A comparison of placement strategies for effective visual design
HCI '94 Proceedings of the conference on People and computers IX
Software Engineering: A Practitioner's Approach
Software Engineering: A Practitioner's Approach
User Satisfaction, Aesthetics and Usability: Beyond Reductionism
Proceedings of the IFIP 17th World Computer Congress - TC13 Stream on Usability: Gaining a Competitive Edge
Integrating 3D graphics into early CS courses
Journal of Computing Sciences in Colleges
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Teaching the computer science of computer games
Journal of Computing Sciences in Colleges
Using animation to support the teaching of computer game development techniques
Computers & Education
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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.