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?"
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.
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.
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.
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