Title: Working Group Notes
1Working Group Notes
- This presentation consists of slides created
on-the-spot during the working groups of the
Teaching Methods session during the IGDA
Education Curriculum Workshop.
2Theory and Practice
- The definition of theory and practice differs
depending on - Who you are/what you are teaching
- Whether you have a full degree program, or a few
- Whats the outcome desired?
- a beautiful project/portfolio,
- a deep understanding of theory with conceptual
prototypes, - deep knowledge of a given tool
- or all of the above.
3Theory and Practice
- How much do industry demands dictate specific
tool/language knowledge? - Animation studios will often take a skilled
traditional animator vs someone with skills in a
tools set as its easier to teach the tool. Is
that similar for the game industry? - Instructor Experiences
- One programming teacher, over the course of three
iterations of the same class, went from heavy in
theory to teaching only the API. The latter
group had the best projects but it was not clear
what what else they walked away with. - Our assert creation instructor had found that his
balance of 1/3rd theory, 1/3rd application, 1/3rd
of class time for practice has proven the best
mix for asset creation. - One theory and narrative professor ignores tool
choice and leaves that up to the student but
students will often run into trouble balancing
technical and narrative focus during the
prototype implementation stage. - If the theory focused on is game play, level and
puzzle design, etc it may be best to pick a
lightweight tools for shorter learning curves and
more focus on development timelines. Playability,
etc. - If the focus of the course is technical, the
desired outcomes listed above should help decide
the balance
4Games as Texts Resistance
- What is the purpose of writing about games?
- "Magician training school"
- How to write?
- mechanics
- audience
5Games as Texts Game Assignments
- Use a game
- analyze different aspects
- the interface
- older games
- force them to go beyond eye candy
- useful as models for student projects
- Use movies as examples
- Choose your own game
- write about over the course period
- Use a board game
- mechanics
- Diplomacy
6Games as Texts What students need
- Tools
- conceptual vocabulary
- narrative
- acts, hero's quest
- books
- Rollins and Adams
- Rules of Play
- Handbook of Game Design
- Examples
- films
- board games
- video games
- video clips from IGN
- Feedback
- writing and feedback
7Games as Texts Assignments
- Pick a game
- analyze using different topics over the quarter
- Write a game review
- using industry standards
- Game syllabus
- key defining games
- common discussion
- Game demo
- work through the same scenes
- Machinima
- create a scene
8Community Building
- Faculty community
- Have many opportunities with conferences, IGDA,
SIGGRAPH etc. - Need help to build community among our students
- Game developers club
- IGDA Student Chapter
- ACM Chapters
- Game competitions
9Community Building
- Game/arts studio lab space
- Informal lab space outside a classroom lab(with
a couch, tables, coffee and food) - Have labs open during breaks
- Key card access
- Make it more of a social space
- Give students some control of space
- Pay for your lab with lab fees
- Have students maintain the lab
10Community Building
- Attract more women
- Hire female students to work in the studio
- Recruit more students
- Email students that are taking a math class to
recruit for a particular class or degree - Collaborative team projects
- Collaborative projects across the curriculum
- Art, CAD, Social Science, English
- Offer money, offer extra credit
11Community Building
- Alumni
- Email list of alumni
- Get on list close to graduation
- Yahoo email list News Current Events
- Have alumni talk to current students
12Community Building - Deterrents
- Students dont want to share their great game
idea - Need to figure out way to work around the IT
department - Lots of organizations are competing for students
- World of Warcraft
- Second Life
- MMOs
- Other campus organizations frats/sororities
13Participants
- Yusuf Pisan, Univ of Technology, Sydney
- Jerry Rosenberg, Edmonds Community College,
Lakeland, WA - Matthew Bivens, Leuzinger High School, Lawndale,
CA - Ian Horswill, Northwestern University, Evanston,
IL - Carlotta Eaton, New River Community College,
Dublin, VA
14Inter-institutional Collaboration
- Industry wants schools to share resources
- Schools may not want to share
- job sharing/posting with student projects
- Instructors find partners across schools and have
mutually timed indep. studies/classes and share
projects - Help fill missing holes on teams
- Help schools with diff. strengths
- XSI Base, students post their work, blogging,
build relationships (grassroots), growing
15Inter-institutional Collaboration
- Meeting mutual needs
- Sharing/exchange instructors?
- Site visits/tours
- Material
- Schools help each other to improve quality of
game education overall (improve view of other
academic fields) - IGDA
- Students join, industry members help with reviews
- Student chapters in established areas/schools
take on newer groups from nearby schools
16Inter-institutional Collaboration
- Companies recruiting
- Coordinate with your neighbors for
showcases/visits so that companies recruiters can
sweep through your area and not compete with
schools (idea modeled off of PhD programs
coordinating visit days) - Build rapport of student work/raise standards
across schools
17Inter-institutional Collaboration
- Devils advocate cooperation bad?
- If youre in, not want to give it up
- Survival of the fittest? (game programs die,
student backlash, programs become very selective) - Maybe some schools calling game student not
really, could hurt view of real game students - Is everyone jumping in on the bandwagon? Also
programs suffer if theyve not been given proper
internal support/resources
18Inter-institutional Collaboration
- Peer review and consulting
- Longer-time faculty/schools help other
schools/program build the new program - Curriculum review board? Are people afraid?
- Separate institution for peer reviewthird party
accreditation? Maybe more collaborative/collegiate
organization - Voluntary list of people to helpIGDA maintain
list? - Issues of who owns your school
19Inter-institutional Collaboration
- Conferences
- GDC
- Whats must go to? Is GDC it?
- SIGGRAPH and game track
- IDMAA internation digital media arts assoc.
- How many conferences? All of this is expensive
and time consumingmaybe we dont have THE
academic game conf? - IDGA is education friendly
- GDC education proposals get dumped to IGDA (set
up educators track for subset of IGDA track?) - Educators educate other educators
20Inter-institutional Collaboration
- Physical location?
- Can we have an expanded listserve
- IGDA edu mails too muchmaybe need separate
lists? Other way to process/post/participate? - List of game programs
- Game career guide site? (was on gamasutra)
- Any school who doesnt put themselves there not
really part of the community - List of schools who participate in peer review
process - Too controversial too organize by types of
programs - Tech schools vs higher-education
21Inter-institutional Collaboration
- Collaboration with research
- Ex) mobile gaming
- Could be a lot more with research
22Collaborative Projects
- Students reviewing students some part of grade
is from those reviews - Team leaders also evaluated along with the whole
group on a project - If one person not pulling weight, then bring in
the teacher - Can be very difficult to evaluate individual work
in a group, of course, but the point is to
participate, not necessarily to succeed
23Collaborative Projects
- A project group will include laborers and
managers as they age they move up - Much depends on length of time students have
- Initial excitement vs. second-term burnout
- Collaboration is a critical skill for the real
world, but hard to justify to admin - Every team has faculty mentor, but students must
be given only rough guidelines - Monthly postmortems
24Collaborative Projects
- Team leaders generally chosen by age/experience
- Everyone should have a chance to lead
- Goal is to learn, not to develop a game
- Must learn what you like, what youre good
atthats what school is for
25Collaborative Projects
- Dont expect grads to go straight to EA
- They learn business, entrepreneurship
- Expected to start small, and to expect it
- Supply of graduates will exceed demand
26Collaborative Projects
- How to get students away from first-person
shooters? - Need to understand games are much broader
- But college is a chance to indulge ones
proclivities - Have students propose games, vote on top five,
class does five projects - Can combine them, as in Remission
27Collaborative Projects
- Teachers love collaborative projects students
dont and departments/administers dont - Separate projects for separate classes?
- Very cool if you can spread it across, but you
dont want one project for all the classes - Need a balance of individual and collaborative
work
28Collaborative Projects
- How to get students to work toward a result
anyone might want to buy - Have an actual prospective customer critique and
give feedback (requirements capture) - Then company interns the group for a third year
(after two-year project). - Seek more crossdepartmental (art, music,
programming) and even multi-institutional
collaboration.
29Game Library Whats a game library?
- Who thinks its
- old games for students to play?
- games students have made to show off to the
public? - code libraries?
30Game Library Old games for students to play
- Whats the year of birth of your youngest
student? - Were they alive concurrently with Ronald Reagans
presidency? - Do they know that not all games were 3D?
31Game Library Value in old-new games
- Atari PS3/XBox360/Wii
- Old games were made by one person (design, art,
programming), in assembly - Simplicity of design can have value
- Dig Dug is still fun
- Try game genres outside of what they would buy
- new experiences
32Game Library Why did certain games succeed?
- Pac-Man, Starcraft, Tetris, Chess, Elite, WOW,
GTA3, Unreal Tournament, Doom, etc. - What gave them fanatics?
33Game Library What games failed?
34Game Library Warning
- Make all students cancel their WOW accounts at
the start of the semester
35Game Library How can students show-off their
games?
- Online, playable Java applets
- Ref NYUs Ken Perlins homepage
- Downloadable EXEs
- Stony Brook Universitys CSE 380 homepage
- DVDs
- record gameplay
- good for console portfolios
36Game Library And game code libraries?
- Is there documentation?
- Is there documentation?
- Is there documentation?
- Is there documentation?
- Is there documentation?
- Is there documentation?
- Is there documentation?
37Game Library But seriously
- Decisions to make
- C vs C/Java
- Inside vs Outside the Game Engine
- Professional vs Self-made Game Engine
- Course code reuse?
- Game genre sample packs
38Interdisciplinary Student Teams Issues
Strategies
- Human Communication Issues
- Internship program example
- Where students must work in teams and then build
actual products - Not as much communications as stereotypes and
profiling as arty , geeks, and superpeople
in their area - Management is strategy to combat the profiling
with appropriate assignments for them to work
together and with questions that relate to the
game and not to each other. - 1/3 art 1/3 programming 1/3 story gameplay
39Interdisciplinary Student Teams Issues
Strategies
- Management Issues
- Trying to find artist that are willing to
compromise on style - Programmers hate UI but the game still needs it
- Numbers of students that start, find out that
its not as much fun to build a game as to play
it!, so there is attrition that needs to build up - One environment in an academic environment that
works is to build a non-credit club that allows
for portfolio building.
40Interdisciplinary Student Teams Issues
Strategies
- Publishing the game encourages a focus on the
game http//www.gamecreation.org - Producer is firewall that assists in negotiation
between differences. - Short time frames force decisions
- Programmers have the POWER since they determine
if something can be done, so programming is a
bottom line for leadership. - Creating real-world contexts over the project
will encourage a focus to work together - Ideas must be presented to the producer, then
bounce back for feedback from the team, then
final defense with the Producer.
41Interdisciplinary Student Teams Academic Issues
- 5 students out of 15 do all of the work
- Multiple streams (art, programming, designers)
have students in each team and the game is a
result of the balance of the team in any semester - Off site work can facilitate inter-institutional
outsourcing - Team teaching is a pain in the a_ _ but
interdisciplinary requirements require equal
expertise on the faculty - Portfolio Credits is an incentive for both
faculty and students (publish or perish and job
portfolio)
42Interdisciplinary Student Teams Academic Issues
- You cant force a student to care
- More difficult to see free-loading in
programming, but it does stand out in the art and
audio. - Bring in professionals to help with SCOPE issues
- How do you pass off responsibilities to students
who have no experience with management? - One suggestion for many issues is to be the fly
on the wall and make sure the faculty knows what
is going on, and how people are interacting.
43Interdisciplinary Student Teams Academic
Administration Issues
- Silos of interdisciplinary talent
- Credit distribution and department ownership of
tuition dollars - Faculty time or course release time
- Solutions would be Provost Level
interdisciplinary majors - Honors Programs for Capstone Experiences
44Interdisciplinary Student Teams 2 Overview
- Amy Chaaban, Scott Roberts, Dana Wortman, Rodrigo
Obando, Dani Castillo, Rob Martyn, Kathleen
Harmeyer, Patrick Holmlund, Craig A. Lindley,
Lennart Nacke - Definition of interdisciplinary
- Case examples
- Conclusion
45Interdisciplinary Student Teams 2 Definition
- Students level
- They have different majors
- Different kinds of people with different skills
- Inhomogeneous groups
- Everybody needs to feel equally invested
- Establishing a vocabulary
- Word values
- Extending the communication process
- Ranks against traditional bureaucracy
46Interdisciplinary Student Teams 2 Cañada College
- Start with faculty
- Get them talking
- All teachers
47Interdisciplinary Student Teams 2 Art Institute
of Washington
- Firing students in teams
- Team mates provide input for the grade
- Promote individual responsibility
48Interdisciplinary Student Teams 2 DePaul
University
- Co-teaching with the industry
- Real-world approach
- Administration overhead as a problem
49Interdisciplinary Student Teams 2 Waubonsee
Community College
- Small scope of projects
- Gaming club factors in
- Creating a class format from student projects as
a major challenge
50Interdisciplinary Student Teams 2 University of
Michigan-Dearborn
- Students get to pick
- Own projects
- Own team mates
- Coordinating between two different unis
- Teams meet beforehand
51Interdisciplinary Student Teams 2 Uni Magdeburg
- Students have interdisciplinary major
- Computational visualistics
- Coordinate between
- Computer science
- Industrial design (arts)
- Have them as the coordinators in the projects
52Interdisciplinary Student Teams 2 Högskolan på
Gotland
- Student projects very late in the program
- Organic process
- Students get to pick their teams in third year
53Interdisciplinary Student Teams 2 Luleå
Technical University
- Courses start with a common frame
- Students get to pitch their ideas to each other
- Faculty assists in assigning teams
- Mentors from outside the University
54Interdisciplinary Student Teams 2 University of
Baltimore
- Faculty members make the teams
- Connection between team members does not work
well - Differences in performance
- Bottom groups need more teacher input
55Interdisciplinary Student Teams 2 Conclusion
- Individual programs have different requirements
- Experience in both types of teams
- Not necessarily in the same class
- But common curriculum
- Use of tools for communication among team members
- Blogs, forums, subversion, etc.
- Progressive team sizes
56Competitions and Festivals as Learning Objectives
- Expos
- Able to make contacts within the community
- Discuss real-life experiences from industry
professionals - Demonstrates PR, business/management principles
(e.g. e-business), organizational skills - Example G2Expo (www.g2expo.com)
- Clubs
- Builds community, sharing skills/ideas, learn
game history/genres - Game Jams/Competitions/Paper Design
- Some of the best artwork comes from students who
are put on a timeline it becomes a catalyst for
creativity - Promotes team-building encouragement
- Emphasizes problem-solving testing of designs
- Provides real prototyping experience
- Game Jam Circuit leading to a GDC award
- Introduce students into a professional
environment - Builds a better connection between academics and
industry and between schools - Multiple competitions/awards that focus on
different areas