falling prices for multimedia PCs and the
introduction of high-level 3D graphics cards. In
1995-1996, Sony PlayStation and Nintendo 64
launched a new generation of video game consoles.
In 1999 and 2000, the computer and video game
industry reached unparalleled heights with the
introduction of new video game consoles. Segas
Dreamcast was the first 128-bit console and
Sonys PlayStation 2, with its 300-MHz processor,
allowed users to not only play games, but also
watch DVDs and listen to audio CDs.
21Justification
- The decision to invest scarce College resources
in any new instructional initiative must be based
on hard data that establish realistic demand
projections for training and for analysis of the
job market that will justify delivering
well-trained students into this particular niche
of the industry. Interactive games, little more
than a curiosity twenty years ago, are now one of
the most popular forms of entertainment and a
pervasive component of global culture. The
simulation and game industry has a world market
value of 26 billion and is expected to grow to
36 billion by 2007. Mr. Javidi states that,
according to the Entertainment Software
Association, sales of computer and video game
software and hardware reached 10 billion last
year. Furthermore, games are increasingly being
played on PDAs and other hand held devices, as
well as on mobile phones and consoles. According
to NPD Interactive Entertainment Service, the
gross income of games and interactive media
exceeded for the first time in history the movie
industry in 2002. It is expected that the
interactive game business will swallow the
movie business and they will become one and the
same the fusion of art and science. Even if one
looks at the gaming industry itself, the
robustness of its prospects are impressive, but
the simulation and game industry is expanding
into other arenas, where the potential for growth
is even greater.
22Program Planning Process Notification
Date of Notification October 1, 2004
Central Piedmont Community
College intends to initiate a planning process
for Simulation and Game Development. The
planning process is expected to be completed by
February 2005 with program implementation in Fall
2005. The anticipated area to be served by this
program is the Charlotte-Mecklenburg region..
Any college interested in participating in the
feasibility study and planning process should
respond to Farhad Javidi at farhad.javidi_at_cpcc.edu
by November 15, 2004. Invitations to a planning
meeting will be sent to all responding
colleges. Dr. Tony Zeiss President Central
Piedmont Community College Tony.Zeiss_at_cpcc.edu
Phone 704-330-6566 Fax 704-330-5045
23Sample SGD Courses
- Introduction to SGD
- Figure Drawing I
- Figure Drawing II
- Animation
- 3D Design and Modeling
- 3D Animation
- 3D Modeling Tools
- Level Design
- Scene and Lighting Design
- MOD Development
- Game Production and Documentation
- Audio/Video for Game Development
- Character Development
- Scriptwriting
- Acting Movement
- Storyboarding
- Anatomy for SGD
- Sculpturing for SGD
- Math and Physics for SGD
Physiology/Kinesiology for SGD Psychology for
SGD C and Advanced C DirectX and OpenGL for
SGD Philosophy and Ethics SGD Project Multiplayer
Game Programming Wireless Game Programming Network
/On-line Game Programming Linux Game
Programming Palm/Pocket PC Game Programming Java
Game Programming Flash MX Game Programming Artific
ial Intelligence Virtual Reality Path finding
Algorithms Lighting and Shading Algorithms Level
Design II 3d Animation II 3D Design II
24Sample Course Descriptions
- Introduction to Simulation and Game Development
This course provides an introduction to the
field of game development. Topics include game
design, game concepts, setting, storytelling and
narrative, character design, interface design,
game play, internal economy and core mechanics,
game genres, AI in games, on-line games, effects
of games on society and other fields, the
psychology of games and careers in game
development. - Figure Drawing This course is an introduction to
rendering the human figure and will focus around
drawing from the life model, addressing
representations of the human figure and the human
figure as the subject for drawing. Students will
learn the history of life drawing, the structure
and function of the human skeleton and
musculature through lecture, research,
demonstration and discussion. Students learn how
to draw the human figure in action and repose
through intensive studio practice. Attention will
be given to an understanding of volumetric
description and underlying structure of the human
form. - 3D Design and ModelingThis course will explore
the principles of design as applied to
three-dimensional form and space and introduces
the student to industry standard 3D animation
tools used to bring their models and objects to
life using 3D Studio Max. Areas of emphasis
include keyframing, motion paths, function curves
and graphs, animated parameters and modifiers and
animated hierarchies.
25Sample Course Descriptions
- MOD DevelopmentThis course challenges the
students to create their own original game
modification based on a current 3d engine.
Working in groups, students will create original
levels, characters and animations for a real-time
multiplayer game. - Game Production and DocumentationThis course
introduces the techniques and methods of creating
a production document and a design document.
Students will work through production
documentation issues including scheduling,
production plans, marketing and budgeting. The
design document is the actual premise for the
game. Students will create a game design document
that describes all aspects of the game, which
then could be used in the game production class. - Audio/Video for Game DevelopmentThis course will
develop the students understanding of the
purpose and impact of sound in a production
environment. Students will explore the techniques
necessary to produce and edit sound for multiple,
digital mediums. Students will also explore the
basic fundamentals of sound theory, composition
and engineering.
26Sample Course Descriptions
- Character DevelopmentThe class develops the
students ability to create a fictional
personality for use in digital video, animation
or game. Stock characters, stereotypes,
archetypes and allegory will be explored as a
means for developing character attributes. Topics
include the study of the elements of character,
how to develop background, and character voice.
Particular emphasis will be placed on the context
of the character and how the character will be
used (e.g. what differentiates game characters
from counterparts in film and literature). - ScriptwritingThis course is an introduction to
writing for the screen (digital video, animation
and/or game). Topics will include plot
development, format, three-act structure, genre,
dialogue, voice, scope, and context (how
screenplays are shaped by political, social, and
economic forces). An emphasis will be placed on
developing and defining each student's individual
style and personal themes. The goal of this class
is for students to write a solid final draft of a
short screenplay. Handouts, film/tv clips and in
class projects will be used to provide insight
into the craft of storytelling as well as the
process of writing itself. - Acting Movement This course introduces the
student to the basic principles of acting and
stage movement. Topics include terminology used
by directors, exercises in voice projection,
rhythm and alignment. Techniques for
memorization, concentration and relaxation will
be explored. Monologues and short scenes may be
performed and critiqued.
27Sample Course Descriptions
- 3D AnimationThis course introduces the student
to industry standard 3D animation tools used to
bring their models and objects to life using
Maya. Areas of emphasis include keyframing,
motion paths, function curves and graphs,
animated parameters and modifiers and animated
hierarchies. - Level DesignLevel Design 1 will introduce
students to the tools used to create levels for
real-time games. The course will incorporate
level design and architecture theory, modeling
for a 3d engine, and texturing methods such as
photo manipulation and digital painting. - Scene and Lighting DesignThis course introduces
the student to the theories and techniques used
in lighting and scene design when creating a
setting for digital video, animation or game
projects. Script analysis and interpretation may
be used to teach the principles of style, form
and balance in scene design. Lighting subjects
include the psychological effects of light and
color. Students will be introduced to the basic
lighting elements of visibility, selective focus,
modeling and imparting mood to a scene.
28Process
- College Approval
- Founding
- Advisory Board
- Planning and Research Process
- New Degree Application
- New Course Form
- Meet Deadlines
- Training Faculty
29Simulation
- What they call Serious Games, Educational
Arcade or Game-based Learning, we simply call
Simulation.
30Henry Ford Health System
- Dr. Mani Menon used a new, high-tech operating
room to beam a prostate surgery to 1,500 doctors
at the World Congress on Endourology in Mumbai,
India.
31Simulations Engage, Educate, Illustrate
Perspective and Introduce Alternatives
- Simulations pull the jury into the scene and
allow them to experience the incident firsthand.
With the aid of a computer simulation, the
expert's testimony is transformed from an
abstract, oral presentation into a visual
experience that jurors can relate to on an
intellectual and, often times, emotional level. - Simulations allow experts to communicate complex,
technical processes to non-technical juries. With
such visual tools, the expert not only educates,
but interprets the complex as well. When juries
are able to clearly understand and relate to the
issues of the case, they are better able to keep
their attention focused on the facts and make
informed decisions. - Simulations illustrate the incident from multiple
viewing angles such as top-down and side views.
They also communicate more abstract information
such as reaction time more effectively than with
verbal descriptions. - Simulations explore alternative, or "what if",
scenarios - they demonstrate the jury what the
outcome of the situation could have been. They
demonstrate how a life could have been saved had
the proper safeguards been in place.
32Vision Representations Pilot
This vision representation shows how the world
looks through the eyes of a pilot who has
suffered complications after eye
surgery. Original image representing the pilot's
vision on the job before surgery - shown left.
 This is how the pilot sees the same image
after surgery. This pilot can
33Vision Representations, Double Vision
The images below represent the vision of a person
who suffers double vision due to a head injury.
In this case, both an eye chart and a typical
nighttime scene was used to demonstrate the
visual experience caused by this person's
condition.
34