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Teaching Game Development To Fine Arts Students?

jkavalier writes "I've been asked to prepare a short course (50 hours) of video game development to Fine Arts students. That means people with little-to-no technical skills, and hopefully, highly creative individuals. By the end of it, I would like to have finished 1-3 very basic minigames. I'm considering Unity 3D, Processing, and even Scratch. How would you approach teaching such a course? What do you think is the best tool/engine/environment for such a task?"

172 comments

  1. How about "Alice"? by elrous0 · · Score: 3, Interesting

    Alice is a pretty simple way to introduce newbies to game/3D-environment development. I used to use it in an introductory programming class and the kids loved it. Gives you a real sense for how game development and programming work without being heavy-handed about it (or requiring students to jump right into hand-coding, without so much as flowers and dinner first). Here is the text I used for the course.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:How about "Alice"? by martas · · Score: 1

      i'll second this - they teach middle school kids with alice these days, so art majors should be able to handle it. BUT, one downside is that while alice is good for "storytelling", AFAIK enabling interactivity in the virtual worlds isn't something its creators concentrated on too much. though i might be completely wrong. am i? anyone?

    2. Re:How about "Alice"? by elrous0 · · Score: 1

      It has the capability to do basic collision detection with if...then control structures. I do remember that much. I was actually surprised at how much it could do, considering so much of it was drag-and-drop. Some of the kids did some pretty amazing stuff with it, in only a few weeks.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    3. Re:How about "Alice"? by samkass · · Score: 3, Interesting

      I'd also check out GameSalad, which offers a GUI for attaching artwork to objects, then setting properties/events across objects to build a game out of it. It's really easy to create a basic platformer or simple touch game mechanics, and you can focus on how the artwork contributes to the game.

      You can also generate web, Mac, PC, and iOS output (the latter which can be submitted to the App Store, which might be a fun reward for your students.)

      --
      E pluribus unum
    4. Re:How about "Alice"? by Locke2005 · · Score: 1

      My impression of Alice was that it was pretty much only useful for storyboarding. I've gotten a lot of negative feedback when I've suggested it, but my 9-year old actually seemed to like working with it. But what art students really need to learn is how to create a segmented 3D model and wrap textures around it.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    5. Re:How about "Alice"? by Clipless · · Score: 1

      Actually Alice has the capability, but implementing it is far beyond their skill level. When my brother took an intro to programming class he used Alice. So I decided to download Alice and see what I could come up with. I am a developer by trade, so it was not too difficult to get some basic AI running, but my brother spent the semester basically creating a story.

    6. Re:How about "Alice"? by jkavalier · · Score: 2, Informative

      Thanks, GameSalad looks great, but I forgot to mention that the tools must be open source or, at least, have a free version (like Unity)

    7. Re:How about "Alice"? by MoonBuggy · · Score: 1

      I'm not familiar with Alice specifically, but even with pretty limited interactivity it's quite possibly good for the job - these students are very unlikely to be going into the real complex nuts and bolts anyway, so giving them a very rudimentary idea of the 'computer' side while letting them focus on the 'art' side is probably enough. If they like what they see enough to consider a career in it, they'll just end up passing on the art and ideas to a separate team of coders anyway.

    8. Re:How about "Alice"? by Haffner · · Score: 1

      I learned on alice YEARS ago, and I remember my first project was a fps (enemies would run at you, and melee you when they got close, gun bound to camera bound to wasd with a little sphere projectile as a bullet that killed what it touched, etc) and the second was a maze type thing with things that tried to kill you. You can make legitimate, fun games with alice (not that mine were) and I recommend it to everyone who wants to learn how to code.

      --
      "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    9. Re:How about "Alice"? by dotHectate · · Score: 1

      I noticed you mentioned Scratch. I posted elsewhere but thought if I replied to you that you might actually notice my comment :) Stencyl (www.stencyl.com) utilizes "Scratch"-type code blocks along with actual AS3 code (as well as the popular Flixel and Box2D libraries which it is built on) to ease the learning process of programming games. It's in closed beta, but Jon - the founder - has been really interested in the potential uses for educational environments. It might be worth checking it out, I'm in the beta and I really enjoy using the program. It works, and that's what matters.

      --
      Patience is a virtue, but haste is my life.
    10. Re:How about "Alice"? by jkavalier · · Score: 1

      Stencyl looks wonderful, thank you very much!

    11. Re:How about "Alice"? by Sir_Sri · · Score: 2, Interesting

      I would stick to alice and or flash. A lot of art guys already know how to make movies in flash (which is a valuable skill unto itself for them), making a game is different, but a text like Foundation Game Design with Flash by Rex Van der spuy works well. Alice is too simple for programming students but not bad for arts ones.

      I would emphasize the distinction between "design' and "development'. They should get an overview of the whole process and the content pipeline, and a light introduction to programming, but the most you're going to get is a basic VB cardgame or something. If you put them with a robust 3D engine (unreal, unity) they'll get lost very quickly. Stick with simple. Design on the other hand is something they can do with creativity and then you can have them apply that in simple ways, and they can design something as complex as they want.

      For example. A room full of straight guys. Have them design a gossip girl game, in flash, about dressing the character. Here you get to first teach them that you design what you're paid to design, whether you like the material or not, and secondly you break all of their pre-conceived notions about what a game should be. What makes a game fun? How do you make interactivity in a game about how to dress? How do you make the game accessible? What should the UI and controls be for a game about dressing? The technical aspects would be very limited, but they would have something at the end they could put on a webpage and showoff, and it highlights a lot of art skills. You can hand them core stuff, how to collide with walls that sort of thing, keep it to the level of putting stuff in arrays, iterating over arrays, and some basic strings text boxes that sort of thing. There are other examples.

      Basically treat them like first year uni/college students, and ask yourself what can you do with 50 hours of lecture time (that's basically 1 and a half semesters of courses, depending on whether or not you're including labs), and what can 1st year comp sci students develop in that time? What can you stick in array, maybe a list, how can you traverse it, how do you define objects in memory, how do you manipulate them, and how do you make basic decisions.

    12. Re:How about "Alice"? by aztracker1 · · Score: 1

      Have to agree here... Alice is probably the best fit in free or open-source versioned software for beginners from a design perspective. Not sure if the Adobe suite is a requirement for their other course load, if it is then I would suggest Flash as it's widely applicable and can be carried forward fairly easily for web deployments.

      --
      Michael J. Ryan - tracker1.info
    13. Re:How about "Alice"? by Anonymous Coward · · Score: 0

      How about Construct, a free open-source game creator? It's got a GUI and drag-and-drop logic system based around events. Windows only right now though.

    14. Re:How about "Alice"? by Idiomatick · · Score: 2, Interesting

      Oh god. I got that in my 1st year game programming + engineer specialty overloaded program. It made me want to slit my wrists. Forced to take advanced chem for the program and the course that is to be my focus is geared towards 5th graders? Fucking painful.

    15. Re:How about "Alice"? by Anonymous Coward · · Score: 0

      so art majors should be able to handle it.

      I wouldn't be so sure, they are, after all, art majors.

    16. Re:How about "Alice"? by object404 · · Score: 1

      I second that with Flash. Being an intergrated hybrid illustration/animation tool, it'd be the easiest to teach fine arts students with.

      You can easily make a lot of games just relying on "gotoAndStop();", "gotoAndPlay();" and just button click events for code

      Why do most slashdot geeks always think "3D" when thinking game development these days? Most of the fun casual games available today are in 2d.

      Plus, you don't have to do any coding to do animation and sprite objects in Flash. There's a reason there's so many amateur Flash games on the web today. It's the friendliest environment for non-coder art-oriented people.

    17. Re:How about "Alice"? by Peach+Rings · · Score: 1

      What is this obsession with 3D? It's an enormously complicating factor when trying to learn the basics of movement and computer graphics. Use something 2D (pygame?) and make a platformer or a top-down RPG.

    18. Re:How about "Alice"? by retroStick · · Score: 1

      If the course is going to include 3D graphics, I highly recommend looking at RenderMonkey.
      I've found it very useful for prototyping shaders, and it allows developers to define 'artist variables' that are mapped to sliders, colour-pickers etc., allowing users to change various shader parameters and see the effects instantly without needing to recode.
      This also helps open up the possibility of allowing your students to add their own shaders to games they create, assuming the engine / framework you eventually choose supports this.

    19. Re:How about "Alice"? by retroStick · · Score: 1

      If the course will involve teaching 3D graphics programming, I highly recommend you look at RenderMonkey
      I've found it to be really useful for prototyping shaders. One of its most useful features is that it allows developers to mark variables as "artist variables", which are then mapped onto sliders / colour-pickers etc. This allows a user to tweak parameters in the shader and view the results immediately, without having to recode it.
      Assuming the engine you ultimately decide upon supports loading custom HLSL / GLSL shaders, your students could potentially apply their own shaders to assets in the games they create, allowing them full creative control over things such as lighting and blending.

    20. Re:How about "Alice"? by Tim+MacDonald · · Score: 1

      I would recommend against using Alice right off the bat: it's way too focused on storytelling, and not actual game development. If you want to teach gameplay (as you should), use Microsoft Labs' Kodu available here. It's brilliant, and completely graphical, and anybody can pick it up quickly. I taught it this summer to children aged eight to 14 in a week, and they were capable of building their own games just fine by the end of the week.

      The only real way to confirm exactly what you should use in your course is to actually use each package for about a week: know it, learn it, and always be several steps ahead of your class.

    21. Re:How about "Alice"? by Anonymous Coward · · Score: 0

      I had to take a computer course and this .NET class wanted to include Alice as a introduction to object-oriented programming. I taught myself C++ and Java in High school, and know how to use 3Dsmax, so I was pretty familiar with everything Alice had to teach. But I could just see the blank stares of all the non-programmers/non 3D-artists in the room, as they struggled to juggle both disciplines. In the end, it was a incredibly basic introductory course to 3D development.

      But so basic that it was like teaching kids what a plus and minus sign was, and reminding them that they exist in math.

    22. Re:How about "Alice"? by mikael_j · · Score: 1

      Why do most slashdot geeks always think "3D" when thinking game development these days? Most of the fun casual games available today are in 2d.

      It's not just "slashdot geeks", in general the world of game development is focused on 3d, even when doing 2d it is often just 3d with the camera looking at everything from a specific angle with orthographic projection.

      On a side note, as someone who actually took a few art courses targeting game development in college, just teaching the most basic concepts of how to create interaction isn't very useful. A lot of what the "artsy" types should be learning (IMO) is using the right tools with the right workflow. As an example, the courses I took (which had 500 applicants for a course that accepted 30 students per year and that saw industry people flying in to show off their latest projects and try to get students to drop out and come work for them instead) started out with a highly compressed Maya introduction followed by lots of time spent on various gameplay concepts, common gotchas (things to avoid when modelling, texturing, UVW-mapping, rigging, animating and such things) and finished the whole thing off with a five week project where teams of students had to cooperate to create the first level of a game.

      Now, this course is clearly a lot shorter and apparently not divided into artists, designers and programmers which complicates things a lot but I do think it's important to try to cover as many parts of the game development process as possible, preferably with practical examples constrained to a single toolchain (a 3D example of how not to do it would be to teach modelling in 3dsmax, mapping and texturing using Maya, rigging and animating in Blender and finally exporting everything using a 3rd-party tool that only works with cinema4d, you will end up with students who haven't got a clue when it comes to actually producing something that works).

      --
      Greylisting is to SMTP as NAT is to IPv4
    23. Re:How about "Alice"? by waazula001 · · Score: 1

      I don't know if u enjoy playing flash games online, www.flashgame001.com is for those who love flashgames

    24. Re:How about "Alice"? by jeff4747 · · Score: 1

      Because as "fine arts" students, their future efforts in creating games will be crating segmented 3D models and wrapping textures around them. Programming the game will be up to the geeks.

  2. As with so many courses by guruevi · · Score: 3, Insightful

    and nobody seems to understand it - you shouldn't teach programs, you should teach techniques and principals to be applied in lab sessions. I don't know what arts students are doing in game development. If anything, the only thing they should be developing is artwork.

    You can use anything to teach them how to design something, I would suggest Blender (since it's free and they are ART students) or if they are technically adept enough (which they aren't), you can let them use the Sauerbraten engine and I believe you can get the Unreal engine free as an educational institution. If you have to get really simplistic and only teach them how their art works out in games, use HTML5 or *shudder* Flash, for something bigger you can use the Doom engine (very simple to design for) and let them make some artwork for it.

    --
    Custom electronics and digital signage for your business: www.evcircuits.com
    1. Re:As with so many courses by Hatta · · Score: 0, Troll

      I don't think there's much reason to be teaching game development to fine arts students. Teach game development to CS students, and game design to fine arts students. You could even have them work together on projects in the same class. Just don't spend too much time trying to teach English majors how to program.

      --
      Give me Classic Slashdot or give me death!
    2. Re:As with so many courses by stanlyb · · Score: 1

      In fact, if they are really good at arts, they should do only arts, with a tools like 3D Studio Max, Maya, etc. Again, arts only, no programming.

    3. Re:As with so many courses by frosty_tsm · · Score: 2, Insightful

      In fact, if they are really good at arts, they should do only arts, with a tools like 3D Studio Max, Maya, etc. Again, arts only, no programming.

      This is pretty narrow pigeon-holing. There is no reason why an artist who may one day work with those tools shouldn't also know game-design principles (especially if they will one day be a key member on a game project).

      Should I as a software engineer not touch Apache configuration because I am best at writing code? What about database scripts?

    4. Re:As with so many courses by jkavalier · · Score: 1

      We're trying to let artists know that programming is just another tool, like painting, sculpting or video, to create works of art.

    5. Re:As with so many courses by tverbeek · · Score: 1

      You are completely off-base in assuming that someone who is good at art would be unqualified to do programming and should be discouraged from trying it. I have a Bachelor of Fine Arts degree in Illustration and Bachelor of Science degree in Computer Science that say otherwise.

      --
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    6. Re:As with so many courses by Rhacman · · Score: 2, Insightful

      I'd add that it isn't even just that the artist might one day end up programming, they may never write a single line of code professionally and still benefit from having an understanding of the basic principles to software development. Having an appreciation of how the software works may help the artist appreciate the limitations to what they can create. Perhaps the artist would like to use a certain special graphical effect for an object. It may turn out that this effect isn't natively supported by 3d libraries or modern video hardware and would require special coding that may have considerable performance implications. Ultimately, the software team will be the ones implementing this code and judging if the performance cost is within budget for the scene but in these discussions it is helpful if there is some overlap of knowledge on both sides of the table.

      --
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    7. Re:As with so many courses by multipartmixed · · Score: 1

      Hey, the opposite has been done for years. I had a HELL of a time enrolling in music courses because I was a CS major and they were open only to B.Mus students. Turnabout is fair play!

      OTOH if they want to teach game development to fine arts students, the answer is simple - make CS 101 or whatever a prerequisite.

      A game *design* course that is pure-arts would also be pretty awesome. Especially if it was limited enrollment and you could partner them up with some game development grad students or something.

      Actually, that would be a /wicked/ curriculum. CS grad students build game engines, hopefully with some kind of research.novelly bent. Arts undergrad come with up with game play that explores the novel component of the engine. Together they make it happen, and if it doesn't suck, the next year CS undergrads polish it and business majors flog it on shareware CDs or something.

      --

      Do daemons dream of electric sleep()?
    8. Re:As with so many courses by Trepidity · · Score: 1

      You don't think a game designer should know something about how interactive systems, procedures, dialog trees, preconditions, etc. work? I mean, you can't design a good interactive experience without at least having a vague idea about interaction and computation, even if it's mainly at a pseudocode level.

    9. Re:As with so many courses by jellomizer · · Score: 1

      I think what is more important are limitations with games. As creative people they invasion far more then we can technically handle. Also you need to remember that people need to use your art too so a good ui may trump good art

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    10. Re:As with so many courses by Anonymous Coward · · Score: 1, Insightful

      In fact, if they are really good at arts, they should do only arts, with a tools like 3D Studio Max, Maya, etc. Again, arts only, no programming.

      You are obviously not an expert in the field and I don't think anyone really expect you to fully understand what art is. One thing that I think you would benefit from is to consider that art can be a lot more than just an image. For example sound could be a vital part of art.
      Tools like 3D Studio and Maya are very specific and if the artist want to create something that is beyond those tools it can be necessary for him/her to be able to program.
      Some might even consider computer programs by itself to be an art. A program that calculates more than 50 digits of PI have very little use beyond what could be called art.

      The 256 byte piece of machine code for dos that is listed in hex to the left in this image could not really be considered as anything else than art and the moving images it creates is also art. (Note that I consider the code by itself to be art but you need to disassemble it and see what it does to understand it.)

    11. Re:As with so many courses by retroStick · · Score: 1

      This is true. I often wish some of the designers and artists I've worked with had more of a grasp of this sort of stuff, especially things like interface programming. Most of the time, just giving them specific information about limitations and preferences of implementing the design on the target platform gets the job done, but it'd be nice if they intuitively knew these kinds of things.
      With that in mind, my main concern about this course is that the students will walk away with a firm grasp of programming basics, but not how game code directly relates to the work they will be doing - why things like polygon budgets, texture formats matter, for instance, or how the interactions of multiple finite state machines are affected by adding or removing states.

    12. Re:As with so many courses by Sir_Lewk · · Score: 1

      You can use anything to teach them how to design something, I would suggest Blender (since it's free and they are ART students) or if they are technically adept enough (which they aren't), you can let them use the Sauerbraten engine

      Huh? Last I tried both of them (admittedly, several years ago) Sauerbraten was dead simple and Blender was next to a nightmare.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    13. Re:As with so many courses by Macgrrl · · Score: 2, Insightful

      As a slightly different take, I would be giving them a couple of stacks of index cards and focusing on the concepts of story flow, decision trees, character interactions, pacing, types of encounters - the bits that constitute game mechanics rather than just another course on how to program/use an application. The principle isn't that different from how websites used to be mocked up on paper to understand the pathing and wire frames before you started coding it.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    14. Re:As with so many courses by Anonymous Coward · · Score: 0

      Something like blender looks like it would be a good route to me. They won't be doing technical coding. They do artwork.

    15. Re:As with so many courses by Anonymous Coward · · Score: 0

      I started as a student of fine arts, video editing lead me to media engineering and that's where I became an enterprise java developer. And I must say that an artistic attitude is of great value to my work and my most important motivator.

    16. Re:As with so many courses by taylorius · · Score: 1

      It sounds like a really interesting course. As you say, programming is just another tool, but remember an artist is always, always shaped by the tools they use, so it's not as simple as just learning the language. That can be good though - they'll bring a fresh pair of eyes. Fine art types are highly switched on, and often fairly geeky in their own way - I bet it will work really well.

    17. Re:As with so many courses by Anonymous Coward · · Score: 0

      >I don't know what arts students are doing in game development. If anything, the only thing they should be developing is artwork.

      Art has been moving well beyond painting pretty pictures since the start of the 19th century, so it's no surprise at all that art students are being exposed game development. Also, many art students these days have already have a degree in something else, yours truly is an art student with a degree in math, for example. I think this is an excellent idea, it's obviously not going to turn them into game developers but it may open up a few possibilities -- someone with a knack for sculpture may find out that they've also got a knack for 3d math. Theo Jansen's TED talk is a good example of some of the directions art is currently going in, his sculptures are designed with the aid of genetic algorithms!

      I'd second Blender, it'd provide a good intro to 3d modelling and the more technically inclined students may like its Python interface.

    18. Re:As with so many courses by guruevi · · Score: 1

      Sauerbraten is a gaming engine which is dead simple for game programmers. Giving a non-programmer any type of programming language is very, very difficult even if it's BASIC or Logo. It also wouldn't teach them how to model an animation or how drawing something reflects in a game. Blender is a 3D creation tool which also has some type of rendering engine and which you could create games in but it's geared towards creating content which is what arts student will have to learn and use whether it's Blender, Maya or 3DSMax.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    19. Re:As with so many courses by gtada · · Score: 1

      That's retarded. Why shouldn't art students take classes in other subjects? Steve Jobs spoke about a typography class and how it shaped aspects of the Mac OS later.

      I see a huge problem when there is such a disconnect between programmers and artists in a game development team. Even if they get just a taste of "development", classes like this can be VERY beneficial to artists, if for nothing else than gaining an appreciation for developers and the development process. I would say the same about programmers learning a bit about art and design.

      I've seen how similar classes have educated artists about the entire process of building a game instead of just art assets, and they were better artists because of that knowledge.

    20. Re:As with so many courses by Sir_Lewk · · Score: 1

      I never used Sauerbraten in the context of development, just level design. The stuff it has for level modelling in game is incredibly straightforward.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    21. Re:As with so many courses by HaZardman27 · · Score: 1

      Unfortunately, it seems to me that students who will excel at programming are already enrolled in a CS, mathematics, engineering, or some various scientific program. Obviously you will have your exceptions, as I have met programmers with decent artistic skills, but it seems very rare.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    22. Re:As with so many courses by HaZardman27 · · Score: 1

      Careful, this is Slashdot; mentioning that you are an enterprise Java dev could get you made fun of here. Maybe that's why you posted AC.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
  3. High-level frameworks by Anonymous Coward · · Score: 0

    Have you looked at using a stupidly high level framework such as Dark Basic or Blitz3D?

  4. Game Maker 8 by Anonymous Coward · · Score: 0

    google "Game Maker" and head to the yoyo games site. Without programming experience, there are few options.

    1. Re:Game Maker 8 by Trepidity · · Score: 1

      If you want to go down that route, here's a syllabus from a course that's been taught a few times using Game Maker (also to mainly non-CS students), which might be useful to get ideas.

  5. Re:I would approach teaching that course... by elrous0 · · Score: 1

    Stupid art hippies and their dreams! Zeek40 and me, we don't cotton to their kind round here!

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  6. Unreal or Steam by zombieChan51 · · Score: 3, Informative

    A good way to start them out is making 3d models and creating maps for games using Unreal or Source.

  7. Flash by stanlyb · · Score: 1

    For such an illiterate students, Flash Animations is the best tool.

    1. Re:Flash by Ethanol-fueled · · Score: 3, Funny

      For such an illiterate students

      How's that Flash workin' out for 'ya?

  8. What do you mean "Development"? by Anonymous Coward · · Score: 0

    Depending on the "Arts" involved, you'd probably want to spend less time making a game from scratch and more time teaching them mapmaking (eg UnrealED) or scripting (eg neverwinter nights). Or maybe some other artistic asset creation like character modelling.

  9. WTF by Anonymous Coward · · Score: 3, Insightful

    ...ugh, I think maybe you shouldn't be teaching them?

  10. Re:I would approach teaching that course... by Anonymous Coward · · Score: 0

    What a fine teacher you would make. :(

  11. Re:I would approach teaching that course... by Sonny+Yatsen · · Score: 3, Informative

    There are other aspects to game development than just programming, you know. Think BioWare would be anywhere if they don't have top notch writers? What about the graphic artists, 3D modelers, texture artists, and level designers that are indispensable in any game studio?

    --
    My postings are informational and does not constitute legal advice. Act on it at your risk.
  12. Re:I would approach teaching that course... by Locke2005 · · Score: 1

    Ah, no. Most of the labor cost in modern games is actually for artwork: building 3D models and textures. You need both good code and good art to succeed.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  13. Re:I would approach teaching that course... by Gotung · · Score: 4, Insightful

    Clearly the goal isn't to turn some art student into the next Carmack. But development teams need artists, and don't you think giving those artists some basic understanding of how 3D games are built would help them do their jobs?

  14. Blender by LetterRip · · Score: 5, Informative

    The Blender Game Engine is actually quite suitable for an introductory game design course, and it has two completely free books written for learning it, plus a huge number of example games and scripts. Almost all of the logic can be scripted with 'logic bricks' (a minor amount of simple python scripts are needed for some typical behaviours).

    http://download.blender.org/documentation/gamekit2/
    http://download.blender.org/documentation/gamekit1/

    Also see Yo Frankie - which shows what a team can accomplish in a short time

    http://www.yofrankie.org/
    http://www.youtube.com/watch?v=c7RRaEvWqJc

    Blender itself is now quite easy to create game assets in, and works well as a level editor.

    The Game Engine is not exactly cutting edge, but then cutting edge isn't of much benefit for learning game design.

    1. Re:Blender by Anonymous Coward · · Score: 0

      Good call. I was going to suggest that.

      Also worth consideration are Crystal Space 3D and Panda 3D. Crystal Space allows for a lot to be done with just XML. You can do even more with Python. Panda 3D also allows for a lot with Python.

      Python is a real plus as the language is easy to learn, very rich, and the standard library is large. Python is usuble with Blender too, which means you don't have to learn a lot of different languages. And as I said, if you don't want to learn a language, you can still do a lot with XML in Crystal Space.

      Personally, I'd point people to Blender and/or Crystal Space. But I've heard plenty good about Panda 3D too.

      And since we're on a python kick in this post, PyGame is hard to over look too.

    2. Re:Blender by JohnnyBGod · · Score: 1

      That is genuinely the first time I've seen "Blender" and "easy" in the same sentence.

  15. Fine-arts + programming = ? by chemicaldave · · Score: 3, Insightful

    Stick with the broader aspects of game design such as: story development, character development, gameplay, flow. I would be hesitant to throw "fine-arts" students into programming. If you must, however, I have no advice.

    1. Re:Fine-arts + programming = ? by asdbffg · · Score: 5, Interesting

      I took a game design/development course as a student at CalArts. Many of the students were from the film program, but we also had some musicians, sound designers, and theater kids. Many of the students came into the course with a basic knowledge of programming. Out of that class I saw games developed and completed in Processing, Flash, and Torque.

      Another game design class that worked with created two games based on Arduino hardware and Max/MSP. One game incorporated RFID scanners and custom built MP3 players to take players on an audio scavenger hunt. That game received funding from the city arts council and was installed in local mall and again later as part of a city-wide arts festival, the other used video tracking to track players in a physical game arena and has been shown at several Maker Faires and art exhibitions here in LA and Europe.

      Many artists I've met are more than capable programmers, and many of them make their art exclusively in coding environments. I would assume that artists taking a game development class would at least be technically minded. The point is that it's probably a mistake to assume that "fine arts" students can't or shouldn't handle more technical work.

    2. Re:Fine-arts + programming = ? by EnsilZah · · Score: 1

      Surely by that reasoning you should be hesitant to throw "fine-arts" students into story development, gameplay and the like since those are best suited for design and literature students.

    3. Re:Fine-arts + programming = ? by Anonymous Coward · · Score: 0

      I disagree. There's no reason why a fine arts student would be bad at making a game. The many artistic aspects of a game are the largest factor in why I pick up anything anymore. Not that it has to be fancy or big, just fun. I mean, Fine Arts, the study of appreciating other peoples work... I get it. If they wanted more than reading they'd already be building. But that doesn't mean they wouldn't have fun or do well at it.

      What I'm saying is, it's hard to appreciate games that are intangible. And I the scratch.mit.edu idea looks really good, I've seen some interesting stuff made by high schoolers and it works for any computer with a browser. ++ to that one.

    4. Re:Fine-arts + programming = ? by Anonymous Coward · · Score: 0

      i've used Torque Game Builder 2D with junior high students with positive results. Garage Games does a nice job.

    5. Re:Fine-arts + programming = ? by horigath · · Score: 1

      Beyond the fact that there is no reason why fine art kids can't code, as other has pointed out, the whole point of the class is to learn technical skills.

      I know most /.ers haven't gone to art school, but this is how four-year programs normally work (with some flexibility, obviously): In your first year, you take general intro courses that cover a whole lot of stuff to let you work out what you want to do. In your second year, you take intro courses to the disciplines—you learn how to mix paint or how to do basic carpentry or how to pull prints. Technical skills. In your third and fourth years you develop more abstract skills like composition or colour theory or conceptual theory and start working on increasingly self-directed projects and the technical elements ideally fall into the background.

      I imagine that this course is a second or third-year type of thing. There seems to be a popular belief that artists should be making what is called "art" in the game-development process (concept art, modelling, animation, whatever). But that's not why these kids are going to school: it's not a technical college degree. They aren't studying to take a job in the industry, they are studying so that a few of them can go on to be Artists. Many of them will just end up with some other job, but that's not what they are studying.

      If anything, this course should actively avoid teaching storytelling or visual techniques. The kids have other classes for that stuff which will be directly applicable to games, and the ones interested enough in interactive art or games to take the course already will have good ideas of that. This class needs to be about actually putting the bolts together to make it work. Just like an intro sculpture course is about carpentry and mould-making and construction. Art school is technical, but open-ended.

      These students aren't looking for jobs as commercial artists (not primarily anyway) and their course shouldn't be structured around that. It is for people who want to build interactive video or installation art, or even those who want to produce indie games or act in lead game design positions. They have to know construction, and then they can worry about concept and composition in their 4th-year painting class or after graduation or whatever.

    6. Re:Fine-arts + programming = ? by Anonymous Coward · · Score: 0

      I had a instructional game development course at Syracuse University and we used the books: Rules of Play Salen & Zimmerman (2004) MIT Press J.P. Gee (2007) Good Video Games & Good Learning, Peter Lang Both of these books are essential in understanding game design (mechanics), which should be a prerequisite for game design (aesthetics). You might want to check them out to at least give you an idea on helping your students understand the game development process. It sounds like your class can be rather exciting and if pulled off well, can help potential game art developers understand how to communicate with programmers and designers. These books (and those referenced in them) are the theoretical foundation of game design. Salen, for instance runs a school in NYC that focuses high school curriculum mostly on game design.

  16. Give them a technical background by Anonymous Coward · · Score: 0

    I think the teaching languages mentioned are not really appropriate for a 50-hour class of adults.

    I think the best route really would be to teach them a real programming language like python. If you want to integrate game design right off the bat, try using something like pygame. I bet you can get them listening for kepresses and moving sprites around in no time

    as for 3d, i still like python, pygame has some decent utilities to get you into a 3d window quick and easy. I think it's a lot more important that the students get a real grasp on the basics than that they do cool-looking things with a less-useful language. get them to program a ball bouncing around a cube, have them code up a 3d model loader, get them doing some basic animations or 3d simulations, give them some experience with simple scene graphs and graphics engines. A lot of these examples can be implemented as simple games, and for the sake of beginners, it's not a bad idea to do some of the work for them and let them fill in the blanks. That can give them an opportunity to see the whole application in a real programming language without having to comprehend it all.

    Depending on the focus of the class, maybe some 3d design (blender/maya/etc) would be in order. Design a model in blender, texture paint it, write a loader in pygame.

    I think starting with some fundamentals of programming is going to be critical otherwise the whole thing will just be magic to your pupils and they'll come away with little useful knowlege

  17. fining art students? by agent_blue · · Score: 1

    who else read the headline and thought the game development community was imposing punitive penalties on art students?

  18. mcAWSOME by Anonymous Coward · · Score: 0

    You could try Gamemaker 8.0 it had drag and drop and a new student can put together a game in 3 hours (albeit very simple) it also has a coiding languge for when you want to gompore advanced

  19. Your target audience by iONiUM · · Score: 1

    So your target audience here isn't graphic designers, nor is it developers. I think you have to cater to them by breaking down the basics: code, graphic design, level design. Kind of give an overall impression.

    I think another comment in this article says how you shouldn't try to teach them development, and I agree with that to a point. I think you should try to stay higher up, but (personally) I find it really hard to relate if I don't see some hard evidence of how to do it. As such, you should definitely mock up a really small demo right in front of them, so they can see how to make something in whatever studio you're planning to use.

    I know I'm gonna be modded to hell over this next statement, but uh, what about XNA? On any platform, even mobile, it's fairly easy to get going and mock up a quick demo. Alright, that was it. I know what's coming, you mods. DO IT.

  20. Roguelikes! by HeckRuler · · Score: 1

    Give them ncurses or pdcurses and have them make roguelikes!

  21. Team up with a programming school/ course. by NailerNforce · · Score: 1

    Have your fine artists team up with 3rd year CS students. Then you teach them to model 3D using Maya/3DSMax + ZBrush/Sculptris(free alternative to ZBrush) and rig models for use in games.

  22. "Technical" by DoofusOfDeath · · Score: 2, Insightful

    To be fair, many of them may have highly developed technical skills. But their tools may be paint brushes, pianos, or their own bodies.

    It's probably more accurate to say they don't have much computer technical skills.

    1. Re:"Technical" by tverbeek · · Score: 2, Insightful

      Don't assume that fine arts students today lack computer skills. Many do, and some just don't have the left-brains for it, but there are a lot of artists out there with an excellent understanding of computer technology. You can't get a BFA at most art schools these days without using a computer... sometimes a lot.

      --
      http://alternatives.rzero.com/
    2. Re:"Technical" by tehcyder · · Score: 1

      It's probably more accurate to say they don't have much computer technical skills.

      Yes, we all know that if you don't have a PhD in computer science, you're both technically AND LEGALLY unable to write a memo in a text editor.

      As for the internet, well, really only a few "Professors of Internets" [i.e. self-appointed 14 year olds on slashdot] should be allowed to access something that is so obscure and difficult for mortals to understand.

      I know there are a few crazy idealists who think that one day everyone will have a computer at home, but I think we all know that in truth there is a world market for about five computers, and god forbid any artists should be allowed near them.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    3. Re:"Technical" by bsDaemon · · Score: 1

      How did you get any of that out of the segment that you quoted? He never said that they didn't or shouldn't be allowed to use computers. Its just that the more you know about a subject, the more your perspective on that subject changes. What some people might consider a technical skill is something that other people might just take for granted. A network engineer or game developer probably takes typing skills or web browsing for granted and doesn't consider those "technical" compared to their own field.

  23. Kodu Game Lab by Anonymous Coward · · Score: 0

    Check out Kodu. It's a visual programming language that runs on Xbox or PC that allows users to create and share games using only their game controller. No typing necessary, or the overhead of learning a full-fledged programming language. The PC version support mouse/keyboard input as well as the wired xbox controller. PC version is free. Download it here: http://fuse.microsoft.com/project/kodu.aspx

  24. Cookie Cutting-Edge by CobaltBlueDW · · Score: 1

    I think Unity3D would be a good idea. Do their platformer tutorial yourself using all their stand-in content. Modify the end result for your purposes. Break the students up into groups, where each group gets to make their own platformer game. Have them all use your code, and let them make their own story-line, models, animations, textures, levels, music, etc.

  25. Re:I would approach teaching that course... by jkavalier · · Score: 4, Informative

    The course's aim is to let art students have a glimpse of the interactive and expressive possibilities that videogames have. It's not about training them to become EA employess, but to inspire them and burst a little flame of curiosity for interactive art and art games.

  26. A pad of graph paper and a pencil. by OldWebDev · · Score: 1

    My first games were mazes I custom made and sold to my friends for a dime each. It's the most basic game you can start with. Start small work your way up. The best games are essentially board games, or have board game rules. Make a variant of checkers or chess. Dissect some of their favorite games so they understand the fundamentals before they run into programming.

  27. Re:I would approach teaching that course... by AnonymousClown · · Score: 1
    Ah! A class for building up the GPA. .

    ...

    What?!? You really didn't think you'd post a topic like this on Slashdot and think you were getting away unscathed, did you?!?

    Bwahahahahahahahahaahahaa *cough* *cough* *cough**cough**cough*

    Shit, I'm get'in too old for this shit.

    --
    RIP America

    July 4, 1776 - September 11, 2001

  28. Break them into teams assisting Open Source. by DontLickJesus · · Score: 0, Offtopic

    As the lead developer over at http://nova-initia.com/ I applaud this effort and offer this advice:

    Fine Arts students are going to have a knack for the story telling portion of this project. Those musically inclined will grasp the programming concepts quickest, and there will be an artist or two in the bunch. Authors will be used to organization of time lines, so thing project managers there. Most of all, write up a survey for them early on for hints on what they're interested or already talented in.

    As far as the language / engine portion goes, my suggestion is to team up with a free / open source project. The underlying engine doesn't matter as much as the core concepts. A good team will have a bug tracking system divided out into a helpful group of areas for you to cover. Having the class take on bugs from the projects as study work will help to reach into the deep technical areas without overreaching each student's comfort area. For those who do show ability in the deeper technical aspects, have them relate in their own terms how the problem was solved, and the team will grow.

    Last, but definitely not least, do not forgo the project management and business aspects of game development. Deadlines, project scope, and performance limitations are just as integral in a game's development as the original idea team. Placing reasonable limits on resources and time will inspire creativity among the team. Giving your students the opportunity to be involved with a project that stands every chance of being played in real life will motivate them more than anything else. Game development covers a broad range of talent and experience, find the blend that fits the class.

    --
    Where genius and insanity become confused true wisdom is found
    1. Re:Break them into teams assisting Open Source. by sproketboy · · Score: 1

      I was going to mod this interesting but your web site explains nothing about what this is. You have a project you want people to be interested in - it would make sense to spell out WTF the project is about on your main page.....

    2. Re:Break them into teams assisting Open Source. by DontLickJesus · · Score: 1

      My apologies, it wasn't meant to promote my site. I'm the lead developer on Nova Initia, a game that's still in development. If you interested in beta testing sign up and I'll get you hooked up with the details.

      --
      Where genius and insanity become confused true wisdom is found
    3. Re:Break them into teams assisting Open Source. by sproketboy · · Score: 1

      NP :)

      I know what it's like to get some attention for your project.

      http://goldchest.sourceforge.net/ (hint hint)

  29. gamez4art by Anonymous Coward · · Score: 0

    I go to a liberal arts college.
    A film student friend of mine built video games for his thesis project.
    I think you guys are under the impression that the art students are going to want to make Halo or something.
    You (generally) don't major in fine arts because you want to design billboards.

    Teaching Blender is DUMB - 3d modelling class.
    Teaching level design is dumb.
    Teaching "storytelling" is dumb.

    I would use Processing and at the end of the course expose them to methods for packaging their games for distribution/exposition (iphone, projection). Maybe you could have them explore what "games" are and what "play" is. I think the main things to get across are games as art and the computer as a canvas.

    You guys would be surprised by the games a creative person can come up with if you show them how to make an object move to where you click on the screen.

    http://www.creativeapplications.net/iphone/we-sliders-iphone/ for instance.

    Personally, I think Unity would be a little much for beginners but you could tell them about it and the more techy/ambitious or people who've done a little 3d modelling could use it for their final projects.

  30. It depends on the students by Anonymous Coward · · Score: 0

    I once was a fine arts student and had completed a project that was made in unity3d uning sketchup and blender for modeling all of the texturing was Photoshop based and since unity is all js it's a very easy language to get into especialy because of unitys great community and their stack exchange site I would suggest starting with a very basic concept in unity making something that is first or third person and have the students run through the corresponding tutorial there is also a fantastic set of video casts from noesis interactive that may be of some help for unity

  31. What and How to teach... by Ssherby · · Score: 1

    First of all, to really know what and how to teach on this subject I'd need to know what the course requires. For example, are you required that the course cover technical aspects such as code/script writing, or the process of figuring out the logic involved in the mechanics of the game or how the AI is going to work. If there is not technical requirements, then don't try to take them there.

    The Game Design job marketplace used to require a handful of techie nerds spending long hours together making a game to be burned to a cartridge, but those days are long gone. Now the job market requires manager types, human resources types, fine musicians to create game music, sound effect artists, fine artists (in many different flavors such as concept artists, texture artists, environment artists, etc.), story boarding artists, digital 3D sculpting artists, and the list goes on and on and I've yet to mention anyone who writes code and puts things together in a game engine.

    So, if there isn't any requirement that you make the class technical, then teach them how painting a wall of bricks is different then making a seamless tiling texture file that will make a surface look like bricks, how their skills would apply to story boarding, 2D concept art sketches or paintings, 3D character texture files and how the parts of the model's texture have to fit the UV file, or detailed 3D sculpting using tools like ZBrush, etc. Keep your class focused on how their fine art skills are tweaked to fit a technical industry rather than on how ill-suited they are to doing the technical stuff in the industry.

    --
    You keep using that word.
    I do not think it means what you think it means.
  32. Stencyl by dotHectate · · Score: 1

    I'm pleased to be in the beta for Stencyl (http://www.stencyl.com/) and it's an excellent program that works well for people of all experience levels. I'd say I'm a moderate novice when it comes to programming (it's not my job, just a hobby) and Stencyl is powerful enough that it doesn't hold me back with simplistic expectations of what I'll want/be able to do.

    --
    Patience is a virtue, but haste is my life.
  33. Don't forget 2d! by Anonymous Coward · · Score: 0

    Art students can easily make salable games by working with, say, Ren'Py.

    And in going to a bit more minigaming-style work, Game Maker.

    Really, if you want to teach game design don't just focus on the bigger 3d engines, there's a LOT of room for creativity in the 2d scene and non-techie artists can actually be quite successful at it with some work.

  34. Employable? by maomoa · · Score: 1

    So a BFA might actually be able to get a job out of college? Lies...

  35. Teach them about the limitations of the art. by eddy · · Score: 1

    Game development is all about limits. Texture limits, vertex/poly limits, limits in flexibility of animation systems, limits in complexity of shaders, limits in number of light emitters, limits in number of objects, limits in drawing distances, limits in lighting and shading models, limits to how you can use transparent surfaces, etc. These limits are pushed for every generation, but they're still there.

    --
    Belief is the currency of delusion.
  36. Work with a programming class by MaerD · · Score: 1

    Find another class at the same time that's teaching programming.. pair some of the art students with a programmer to come up with a design for a simple mini-game. Have the art students come up with what they are good at, namely the art assets, "story", and plan with the programmer on the rewards. Have them discuss the logic of the game with the programmer and have the programmer implement the game using what the artist can provide.

    It should help the understand the interactions they will face in the real world better.

    --
    I put on my robe and wizard hat..
  37. Re:I would approach teaching that course... by Anonymous Coward · · Score: 0

    Hi there,
          I'm a correspondent with National Public Radio. I follow the development of video games and I'd be really interested in knowing more about the course you plan to teach and where you will be teaching it. Get in touch if you have a moment. I'm at LSydell@npr.org.
        Best,
        Laura Sydell

  38. Android development? by Anonymous Coward · · Score: 0

    It would certainly beat what I am learning now (C#).

  39. Interactivity by airfoobar · · Score: 1

    I'm not an expert by any means, but I'll attempt to make a couple of hopefully useful suggestions.

    I believe there are two important lessons to take home regarding game design:

    • Branching storyline design. Unlike traditional storylines, which are linear, game storylines have the potential to change based on player choices. Think choose-your-own-adventure type of storyline design.
    • Balance. For instance, keeping weapons and power-ups weak enough and the enemies just powerful enough so the gameplay stays challenging. Similarly, you don't want the units in a strategy game to be too powerful.

    Get either of those wrong, you lose suspension of disbelief, and have a bad game. You want to look at the "Game Design" section here: www.gamedev.net/reference

    Now, as to how to teach this.. Perhaps you can ask them to produce short design documents, with justifications about their choices and require them to script something very simple (I take it they are already quite confident doing graphics.). Perhaps they could work in teams, using something like AGS (Adventure Game Studio -- adventuregamestudio.co.uk) to create small 2D point-and-click adventure games (in the style of Monkey Island and Indiana Jones and the Fate of Atlantis -- see youtube) with branching storylines.

    1. Re:Interactivity by dangitman · · Score: 1

      Branching storyline design. Unlike traditional storylines, which are linear, game storylines have the potential to change based on player choices. Think choose-your-own-adventure type of storyline design.

      Balance. For instance, keeping weapons and power-ups weak enough and the enemies just powerful enough so the gameplay stays challenging. Similarly, you don't want the units in a strategy game to be too powerful.

      What this would be teaching them is the opposite of art. This is a formula for a certain type of game.

      What you want to teach them is the tools they need to create games. Then they can use their imagination and artistic abilities to come up with new ideas for games and challenge the preconceived notions you've set forth.

      --
      ... and then they built the supercollider.
    2. Re:Interactivity by Anonymous Coward · · Score: 0

      Thats actually not true.. what happens then is they go into game design thinking that all they have to do is reskin doom/quake/unreal/whatever engine is hot right now...

      Game design is in itself an art form, but its the melding of many disciplines from traditional CS oriented side of things, the arts (music and images, as well as animations and 3d models) and then there is the psychology of it all that makes it "feel" right..

      Getting this balance right is what separates for example Half-Life from "random first person shooter #4592823"

      That said, its not really made clear by the original poster if he is trying to create a "survey of game design in all aspects" style course, or a "applied design for gaming" style class that will teach artists about workflow/constraints when dealing with game design.

      If its the former, it can be fairly basic and mostly theory (or even taking a finished game that has open source mods/reskins/etc available for it) and show how each thing interacts within that particular game and the tools used to make it..

      If its the latter, you can be more specific in the art side, and go with a general "theory" of what makes the gaming design "different" from just drawing or rendering for the sake of rendering.. (theres a wide gulf between low end handheld games, online flash games, high end pc/ps3/xbox360 style games and printed materials, movie animations, etc.

    3. Re:Interactivity by dangitman · · Score: 1

      Thats actually not true.. what happens then is they go into game design thinking that all they have to do is reskin doom/quake/unreal/whatever engine is hot right now...

      You really don't know many serious fine art students, do you? It's not about creating commercial style games.

      --
      ... and then they built the supercollider.
  40. What's with the "Fine Arts" scare quotes? by Anonymous Coward · · Score: 0

    Wow. I can't believe all these people in this thread saying not to teach programming to "Fine Arts Students," whatever the scare quotes are meant to imply.

    Fine Arts Students (notice I don't use the scare quotes) can completely benefit from learning some simple programming skills. Programming teaches how to break a problem down into manageable pieces, put together strategies to solve those pieces and then assemble those solutions together to solve the overall problem.

    I'm a CS person but I also paint and the skills from programming are VERY useful when doing art.

    There's no reason in the world not to introduce Fine Arts Students to simple programming languages that let them express themselves by creating an interactive thing. In fact, a lot of really cool stuff is being exhibited all over the place using things like Arduinos, electromechanical parts and interactive programs.

    My suggestion is to take something like python + pygame, create a framework in advance for the students to use and then teach them to make games within that framework. Set some boundaries on what they do, pick a flexible game type anyone can do (say a shooter to avoid physics or a platformer if you don't mind some physics), teach them the basics of working with python and let them have at it.

    http://www.python.org
    http://www.pygame.org

    Fine Arts Students are often, in my opinion, much more intelligent than they're being given credit for here.

    (And, frankly, a lot more fun to hang out with because they don't seem to spend as much time telling you how you're wrong about everything.)

    1. Re:What's with the "Fine Arts" scare quotes? by Macgrrl · · Score: 1

      I don't know that's I'd say "Don't teach 'Fine arts Students' programming", instead, why not take advantage of their presumed creative strengths and give them a toolbox to design games rather then build coding assets.

      Most games that I pick up and fail to finish is because of the gameplay, not because of the artwork or quality of the coding.

      Long gone is the day where a developer was expected to be expert in all roles form programming to sprite design to environments, lighting, storyline, marketing, etc... People are expected to be specialists.

      The idea of partnering them up with students doing game development courses to do the programming is a good one. IF the FAS get interested in the coding aspect, they can choose to pursue it, but how about feeding their core strengths?

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  41. Take advantage of the skills you know they have by tverbeek · · Score: 1

    I'm not familiar with game development tools, so I can't make specific suggestions, but as someone who straddles technology and the visual arts, I'd suggest that the more visually-oriented they are, the better. Point and click and drag and drop. A troll suggested Flash, but that's actually not a bad idea: the similarity to the UI of Photoshop (which most fine-arts students these days have at least experienced) can help them get working with it, and the ability to start doing things with very little code is a good way to ease into more complex procedural programming. Most fine-artists are very good at processing information and ideas visually, so use that: flowcharts will be better then text, demonstrations are much better than lectures. If there's information that has to be presented verbally, give it to them in writing. On the other hand, don't be surprised if some of them turn out to be ace coders.

    --
    http://alternatives.rzero.com/
  42. Good luck. by MaWeiTao · · Score: 1

    It's going to be a challenge. I thought a game design course a couple of years ago, taking over the course from a friend. The course was based in the media studies department and pretty much the entire class majored in media except for one student who was studying design.

    Our platform was Flash, using Actionscript 2. I'd say this is the easiest platform available because the basics are so simple and require little coding. Artwork was done in Illustrator and Photoshop and even that required some instruction. We were pretty much starting from scratch. We began with simple things like mouse clicks using buttons. I also got into keyboard and mouse control and basic collision detection. But ultimately it wasn't so much them absorbing anything from me as it was me simply providing them with snippets of completed code. You're going to have a hard time getting them to learn the basics, let alone being able to build a game out of it.

    My course was more about the process of game design. But because it involved actually going through the process the bulk of the course was spent on simply learning how to accomplish this. If I had continued with the course I would have changed the curriculum quite heavily. I would have based the entire class around a single project with everything working towards that. I'd provide the code and give them a few options for game types. They would then spend the semester, planning out the game first, then creating the assets, then building it with my guidance.

    There are a few important things I took away from the experience:
    1) Keep things extremely simple. People who haven't programmed before are going to have a hard time understanding it. Be prepared to spend entire classes just going from student to student helping with issues they're having. I had 8 or 9 students in my class and still it was a challenge to help everyone out. Granted my class met once a week and was 2.5 hours long.

    2) Anyone who misses even a class or two is going to fall dramatically behind.

    3) Some students tend to be overly ambitious and take on way more than they can handle. It's your responsibility to rein them in.

    4) Don't put them in groups for actual projects. But a big problem I found with them working together on a final project was that I'd have one student doing all the coding and everyone else watching. The others were supposed to create assets but of course they'd rush through that. Then they'd spend the rest of the time talking or chatting with friends on IM.

    Each student should be responsible for their own project. I had the idea of grouping them for the conceptual phase. They would work together on coming up with an idea for a game, and then each building their own interpretation of that concept.

    You're in a more fortunate position that you're working with fine arts students. So ideally you've got a class that's creative and has access to the resources needed to create the art for these games. So I'd have them create those assets as homework and then spend class time doing development. Like I said, they wont be able to get very far on their own.

    I don't know enough about the platforms you're proposing. But from the quick look I've taken those don't look particularly easy to pick up for someone who doesn't have any background in this stuff. At least Flash is heavily used in the design community so there's something to take away from this. And you can actually build something without requiring much coding.

  43. Paper and pencil by Chess+Piece+Face · · Score: 1

    Throwing programming at people with "little-to-none technical skills" is a bad idea period. Have them develop games or game concepts and then help them apply those to programming. Or take an existing classic game and describe the challenges of making it digital (such as card shuffling).

  44. Speaking from experience... by Anonymous Coward · · Score: 1, Insightful

    I taught a Flash ActionScript class at an art school once.

    Tell them to save their creativity for their artwork, and not their variable names.

    They are going to be overwhelmed, both by the left brained and "only one right answer" discipline required to get code to run properly.

    I would keep it VERY simple. More than you think is necessary.

    You might just lose some students entirely. It's been said that programmers do for love what others wouldn't do for money. You will soon find out just how true this is.

    At the end of my class, the students really did seem to appreciate it and had learned a lot. However, you are not going to turn them into professional programmers in this amount of time. I would focus on just giving them a sampler platter of the kinds of things they would need to consider if they were working on a project like this with a programmer, especially as it pertains to art.

    The best you can hope for is that it will spark someone's interest and they'll want to find out more outside of class.

  45. Re:I would approach teaching that course... by Squapper · · Score: 2, Insightful

    To be a successful artist in game development you need a sturdy technical foundation. No need to be a engineer, but you definitly need to be a geek and have a strong passion for games.

    I have been a game developing 3d-artist for many years, and i'd rather hire a geek that became an artist than a "fine artist" that learned to do 3d.

  46. 3D artist by poly_pusher · · Score: 2, Insightful

    Being a 3D artist with a fine arts background, if you are trying to teach artist basic elements of game design, I think it would be best to pair an artist with a comp sci major. The comp sci major can handle many of the technicalities of getting content into a game. Most artists who lack a technical background are going to be intimidated just by the process of creating assets and learning how to use the software necessary and the various requirements of doing so. The benefit for the comp sci major is insight in to how to communicate with artist. If they go into gaming they WILL be frustrated by the flakey, flighty artists. Understanding how to cope with them in a future professional environment will be very useful.

    I wouldn't necessarily focus on finishing actual games. Focus on finishing assets. You'll be surprised at how excited these artists will be just seeing the helmet, gun or whatever they made show up in a level that will cement their interest in game content creation and will be a much better focus for a 50 hour course. I would also recommend the Unreal 3 engine if possible. That way, they are more likely to continue learning from what you taught them well after the class is over. They can skin a head for a game they have at home. Geeking out is an understatement regarding what their reaction will be to that. "That's mine, and it's in the game engine used for Gears of War!"

    After that they'll have an interest and incentive to take it further and more technical, things like scripting, etc.

  47. How about teaching them 3D modelling ? by obarthelemy · · Score: 1

    I'm not sure what the students' other courses are, but I'm wondering if, instead of teaching them general programming in a very basic, very not-usable-in-any-real-job way, it wouldn't be more practical, instead, of teaching them specifically how to create content, artwork, for somebody else's game, using real-world, or close to real-world (since you need free) tools.

    You're obviously not going to make them into game developers. Would it maybe be better to make them into semi-credible artwork guys ? Maybe develop a basic game yourself, and ask them to do the artwork ?

    Then again, if they already have these kind of courses, by all means do teach them game dev as best you can, it will be useful for them, too.

    --
    The Cloud - because you don't care if your apps and data are up in the air.
  48. Ask working game artists by Anonymous Coward · · Score: 0

    Might be worth asking around on some forums frequented by CG artists.... polycount.net jumps to mind.

  49. you said FINE art students didn't you? by Dr.Altaica · · Score: 0

    It's fine arts. require them to submit a sample portfolio of games they have already made. like every other fine arts program does.

    1. Re:you said FINE art students didn't you? by liquiddark · · Score: 2, Interesting

      Umm...That's not how that portfolio works. Most programs include a wide variety of media (pencils, paint, print-making, sculpture, performance art, etc) without banning students who have only one or two (sketches, paintings). In point of fact, what you're suggesting is about as far away from the goal of a BFA program as possible; much of the point of a BFA or conservatory or other formal art instruction program is to expose students to new ideas and techniques and give them the tools to be productive in those media.

  50. Broken Sword by janwedekind · · Score: 1

    IMHO one of the best games in terms of artwork is Broken Sword 1. The scenes are handpainted and the character animations are very detailed. In the meantime ScummVM was developed which is a free software game engine which is able to play the data files of Broken Sword as well. ScummVM is not recommended for developing new games though. Maybe somebody nows a more modern engine with similar capabilities?

  51. board game or ccg by Anonymous Coward · · Score: 0

    Get them to design a board game or a collectible card game. They are already familiar with almost all the skills it'd take to make one. If you're going to try and squeeze a bunch of computer programming stuff in there then good luck.

  52. Why not try sleep is death? by Anonymous Coward · · Score: 0

    the tools are somewhat primitive, but it allows some amazing creativity to be expressed.

  53. What is your course's intent? by hanako · · Score: 1

    Are these people aiming for jobs within the mainstream game industry, aiming to become independent game developers, or interested in game design as an art form? If they're looking for jobs then yes, give them time with Unity and talk a lot about the limits of 3d and how to balance speed and beauty. If they want to sell their own games, step away from Unity and look into simpler game builders that can be highly customised by people with artistic talent. Even RPG Maker would do for that (look at Rainblood for an example of an artist-driven RPG Maker game). RenPy or one of the adventure game toolkits, also. If they're not very techie but they want to create games, you want to give them tools that make the basic game-making easy, and then let them go wild exploring how different they can make the results. If you want to explore weird experimental/conceptual game design stuff, then along with the 3d give them some simple flexible 2d tools that they can prototype wild concepts with.

  54. Source? by Anonymous Coward · · Score: 1, Interesting

    Try using the source engine maybe? With Garry's Mod, you have a relative freedom of the FPS genre, and there's a huge knowledge base for it, it's still relevant, and really simple. /2cents

  55. Re:I would approach teaching that course... by ChipmunkDJE · · Score: 1

    Even NPR trolls on /.

  56. Or they could fix the title by ShopMgr · · Score: 1

    Body says 5,000, not 50,000...

  57. I teach a similar course at Williams by Anonymous Coward · · Score: 0

    I teach game design in the Art and Computer Science departments at Williams College, and wrote a book for these students: http://graphics.cs.williams.edu/creatinggames

    I've been looking for a new engine all year. After talking to other teachers and game developers and trying many engines myself, I went with Unity 3D. It has the depth for students who really want to take it far, but is easy enough to get art students into quickly. Unity3D also targets platforms they care about, like the Web and iPhone, although there's no way they'll do iPhone development in their first course.

    Alice is a good alternative. It lacks the tools, depth, and polish of Unity 3D but is easier to get into initially and is more tailored for education.

    I haven't seen Processing deliver well for a games course. I think it lacks the tools and game-specific support to get students moving soon. Andrew Glassner has a very nice new book out called Processing for Visual Artists that I would recommend if you do use Processing, however.

    Morgan

    1. Re:I teach a similar course at Williams by Anonymous Coward · · Score: 0

      Do you have any published games of your own?

  58. Forget About Games - Think Levels by Plekto · · Score: 2, Insightful

    The title pretty much says it all. People in art don't program games at all. They instead get hired to do levels and art for them. I'd just take a basic game that's well understood and have them make their own custom levels for it.

  59. Game Development or Computer Game Programming? by HawaiianToast · · Score: 3, Insightful

    It sounds like you want to teach computer game programming to me. If you really want to just teach game development maybe you should develop a pen & paper game. They can write the rule book. Otherwise you're teaching two things and maybe nobody will learn much of either.

    1. Re:Game Development or Computer Game Programming? by Anonymous Coward · · Score: 1, Funny

      It sounds like you want to teach computer game programming to me

      I didn't know Clippy had a Slashdot account.

  60. No clue by liquiddark · · Score: 1

    It is absolutely shocking to see how many folks do not understand the first thing about a Fine arts program here.

    In answer to the question, while it's useful to get into toolkits, if your students are anything like the people I went to university with, they're going to chafe at being delivered into a constrictive set of tools. Take a sampling of the tools you've mentioned and that have been mentioned by other commenters, maybe add RPG Maker on top of it, but at the end of the day it's just as well to let them loose to do their own interactive medium experiments. Maybe someone will do an internet forum game or a simple website-based interactive experience. Someone else might take it down the road of a surrealist adventure using a text RPG engine. Very likely at least one person is going to try something in an augmented reality vein. If you've done a course in performance art, that might be the best starting point - everyone is going to have their own notion of what the core element is, and all you can do is throw some simple starter projects at them; they'll do all the work if they're serious about art.

    1. Re:No clue by liquiddark · · Score: 1

      I think it would also be useful to start them with a non-video-games-based exercise - use GI Joes or index cards to create simple physical games to get everyone used to the idea that interaction is at the heart of the expression you're focusing on.

  61. Check existing courses by webminer · · Score: 1

    My university's computer science dept.along with film and media arts dept. has an interdisciplinary degree that teaches game development to arts students. You should check it out and see what they teach in entry-level course for arts students in this discipline. You can reach them here: http://www.eae.utah.edu/

  62. Feel the LOVE by middlerun · · Score: 1

    I've found the LOVE game engine to be pretty good. (http://www.love2d.org) It uses Lua which is easy for beginners.

  63. One word... by Anonymous Coward · · Score: 0

    Inform.

  64. Just (don't) Do IT by X_DARK_X · · Score: 0

    Wrapping up game development into 50 hours is a recipe for a life long nightmare for someone. Imagine if some of your students actually will really LOVE making games. Are you going to be the one that tells them that being that they are "Fine Arts" major, there are not likely to ever get anywhere close to game authoring and at best can only find a job as a 3D graphic artists and only that after getting another degree! What you are doing is a SHAM.

  65. now for something completely different. by Anonymous Coward · · Score: 0

    We're going to take 100 programmers with no musical background whatsoever and teach them to play piano. In 50 hours there will be a performance. It will be terrible and everyone will know it. A waste of time? no, A good use of time? Probably not. OK NOW Wait a Minute! These people aren't going to be programmers. Re-title the course "Programmer Appreciation" and make them code C++ and memorize git man pages. You're a genius!

  66. No shit on this... by _0rm_ · · Score: 1

    Flash... Definitely flash if you're teaching to artists. As much as I detest and despise flash (as a guy who prefers C++ and Linux), it is probably the best way to teach game development theory to artists. It's familiar, has a built in pipeline, and although the compiler sucks, Actionscript is fuckeasy to pick up.

    --
    Boredom is bliss.
  67. As a professional 3d artist... by Jackie_Chan_Fan · · Score: 1

    I started back in the dos days... and on macs, c64s, atari computers etc...

    Been doing graphics for a long time from a teen, to mid 30s.

    The one thing that really has become apparent is that in order to be a good artist with modern computer graphics tools, you must be a very well rounded traditional artist as well. I started out years ago as a kid fascinated with comic book art, and as a teen I tried to learn anatomy from books, but never understood what those books were fully teaching until I saw a real live, breathing traditional sketch artist explain to me the entire thing all over again. Only then did the techniques in the books start to make sense. Only then could I see forms fully in my mind before paper. It changed my world in how I understand something and communicate it back visually.

    In other words, to be a good artist, you have to be a smart artist. drawing, animating... those are just tools of communication, but you can not communicate what you do not understand in total.

    I think the best way to teach fine art students about videogame developement, is to simply teach them that just because the tools are foreign, the art should already be familiar to them.

    I can teach anyone to use Zbrush... I can explain polygons, and 3D coordinates to just about anyone... but getting someone to understand the human body and its form from inside out... well that takes a life time of work. It doesnt matter if you started on paper, or on a computer... the personal journey of an artist is the same. The traditional artists education is a must, be it formal or personally learned. I've been trying to for years and I'm finally at a point where I can say... I knew nothing then, what I know now. And I'm still always learning...

    The technical stuff may be scary, but if you know how to see form, express stories, define space, color, scale... create moods, compose shots, understand line, rythyms... etc Those things are important. The technical crap really isnt much of anything.

    Its like saying "Here's a hammer... you hit things with it". Thats easy. Your fineart students should already be capable and well versed enough to hit things with whatever hammer you give them. What is really important in all of this, is how you see the world and being able to communicate it back with whatever tools you have.

    I started when computer graphics courses had virtually no connection to traditional art. Its sad that it was taught that way for a while, but those days are long gone now. Everyone I know, or see, from beginner to pro... has gone back to basics because the great renaissance artists figured it all out already. In our industry many "artists" were hired because of their expertise in computers, but early on those artists were nothing more than computer users. However those computer users replaced a lot of traditional artists working in the field of special fx for example. Often those traditional artists were FAR better than many of those computer artists taking their jobs... Those days are over. Traditional artists who learn the tools of computer graphics.... are a deadly threat to anyone not willing to do the hard work.

    Having all the tools in the world, just make you a tool collector.

  68. Im a fine art graduate with a video game by mixedmeters · · Score: 1

    Actually I graduated with a music degree and I just released my first xbox 360 game :) This should be done. Game development is the art of the 21rst century.

  69. Re:I would approach teaching that course... by geminidomino · · Score: 1

    All well and good, but since they don't hire programmers to be their graphic artists, graphic artists to be their writers, and writers to be their programmers, why the HELL would you dick around teaching Art majors to code, even in toys like Alice?

  70. Purpose of the course? by Anonymous Coward · · Score: 0

    It depends on what you're trying to accomplish.

    If the students are going to be competent game artists they need to know some technical jargon, the purpose of each department, and overall lifecycle, so that they can communicate effectively with their bosses/co-workers.

    If the students want to be lead designers they need to understand some basic principles of coding, but they'd be better off popping out some diagrams and structured English for programmers to turn into code.

    I'd suggest setting a pre-req of system design and/or introductory programming. The course should focus on game development life-cycle, examples of good and poor design, play balancing, stuff like that. On the technical side you could teach them to draw diagrams in MS Visio.

    If you want to be evil you could set a group project of designing a simple game and then give it to some programming students to turn into a real game, teaching the technical people to work with artists.

  71. Walking through the art building... by KingAlanI · · Score: 1

    Walking through the art building at RIT, I see a lot of what look like pretty shiny labs. Large format printers & scanners, all sorts of fancy graphics
    Well, it *is* RI*T*.
    That's a thing about college in general though - since you do undergrad only once, it's hard to compare your school to others

    --
    I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
    1. Re:Walking through the art building... by tverbeek · · Score: 1

      Well, I did undergrad twice at different colleges (once for CS, once for art), and I've worked for three colleges, most recently a stand-alone art school, so I can do some comparison. :) The art school I worked at had computers all over the place and now requires all students – including the paint-or-saw types – to own and use a laptop.

      --
      http://alternatives.rzero.com/
  72. Who's fining whom? by Anonymous Coward · · Score: 0

    I say we show 'em where they can stick their fines and boycott these Teaching Game Development guys.

  73. Unity is Great choice by y4ku · · Score: 1

    I personally think that you're on the right track by choosing Unity.

    With VERY little programming background I was able to make fully functioning games within my first few days. You can explain the basics in less that 5 hours and let them have at it creating, leaning, and most importantly enjoying game design.

    It's very easy to start learning by using UnityScript, which is basically their version of Javascript.
    The engine itself is very powerful and once they start getting the hang of UnityScript if you wanted to introduce a more rigid programming language you could do so with C# which is also supported by Unity.

    Unity has been released for FREE so you should have no problem supplying it to your student. The Pro version has its pluses especially for stereoscopic stuff, but I don't think you'll be introducing that very early on. The free version will most certainly be enough for beginners and even intermediate students.

    Did I mention the huge amount of resources available online for it:
    http://unity3d.com/support/documentation/Manual/Tutorials.html

    The community is also incredibly helpful! I know because I've received plenty of help and guidance.

    It's ideal for rapid prototyping which is what I tend to use it for, however it can serve as an excellent resource for learning game design and even programming without getting bogged down with the low level stuff.

    Good Luck!

  74. My suggestion by xtremee · · Score: 1

    You can teach them most aspects of game development without making them write a single line of code. My recommendation to you is to use Atmosphir for your project which allows users to make their own virtual worlds and levels very easily using a simple, yet very flexible design tool. In that site i've seen creations by 12 yo kids that would blow your mind.

  75. I teach Unity3d to High School students by Anonymous Coward · · Score: 0

    I recommend Unity3d. I teach video game programming to High School students using it, and my 3-man indie video game company uses it.

    Conceptually, things are very simple. Everything (the artist cares about) is a Game Object, and every Game Object can have zero or many Components, which make it do stuff. Components are lights, cameras, scripts, meshes... everything.

    The asset pipeline was easy for me to get working right away, and has remained painless. To put something into the scene I drag it from my Dekstop to Unity's window, then from the project pane into the scene. Works every time.

    The major thing Unity3d is missing is GUI-based scripting. In the video game industry there seems to be growing focus on tools that let artists create scripted events on their own... and Unity3d lacks this capability. However, the text-based scripting is as simple as you could ask (uses JavaScript's syntax, clear documentation, helpful community).

    If you can find an engine that shares Unity's strengths but has something similar to (say) UDK's Kismet, then use it (and let us know about it). Failing that, artists learning about how programmer's do their job is not a bad thing (nor is the reverse!), but I would liberally help them with any scripting difficulties. Realistically, that is not the problem set they will need to know how to solve.

    All told, Unity offers the most transparent medium to teach practical experience alongside "techniques and principles". As others have pointed out, your class should not be about how to use Unity, or even how to program, but how to learn how to use an engine to do what you want it to. What concrete experience they have with Unity (which is free-as-in-beer btw) is not without value, but ultimately secondary to the ability to learn.

    Good luck!

    PS: This class sounds like it is targeted at freshmen, and my advice assumes this.

  76. Work with a programming class, too by Anonymous Coward · · Score: 0

    That kind of collaboration is the biggest connection to the real world, and how to make it better. Don't think about how to try to get them to program. Think about how to get them to design in a video game environment.

    I actually think this is the biggest problem with open source apps - they don't know how to involve designers in the process. It's not just games that can benefit from quality design. Compare just about any application that comes out of Cupertino with just about any open source app. If you pick the worst of Apple and the best of open source, you get a pretty even comparison. Any other combination and Apple trounces the open source world. That's not necessarily the big bucks Apple brings to the picture, it's the fact that designers are an integral part of the process there. In the open source world, the UI is often driven by programmers, if not actually created entirely by programmers.

    My $.02

  77. Check out the Knytt Stories game creator. by Anonymous Coward · · Score: 0

    Could help!

  78. Go Analog by Monkeyboy4 · · Score: 1

    Forget teaching programming entirely. If they are asking for game design and you teach programming, you have done them a disservice. Programming isn't game design. It's what you do after the game designer tells you what the design does.

    Go look at Ian Schreiber's work at http://teachingdesign.blogspot.com/ and http://gamedesignconcepts.wordpress.com/. Especially the second one - its actually a free online course he taught last summer on game design. That should cover all the bases you need, and doesn't require any programming skills at all.

  79. Be more specific in what you want to teach by Squeeself · · Score: 1
    As an actual Tech Artist currently working in the game industry, let me recommend a few things. First, you haven't said what the skill level of these students are. They're fine arts, so that says they've got the art background...but do they have computer 3D experience of any kind? As in, have they used 3dsmax or Maya or some other software before? If NOT, then you either need to scrap the idea of a game class completely and teach a 3D modelling/texturing/lighting/etc. class, OR you need to teach a game DESIGN class and not work with computers at all. That is, design games on paper...maybe even board games, physical games, etc.

    Now, if your Fine Art students DO have 3D cg skills, which they will if the school has those classes, then you need to figure out the range of their technical abilities. If none of the students are adept at even rudimentary programming or scripting, then you shouldn't focus on game making so much as the game art pipeline. I'd say you need at least 1 student in 7-10 who will be solely focused on the programming/scripting side of making a game, or no game, even simple game will happen. These people have to be very interested in doing that job for the project, even if they work on the project in other ways as well. Even the simplest of game engines will require scripting to get your game in a playable state. If you do end up going for making a complete game, keep the class size small (no more than 20!) and do no more than ONE LEVEL on ONE GAME project for the full 50 hour class. Do it as a class project, NOT individual projects--working in a group is ESSENTIAL in the industry. Spend the first part of the class teaching about game art pipeline (see below) while your students begin design brainstorming/conceptualizing game. They should be prototyping the game in engine as soon as they possibly can, and get things to a simple playable state (with placeholder art) as soon as possible, so that game design can be iterated upon, and art can have context. Ideally, you should have a prototype of some sort in a month, depending on how much time your students have working on your class. That says that the game design should be ultra simple. Let them try new design variations out if they wish, but it's likely they'll get the best results if they stick to tried and true designs and genres. Just not enough time for a single class to do anything but simple (but possible if students didn't have other obligations of time, such as other classes...)

    Anyway, the MOST important thing you could teach art students (apart from what they should be getting from their other classes!) is about working with game art assets and a game engine/editor. Texture Artists need to learn how to texture for game assets (normal mapping, texture atlases, compression, texture restrictions, etc.), Modellers need to know how to work with low-poly objects and high-detail normal mapping, animators on how to work with simpler rigs/skinning and loops, etc. Luckily none of this stuff requires an actual game design: simply fire up the engine and fly around levels constructed by your class. You could work on a portfolio of levels and really learn how to work with a game engine. Artists need to be able to work in whatever editor for the engine their company uses, and they need to know how to create good looking assets that perform well and look good. Make sure your students are working with concept art in the pipeline as well, it's definitely something employers want to see, whether its their own or someone else's.

    As for engines that would be good to use. UDK (Unreal Engine) is a great choice for more serious game projects, even if the UDK Editor has a huge learning curve compared to others. It's quite powerful, and will serve any artist that can work with it well. If you've got the technical expertise on your team, I would recommend UDK, otherwise, something else.

    I've fiddled with Unity, and it looks very slick. Requires less technical know-how, and way easy to use. Great for first-timers to game engines, but really mostly

  80. Non-digital game design excercises by kreivi · · Score: 1

    If the course is about 50 hours, I recommend using paper prototypes etc. as exercises. Check Bratwaite and Scheiber's book "Challenges for Game Designers: Non-Digital Exercises for Video Game Designers".

  81. Re:I would approach teaching that course... by mikael_j · · Score: 1

    I can agree that you can't be a technophobe if you want to be a game artist but I've met quite a few game artists who were by no means geeks in the sense that the average slashdotter would describe a geek. Sure, they had weird hobbies and interests and slightly above-average tech know-how but their main strength was on the artistic side of things. A lot of times what is really needed is that these individuals get a solid and comprehensive education on how all the parts fit together, both in terms of the basic steps required to create a character or environment for a game as well as the concepts and mechanics of a typical game, what the limitations of the technology are and what is a good workflow.

    Hell, there are plenty of geeks who can code circles around me who don't know that the "normal" way to create a game character is concept sketch -> model -> map -> texture -> rig -> animate, not to mention that they often have no idea how to perform even one or two of these steps. Maybe I'm just bitter because I've seen a few too many geeks who have written neat software to generate "pretty pictures" for them which is technically impressive but they get upset when I (and others) point out that the pictures aren't particularly aesthetically appealing (for some reason a lot of geeks seem to be obsessed with a stereotypical "sci-fi look", colored glow, otherworldly-looking shiny metal and a general H.R. Giger feel which I have a tendency to associate with teenage gamers).

    --
    Greylisting is to SMTP as NAT is to IPv4
  82. ioquake3 by Anonymous Coward · · Score: 0

    Grab ioquake3 and GtkRadiant.

  83. Some Suggestions by joetainment · · Score: 1

    I'll try to provide some useful advice. I have been teaching 3D graphics and game development for 12 years, and most of the major game studios (including EA, Ubisoft, Blizzard, and more) now employ at least one of my students.

    Students of mine have had great success using UDK. I highly recommend it. There are plenty of tutorials on the main site student can watch to quickly learn how to use it. The learning curve is quite easy. Students of mine have been able to create nice looking content on the same day they were introduced to the software.

    In particular, what's great about UDK is that it allows non programmers to create Gameplay logic, because of its visual scripting system. Many of my more artistically minded students now use UDK to create their demo reels since UDK is capable of such high visual quality.

    Unity3D is also a viable choice, however, it is much more work to get a high-end game up and running because most of the gameplay programming has to be written from scratch. At the moment it is also lagging very far behind UDK's visual ability. Unity has nothing that comes close to the "lightmass" global illumination system in UDK, which can be used to create fantastic looking levels.

    UDK's weakness is that for gameplay development, it is quite hard to make a game totally different from the sample game it ships with. ("UdkGame") Programming for UDK is much more difficult and programming for Unity or most other systems. This is mostly because the UDK API is poorly documented by comparison, and UDK isn't supported in the same way as the full Unreal Engine.

    If you are looking for an open source or linux based program, Blender can be used. The newest beta version is actually quite powerful. Blender has a game engine built in and it allows students to create visual "logic bricks" but also to program their game using python. (Of all the languages I have taught, students new to programming consistently pick up Python the fastest.) The Blender game engine Python API is well documented and easy to work with in my experience, though it does have some limitations, such as not being able to create new logic bricks on the fly, or being able to get a reference to a logic brick that is not "connected" to the currently running script. Fortunately, Blender is open source, so you could fix these issues yourself if you needed to.

    Also, as another pieces of advice, you should decide on whether you want your students to focus on gameplay or graphics (or if you want to be able to give them the choice). Either one is a valid choice, but tudents tend to specialize in one or the other, and most students don't have enough time to get really both at both.

    If you would like to discuss anything further, please contact me, I'll do my best to help.

    You can read more about my teaching at: http://www.teaching3d.com/wp/?page_id=210

  84. Inform 7 by YourExperiment · · Score: 1

    Inform 7 might be of interest. It's a tool for creating interactive fiction (otherwise known as text adventures). It uses a natural language syntax, and it's dead easy to learn the basics, making it ideal for non-techy types.

    Text games might not be the kind of thing you initially had in mind, but this could be a useful way to teach topics like storytelling, characterisation, dialogue trees and so on. As an added bonus, your students can have a prototype game up and running in no time, with the accompanying sense of satisfaction, rather than having to spend weeks learning complex tools first.

  85. Re:I would approach teaching that course... by Hognoxious · · Score: 1

    It's useful to have some knowledge of neighboring specialties, so you can talk to colleagues without them thinking you're an idiot.

    For example, if you work in sales it's nice if you at least understand the fundamentals of accounting.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  86. old dos apps forever by bigleague4040 · · Score: 1

    You should use ZZT for DOS to teach them. It looks odd at first, but is very versatile. I have entered games i made in zzt in our schools creative competitions before and placed.

  87. actually... by Anonymous Coward · · Score: 0

    if you fail to consider flash then you shouldn't be doing your job at all.
    seriously, wtf are you doing mate?

  88. Re:I would approach teaching that course... by Anonymous Coward · · Score: 0

    If you post a question like this, provide essential information like: how old are your students?

    I guess the problem is that you have not put enough thought into that issue. "A glimpse of the expressive possibilities that videogames have"? "A little flame of curiosity for interactive art and art games"? Sounds cool but shaky to me.

    So first put more thoughts into your syllabus. What are the goals? What should they learn? What are *your" skills? *Then* find a tool.

  89. Consider mobile- iPhone/Android games with Corona by dino213b · · Score: 1

    Mobile computing is on the rise, and gaming is a strong component of it. There is a toolkit that will let you program in LUA (fairly common in game engines these days) and it will generate programs for both iPhone / iPad and Android at the same time. Programming is simple and the new game engine employs physics and other gizmos.

    See game release: http://blog.anscamobile.com/2010/09/theyre-here-corona-sdk-and-corona-game-edition/

    Video: http://www.youtube.com/watch?v=0e4p_5J_bZY

  90. Game Maker or Mobile? by derek5432 · · Score: 1

    Game Maker is a pretty nice tool that let's you get into making games without heavy programming: http://www.yoyogames.com/make Also, you might consider mobile game development. I'm a professional Android developer, but I haven't looked at App Inventor yet. I'm not sure how amenable it is for building games, though I'd guess it would work pretty well for simple ones: http://appinventor.googlelabs.com/about/

  91. Collaboration, open ended projects and structure by sleepypsycho · · Score: 1

    I have taken a computer art course before. I have a masters in fine art (painting) and I have been a software developer for more than 15 years, so I have some familiarity with artists and technology. Here are some of my thoughts. I suspect you will get a mixed bag of technical (computer) skills. You should be prepared for some very novice level individuals. My first suggestion is to try to come up with collaborative projects. Then techincally sophisticated can group with the less sophisticated. They can learn from each other. You should suggest that technically savvy students team up with beginners. You might ask some questions to help people decide what group they are in and give you a sense of where the group is as whole. The projects should be very open ended. You might want to offer a choice of projects at each step. The ability to be creative with projects will be a great motivator. From what I have seen, many creative people find tightly defined assignments and work constraining and demotivating. Conversly they will invest extra energy and effort if they can and explore and shape the result. Just like the posts above, the individual students probably have very different ideas about what the course will be teaching. They also probably know what they themselves are interested in pursuing. Provide them avenues for exploring what the want with flexible projects. Do teach them as much about structure and rules as you can. Students will need to learn the basic of game design. Teach them everything you know in a structed and simple manner. Creative people will have no trouble pushing the boundaries. However, they need a framework to build on. For example, maybe they are interested in a game in which decision alter the properties and capabilities of the character. They would need a strong backing in more traditional game mechanics to have any hope of pulling off a self evolving game. Maybe they just want to work on some novel visual style. Then they would need some kind of basic gameplay to make an integrated result. For tools, use those that hold you by the hand the most. Anything you can do to help them produce something fun, especially at the beginning of the course would be great. I am not familiar with this area so I don't have any specific suggestions. Flash or similar is not a such a bad idea. Something that can start with animating simple shapes and then move into some of the concepts of develpment might work. I am assuming that by fine arts students you mean visual arts. If not, starting with graphical tools would not be such a good idea.

  92. XNA Game Studio and Sprite Effects by Mike+Blakemore · · Score: 1

    I would suggest XNA Game Studio: http://creators.xna.com/en-US/

    There are plenty of examples for you to tear apart and modify with the class. Everyone could create their own alien ships to destroy or something.

    Programming, however, might be a but much for art students. If I were you, I'd go for texture implementations like model skinning (both world objects and character animation), 2d textures for menus, and sprite effects - how transparency comes into play, 3D space and z-order, and post processing effects like lights and such.

    They you go.

    -Mike

  93. GameMaker is similar, free, windows only by curri · · Score: 1

    GameMaker is similar to GameSalad (but older and more mature), but Windows only. It has a free (beer) version, and a cheap ($30 or so) pro version.

  94. Re:I would approach teaching that course... by Anonymous Coward · · Score: 0

    I did it twice. First time I used Flash and we did a game in one week. They learned princples of programming in ActionScript this way. Too complicated to mee, it worked, though. They used Flash afterward. Second time I used Processing. It was great to introduce them to basic programming skills, but it's not so easy to create meaningful game. Even pong is kind of advanced logic for many. These days I am really considering Scratch. I think you should be aware of a goal. My goal is usually to give to students access to easy, free tool, which can be used for many purposes (games, interactive screen based work, interactive installations, networked artworks etc...), that's why we like Processing. I need to investigate Scratch whether it's easy to use it for other purposes then game development. You can also focus on game as a medium, in that case it is good to prepare functional blocks of code - students don't learn so much about coding, but they learn about game development principles, interactivity etc... I think it's hard to achieve both - knowledge about games and knowledge about programming - in 50 hours

    Petr Svarovsky

  95. Drawing within the square. by Anonymous Coward · · Score: 0

    Fine art students not only lack the technical skills, they have no interest in acquiring them.

    Instead of bringing them into foreign territory, why not encourage them to hone their skills to suit the digital market, ie. teach them how to be technical artists.

    Expecting an artist to jump in and accept a non-visual/creative environment usually ends in tears and frustration. My experience in working with fine artists and concept/environment artists in the video game industry is that it's frustrating that they seem to be unable to draw within the square, much less know about low polygon counts and dpi. (I had to keep returning a piece of artwork back to an artist because they can't seem to grasp the concept of drawing within a 16x16 pixel square.)

    If none of the above works, try flash. Flash was originally made specifically for art students to create interactive portfolios.

  96. My daughter took a course like this... by Polo · · Score: 1

    She is 10 years old and took a game development course at ID Tech Camp:

    http://www.internaldrive.com/

    At the end of a week, she had a couple simple video games designed and running.

    I was pleased and proud because she's a complete computer novice.

    The games she created were base on Clickteam Multimedia Fusion 2 Developer with Photoshop to tweak the art.

    Older and more advanced kids used more advanced tools. The tools used in all the courses are listed here:

    http://www.internaldrive.com/courses-programs/tech-products-used-at-our-summer-computer-camps/

  97. processing ? by Anonymous Coward · · Score: 0

    Processing is a great tool for the basics of programming and visual elements. It's fairly hard to write a fully functional game in 50 hours - especially given the students may not have any programming knowledge. I would stick to creating code skeletons at first, and then introducing the students slowly to gaming and graphics concepts. Have them prototype games on a physical level first, and then introduce the computers later. There's no use in forcing the students to code games before they understand what they're even building. Once that's done, I might suggest setting up a code skeleton of a basic game, and letting them figure out the overall structure and then make the game their own.

  98. they're art majors by Anonymous Coward · · Score: 0

    they're art majors, try LittleBigPlanet

  99. "Game design" doesn't have to mean video games by Anonymous Coward · · Score: 0

    Although there is a lot of value in giving your students a technical foundation and having them make simple games in some sort of easy-to-use framework, if they have no technical background I wouldn't start there. If you do, you're going to be teaching them two things simultaneously: how to make a game, and how to program.

    Start with analog games. Have them make board games, card games, tabletop games - things they can make with their hands. Once they have the basics of game design down, THEN you can start laying on the digital side of things. When it comes to game design as an academic field of study, there's just as much to be learned from making and studying analog games as digital ones.

  100. Man seems tight for game design by UseCase · · Score: 1

    If the people your are teaching this to don't already know programming and logic and your are dead set on electronic games then your are going to need a drag and drop style interface for your coding task. You are also going to need integrated physics,some sort of simple ai manipulation, integrated controller input management, some sort of asset management pipeline. This will allow them to focus on the actual design and iterate on a design. I suggest a 2 course approach. 1st course is real game design research and instruction. This course would be about brainstorming, studying what makes certain types of games fun, categorizing games etc. Rulesets, writing, game mechanics, level design etc. This class is not tied to programming it is about designing a game. During this course you may want to prime the pump by having them do independent research on programming languages and game engines in preperation for course 2 but the course it self is not about software. Course 2 is about software,scale and development and trade offs etc that are associated to electronic game development. Its about frustration and things not working right the first time. it is about iteration on a product. The finished project should come out of this process. You will have provide some sort of game engine, project control/versioning system for assets and such. You will be pushing whoever takes these classes because the task of developing games is multi discipline. The part that makes the project a game is going to be off discipline for your art majors. Good luck