The science and art of computer games development for undergraduate students

  • Authors:
  • M. J. Taylor;M. Baskett

  • Affiliations:
  • School of Computing and Mathematical Sciences, Liverpool John Moores University, Liverpool, UK;School of Computing and Mathematical Sciences, Liverpool John Moores University, Liverpool, UK

  • Venue:
  • Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
  • Year:
  • 2009

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Abstract

In this article we discuss an approach to teaching computer games development to higher education computing students that attempts to balance the artistic and scientific aspects of the computer game development process. The development of computer software has traditionally been viewed as a technical activity. However, unlike other existing types of computer software, a computer game is aimed at the general public (or specific segments of the general public such as teenagers), and needs to be designed in a different manner, with far more emphasis on interactivity, presentation, and ease-of-use than other existing types of computer software. This is necessary, since if a computer game does not appeal to the consumer, he or she will simply not purchase a copy of the game, or play the Internet-based game. Hence, students need to be taught how to incorporate both artistic and scientific aspects when designing a computer game.