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Starting a Simulation

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Title: Starting a Simulation


1
Starting a Simulation Game Development
Program
Farhad Javidi CPCC
2
Evidence
  • 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.

3
Top 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.

4
Top 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.

5
From 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.

6
From 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.

7
Demand 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.

8
Current Similar Academic Programs
  • Currently, no such program exists in North
    Carolina. The nearest post-secondary institution
    offering such a program is located in Florida.

9
Simulation 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.

10
Target Markets
  • Entertainment Industry, Engineering, Health Care
    Industry, Forensics, Education, NASA, etc.

11
Sample 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

16
Other 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

17
Where 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.

18
Where 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.

19
CPCCs 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.

20
Simulation 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.

21
Justification
  • 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.

22
Program 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
23
Sample 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
24
Sample 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.

25
Sample 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.

26
Sample 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.

27
Sample 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.

28
Process
  • College Approval
  • Founding
  • Advisory Board
  • Planning and Research Process
  • New Degree Application
  • New Course Form
  • Meet Deadlines
  • Training Faculty

29
Simulation
  • What they call Serious Games, Educational
    Arcade or Game-based Learning, we simply call
    Simulation.

30
Henry 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.

31
Simulations 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.

32
Vision 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
33
Vision 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.
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