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Master Thesis “Architecture and Prototype of a Game-Engine”

This thesis describes the modules of a modern, commercial-scale game engine. It also gives an overview of potential techniques and implementations with examples of real commercial titles. The term “game engine” is defined, and the development of a game engine is sorted in the development process of a whole game project. The requirements of a game engine are identified in respect to the target genre or meta-genre and different models for managing a game engine are shown. Each subsector of a game engine, excluding rendering and AI, is then closely analyzed to identify how entities can be mapped on the game engine runtime. In contrast to many other documents, this thesis will not view a game engine from a “graphics” point of view, starting development at the graphics engine. Instead, this paper will lead to actually implementing an in-game universe, taking care of causality, time, and information in the process and then transferring the archived knowledge into an implementation.
Document, English

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9th GamesDay Slides “Community Management”

A brief flight over my experiences in the often neglected field of community management in game development, using Fleet Operations as a case study. The online gaming industry focused on this particular field of marketing in contrast to many ‘real world’ economies like car production or even most software tools. I want to show community management as a chance, rather than a burden. Don’t ask what your community can do for you, but what you can do for your community!
PowerPoint, English

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8th GamesDay Slides “Artificial Intelligence in Games”

An introduction in the principles of real-time artificial intelligence systems in the context of gaming: Situational, Tactical and Strategic concepts. I decided to skip all the math and the algorithms behind it to get a beginner-friendly overview over this topic, which is often ignored in game development alltogether.
PowerPoint, English

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7th GamesDay Slides “Game Engine Architecture”

A brief introduction in modern architectures for real-time games. It starts by developing a game-time by inheriting causality of the real universe and implementing it in a form which allows real-time simulation. I continue by talking about the way a game cycle is designed and different models to store and work with information in game objects. Finally, there is an overview of a simple game engine prototype, ready for implementation.
PowerPoint, English

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6th GamesDay Slides “Content vs Technology”

An explanation of methods deployed in Massive Multiplayer Online Games to control the movement of players in order to solve performance problems with a few examples of World Of Warcraft, Guild Wars, Aion and others.
PowerPoint, English