Interested in modern game development? Always wanted to know what makes your favorite game run? Then you might want to consider taking part in the first Summer Games University at the Stuttgart Media University, Germany!
The SGU is a four day event in July 2010, where we will discuss the basics of modern game development. So what’s all the fuzz with the “modern” part? Well, game development is a bit like designing a car. If you start with a certain scenario in mind, you will get a machine which is good at doing exactly that. That’s a good approach, and most game-development literature focuses around designing a small engine. Sadly, you will never get a Ferrari out of this approach. That’s because a Ferrari consists of many aspects and modules which are highly interconnected. The simplest example is combining cool style with functionality like a Ferrari definitely does (everyone loves Ferraris! Nope, sadly, they are not among our sponsors. Not yet!). That’s why we want to take a different approach at game development, by looking at the biggest fishes around, like Half-Life, World of Warcraft, Command and Conquer, Supreme Commander and many others, to identify the mechanics behind their engines.
That being said, we expect an average programmers base knowledge, as we will voyage in some more technical sections. Nevertheless, we will try to keep everything implementation-free (well except the graphics, as they are linked quite closely to their actual implementation), so even if you are new to programming and want to start your career with game development (that’s the best way to start programming either way, don’t we all agree on that?) you will still be able to understand what we are talking about.
Finally, we will take a look at the economy and market as well as a few other non-technical fields, like the content creation pipeline. These aspects of game development are often forgotten, but are at least as important to a “modern” game development studio as all the technical stuff. Community Management is key!
Okay, on to the program. First, let me thank our sponsor, the “Innovationsagentur für IT und Medien”, or short MFG, for their great support!
Here is a brief agenda of the SGU, more details will follow soon. We will also offer the slides for download once the SGU is finished.
Day One “Engine Architecture”
Monday, July 26, 2010 – 16:00 – 20:00
We will talk about the basics an engine consists of, including, but not limited to, time, causality, event handling, runtimes and game objects. This session will build up the fundamentals for the following days to work on game engine architectures.
Andreas Stiegler, German
Day Two “Core Mechanics”
Tuesday, July 27, 2010 – 16:00 – 20:00
This time we will take a closer look at the core modules an engine consists of. We will present different models to handle updates and state changes on game objects (do we even need game objects?). Later on, we will take a look at network code and its giant impact on game design and some fundamentals of physic engines (don’t be frightened, we won’t do all the math).
Andreas Stiegler, German
Day Three “Peripherals”
Wednesday, July 28, 2010 – 16:00 – 20:00
Clemens Kern from Trinigy will introduce us into the world of moving pictures. More precisely, he will show us how modern Game renderers work and we will have a deeper look in deferred rendering, including some live examples on a modern graphics pipeline.
Clemens Kern, German
Day Four “Development”
Thursday, July 29, 2010 – 16:00 – 20:00
On the final day, we will take a look at the non-technical aspects of game development. Dr. Steffen P. Walz will talk of his vast experience in the games industry and we will take a closer look on content creation.
Dr. Steffen P. Walz & Andreas Stiegler, German