Understand Game Design - Differentiate among game types.
- This objective may include but is not limited to: console, Xbox, MMORPG, mobile games, PC games
- Differentiate among game genres.
- This objective may include but is not limited to: fantasy, sports, role playing, card, board, First Person Shooter
- Understand player motivation.
- This objective may include but is not limited to: quests, tasks, activities, how to win, game goals
- Design the user interface.
- This objective may include but is not limited to: UI layout and concepts, asset management, game state, gamer services
- Understand components.
- This objective may include but is not limited to: differentiate between tool creation and game programming, understand artificial intelligence (AI)
- Capture user data.
- This objective may include but is not limited to: save and restore user data, save and restore game state, handle input states, store data, manage game state, input services
- Work with XNA.
- This objective may include but is not limited to: understanding the architecture of an XNA game; using built-in XNA tools; work with XNA hierarchy (initialization, update loop, drawing)
- Choose an input device.
- This objective may include but is not limited to: mouse, keyboard, Kinect, console, mobile
- Choose an output device.
- This objective may include but is not limited to: screen, television, hand-held devices, sound (local speakers, surround sound systems)
- Work with the network.
- This objective may include but is not limited to: set up Web services, TCP, UDP, basic management; plan for areas without access to Internet, notifications
- Manage game performance.
- This objective may include but is not limited to: CPU vs. GPU, reach vs. HiDef, graphics networking performance, frame rate
- Understand the different game platforms.
- This objective may include but is not limited to: console, PC, mobile; compare memory management
Understand Graphics - Understand rendering engines.
- This objective may include but is not limited to: DirectX, video and audio compression, display initialization, resolution (full screen, Vsync, and windowed), transforms
- Plan for game state.
- This objective may include but is not limited to: scene hierarchy engine, gametime to handle frame rate variations, understanding games’ main loop (input/update/render), graphics pipeline; understanding the flow of a game, loading, menus, save-load, configuring options (video, audio, keyboard)
- Draw objects.
- This objective may include but is not limited to: using bitmaps, sprites, vector graphics, lighting, blending, text, textures, 3D geometry, parallax mapping, and different shaders; 2-D vs. 3-D; creating a sprite font
Understand Animation - Animate basic characters.
- This objective may include but is not limited to: movement, lighting, projections, frames per second (FPS), shaders, apply filters to textures, sprite animation, generate objects from user indexed primitives, matrices, understanding keyframes, motion between keyframes
- Transform objects.
- This objective may include but is not limited to: forming, deforming, moving, point distances, planes, interpolation; frames per second (FPS); translation, scale, rotation
- Work with collisions.
- This objective may include but is not limited to: per pixel and rectangle collisions, collision detection, collision response, fundamentals of physics simulation
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