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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?"

25 of 172 comments (clear)

  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 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
    2. 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)

    3. 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.

    4. 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.

  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.

    --
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    1. 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?

    2. 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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    3. 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
  3. 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.

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

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

  5. 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?

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  6. 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?

  7. 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.

  8. 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.

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

    For such an illiterate students

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

  10. "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/
  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.