CPSC 4820/6820: Design & Implementation of Video Game Modules

Course Overview

INSTRUCTOR: Sophie Joerg
OFFICE HOURS: Fr 4-5pm, McAdams 318
SEMESTER: Spring 2015
TIME: TR 11:00-12:15pm
LOCATION: ASC 302

Syllabus

Talks Schedule

Date Who Paper
April 2
April 7 Caleb Hilley


Ayush Bhargava


Marie Jarrell
Craig Reynolds. 1987. Flocks, Herds, and Schools: A Distributed Behavioral Model. Computer Graphics.

John Mooney, Jan Allbeck. 2014. Rethinking NPC Intelligence - A New Reputation System. Motion in Games.

Okan Arikan and David Forsyth. 2002. Interactive Motion Generation from Examples. ACM Transactions on Graphics.
April 9 Joshua Hilley



Zachary Shore

Chris Hecker, Bernd Raabe, Ryan W. Enslow, John DeWeese, Jordan Maynard, and Kees van Prooijen. 2008. Real-time Motion Retargeting to Highly Varied User-Created Morphologies. ACM Transactions on Graphics.

Stelian Coros, Sebastian Martin, Bernhard Thomaszewski, Christian Schumacher, Robert Sumner, and Markus Gross. 2012. Deformable Objects Alive!. ACM Transactions on Graphics. [video]
April 14
April 16 Dhaval Parmar



Lorraine Lin



Elham Ebrahimi
Ladislav Kavan, Simon Dobbyn, Stephen Collins, Jiri Zara, and Carol O'Sullivan. 2008. Polypostors: 2D Polygonal Impostors for 3D Crowds. In Interactive 3D Graphics and Games. [video]

Rachel McDonnell, Martin Breidt, and Heinrich Buelthoff. 2012. Render me Real? Investigating the Effect of Render Style on the Perception of Animated Virtual Humans. ACM Transactions on Graphics. [video]

Lavanya Sharan, Zhe Han Neo, Kenny Mitchell, Jessica K. Hodgins. 2013. Simulated Motion Blur does not Improve Player Experience in Racing Game. Motion in Games.
April 21Paolo Usero



Christian Weeks



Mark Hendrikx, Sebastiaan Meijer, Joeri Van Der Velden, and Alexandru Iosup. Procedural Content Generation for Games: A Survey. Multimedia Computing, Communications, and Applications (TOMM) (see Source Materials tab) [pdf]

Lawrence Johnson, Georgios Yannakakis, Julian Togelius. 2010. Cellular Automata for Real-Time Generation of Infinite Cave Levels. PCGames.
Gillian Smith. 2014. Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games. CHI. (Might need to be on campus to access publication.)

April 23 Adam Wentworth

Paul Cairns, Jing Li, Wendy Wang, A. Imran Nordin. 2014. The Influence of Controllers on Immersion in Mobile Games. CHI. [video]

Talk Materials


Matthew Brand and Aaron Hertzmann. 2000. Style Machines. SIGGRAPH.

Nam Nguyen, Nkenge Wheatland, David Brown, Brian Parise, C. Karen Liu, Victor Zordan. 2010. Performance capture with physical interaction. ACM SIGGRAPH/Eurographics Symposium on Computer Animation .

Chongyang Ma, Nicholas Vining, Sylvain Lefebvre, Alla Sheffer. 2014. Game Level Layout from Design Specification. Eurographics.

Helge Rhodin, James Tompkin, Kwang In Kim, Kiran Varanasi, Hans-Peter Seidel, Christian Theobalt. 2014. Interactive Motion Mapping for Real-time Character Control. Eurographics.

Projects

Town of Talking Dogs: Samuel Campbell, Lorraine Lin, Marie Jarrell

Dream World: Steven Mets, Caleb Hilley, Zachary Shore, Paolo Usero

Survival Mode: Emerson Smith, Ayush Bhargava

Procedurally Generated Dungeon: Weston Tracey, Alex Shchetkov

Myo or Leap: Dhaval Parmar, Elham Ebrahimi

Cormud the Infinite: Joshua Hilley, William Newberry, Trungnhan Phan

Quick Menu: Christian Weeks, Zachary McNellis

The Hero's War: Adam Wentworth, Galen Helfter, Nicholas Bodtorf

Further materials

Euler (gimbal lock) Explained
Animated Rotation in Maya