Seniors
Phoung Nguyen and Michael Daniels demonstrate Starball, the networked
multiplayer computer game they designed as their final project in Computer
Science 165.
While
most students spent the end of fall semester surrounded by books and class notes,
a small group of classmates in Riverside Hall were playing adventure games,
racing simulators and a variety of other 3-D computer games.
But it wasn’t all
fun and games in Professor John Clevenger’s class, where students were
presenting their final projects. Clevenger is quick to point out that the course,
“Computer Game Architecture & Implementation,” requires an understanding
of advanced data structures, 3-D computer graphics, artificial intelligence
techniques, sound, animation and Newtonian mechanics including force, mass,
velocity, and acceleration.
“Computer games utilize
some of the most complex computer systems,” explained Clevenger. “All
of the classes taught in computer science use some technology needed in creating
computer games. This course brings all of that work together.”
Eleven computer science
students, working in small groups, spent hundreds of hours preparing for this
final demonstration of their projects. They arrived early at the computer lab,
hurriedly setting up laptops and testing their games, hoping that everything
would work properly. “All it takes is for one little thing to go wrong
and the whole thing will not work,” said Clevenger.
Former members
of the class, along with Emir José Macari, dean of the College of Engineering
and Computer Science, and Du Zhang, chair of the computer science department,
were on hand to observe and ask questions. “I’m interested in helping
to expand the computer science department in the area of gaming,” says
Macari. “It’s one of the reasons I came to Sacramento State.”
Clevenger also sees the potential for a focus in computer games at Sacramento
State sometime in the near future. “We are already working with the art
department on a computer modeling course. I could easily see a computer animation
class that brings it all together.”
What Clevenger was looking
for is not slick animation but technical details. Will the computer game respond
in real time to give you a view of a three-dimensional world? “The games
you see may look somewhat simple,” explained Clevenger, “but they
are doing all the same technical stuff as the games you’ll find in the
commercial market.”
Macari asked the students
what it would take for them to transform their product into something one might
find at the local game store. “Five more years of practice,” answered
Tyler Karaszewski. “I’ve got enough knowledge after taking this
class to get started working in the industry.”
Clevenger and his students
agreed that this class is not for the casual game enthusiast. “Some students
do come because they want to get into the computer game field and some are primarily
interested in the science. I do, however, discourage students who just want
to play games.”
The 3-D computer game industry
has never been bigger. The most popular games, such as World of Warcraft, can
attract up to 7.5 million subscribers with up to a million people playing at
any given moment. But design and implementation of computer games no longer
fall solely in the realm of entertainment. According to Clevenger, 3-D games
are now being used by corporations, the military, the medical profession, and
in training first responders in emergency situations.
The games created for this
class range from dwarves navigating mountainous terrain, cars racing on a simulated
track, flying dragons spewing fireballs and a game called “Starball”
which resembles a soccer game played in outer space.
One student, Ludmila Skryabina,
who was preparing for winter commencement, said she enlisted her mother’s
help with child care for her daughter because she was spending so many hours
working on her project. Another team concurred, admitting they’d been
in the lab for the last 24 hours straight. “I told them on the first day
that they’d be putting in lots of hours,” explains Clevenger, “but
you couldn’t get this level of result in any less time.”
During the project
presentation, there wasn’t much complaining, just a lot of appreciation
for each other’s accomplishments and the sheer joy of watching the games
being played. When Macari asked one group how their hours of work could be translated
into actual dollars per hour if the game cost $15 to purchase, Jason Young quipped,
“If you paid me $15 for this, you’d be paying me too much and I
wouldn’t be paid enough.”
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