Game dev notes
The list below gives a rough outline of the topics and the order I hope
to cover them in.
The text referred to is Introduction to Game Development,
by S. Rabin.
- Game design teams and processes
- The process
- The team and piccie
- Game production and management (text chapter 7.1)
- Roles and economics (text chapter 7.2 and 7.3)
- Marketing (text chater 7.4)
- Rights, ownership, and legal issues (text chapter 7.5 and 7.6)
- Games and society (text chapter 1.2)
- Game design documents
- Choice, drama, tension, balance, and fun in games
- Game design mechanics
- Programmatic processes (text chapter 3.1)
- Choice of programming language (text chapter 3.2)
- Program design and object oriented concepts (text chapter 3.3)
- Classic game structures and components
- Game architecture (text chapter 3.4)
- Collision detection (text chapter 4.2)
- Collision detection: Kurt Miller tutorial
- Game interfaces
- Artificial intelligence in games
- Game AI
- AI techniques (text chapter 5.3)
- Pathfinding (text chapter 5.4)
- Game AI (Wikipedia)
- Debugging, testing, and playtesting games
- Cheats, exploits, and security
- 2D and 3D game environments
- 2D environments (text chapter 6.4)
- Faking 3D in a 2D engine
- 3D Modeling (text chapter 6.2)
- 3D Environments (text chapter 6.3)
- Multiplayer game design
- Game graphics, animation and audio
- Fundamental graphics (text chapter 5.1)
- Intro to animation (text chapter 5.2 and 6.7)
- Audio programming (text chapter 5.5)
- Special effects (text chapter 6.5)
- Lighting and cinematography (text chapter 6.6 and 6.8)
- Advanced programming topics