[After Midterm] Lecture I: Interactive Computer Graphics

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58 Terms

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Game Design

Multidisciplinary field combining computer science, creative writing, and graphic design.

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Game Design

Planning phase of game creation (serves as a blueprint).

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Game Design

Requires creativity and technical skills such as logic, game theory, and knowledge of human psychology.

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Game Development Softwares

• GameMaker Studio

• Unity

• Unreal Engine

• Construct 3

• Godot

• Defold

• RPG Maker M Z

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GameMaker Studio

Beginner friendly with drag-drop interface.

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Unity

Powerful industry-standard for creating 2D and 3D games for numerous platforms.

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Unreal Engine

A professional, complete suite of tools for high-end, real-time 3D creation.

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Construct 3

Code-free, entirely GUI-driven development.

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Godot

Free engine with strong, well-designed support for both 2D and 3D games.

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Defold

Free software supporting export to a wide range of platforms.

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RPG Maker MZ

Specialized, code-free tool for creating role-playing games.

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Level Design

The discipline of creating game levels, missions, or environments using level editor software.

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Level Design

A technical and artistic process that can involve conceptual sketches and models.

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Level Design Steps

Laying out the map

Setting environmental conditions

Defining game rules

Placing interactive elements

Detailing

Scripting events / NPC paths

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Laying out the map

Cities, rooms, tunnels

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Setting environmental conditions

Time, weather.

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Defining game rules

Scoring, resources.

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Placing interactive elements

Buttons, teleporters, resources.

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Adding entities

Enemies, items, save points.

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Detailing

Textures, sound, lighting, and music.

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Scripting events / NPC paths

Creating NPC paths and behaviors.

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The 3C’s (Character, Camera, Controls)

Defines the player's core interactive experience and initial impression of the game.

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Character

The player's avatar. Design (including silhouette) communicates personality and information (e.g., health). Customization allows for player expression.

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Camera

The player's "eyes" into the game world. Crucial in 3D games, with different perspectives (e.g., first-person, third-person, isometric) serving different purposes.

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Controls

The interface between the player and the game. Should be accessible and intuitive, unless unconventional controls are a deliberate design choice.

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Game Types and Difficulties

Simulators

Games vs. Contests

Puzzles

Dynamic Difficulty Adjustment (DDA)

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Simulators

Interactive systems that simulate something.

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Games vs. Contests

All games are contests, but not all contests are games. Games require meaningful decisions.

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Puzzles

Problems with a single, correct solution.

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Dynamic Difficulty Adjustment (DDA)

A method to automatically modify a game's challenge in real-time based on the player's skill to avoid boredom or frustration.

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Creating Game Assets

Graphics Tools

Font Resources

Music & SFX Tools

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Graphics Tools

Blender

Maya

Gimp

Aseprite / Pyxel Edit / GraphicsGale

Open GameGimp Art

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Blender

3D suite

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Maya

3D animation/modeling

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Gimp

image editing

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Aseprite / Pyxel Edit / GraphicsGale

pixel art & animation

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Open GameGimp Art

free asset library

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Font Resources

Dafont, Google Fonts.

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Music & SFX Tools

Audiokinetic Wwise

Freesound

BeepBox

Bosca Ceoil

Sunvox

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Audiokinetic Wwise

professional audio engine

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Freesound

CC-licensed sound database

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BeepBox

online chiptune tool

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Bosca Ceoil

beginner-friendly music creator

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Sunvox

modular music tracker

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Types of 3D Animation

3D Video and Film (Passive)

Interactive 3D

Virtual Reality 3D (VR)

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3D Video and Film (Passive)

Moving images in a 3D space with no user interaction.

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Interactive 3D

Users can interact with and move through the 3D world via mouse/keyboard.

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Virtual Reality 3D (VR)

The most immersive type, requiring a headset to interact with a digital realm in a physical space.

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3D Animation Techniques

Inverse Kinematics

Fluid Simulation

3D Skeletal Animation

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Inverse Kinematics

Mimics natural joint movement (e.g., for arms/legs), simplifying animation.

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Fluid Simulation

Creates realistic animations for water, lava, etc.

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3D Skeletal Animation

Animates a character using a rig/skeleton underneath a skin/mesh.

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Playtesting

A quality control method where users play unfinished versions to find flaws and bugs. It helps refine gameplay, balance, and fun elements.

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Gross Playtesting

Initial test by the core team for basic gameplay problems.

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In-House Playtesting

More comprehensive testing by internal staff/contractors.

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Blind Testing

Beta testing by new users to provide fresh, unbiased feedback.

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Final Playtesting

Last test before launch, focusing on aesthetic feedback.

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Finalizing your game

Involves making final pitching decisions and marking games as complete (“finalizing”). Finalized games can be reviewed and, if necessary, re-opened for corrections.