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Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

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Page 1: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Innovative Techniques and Technologies for Teaching Games Design

Andrew Williams, Brian Morris, Phil Carlisle

Page 2: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

What we did…

Considered innovative (for us) approaches to tackling a new course Blogging

Maybe useful to everyone (esp PDP)

“Robot Battle” Probably only useful to us!

Some success and some things we can still improve

Page 3: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Our backgrounds

Andrew Williams Lecturer for 13 years, teaching technical

computing Brian Morris

Police officer, BSc in 2002, PGCE in 2004, lecturer for 3 years

Phil Carlisle Games industry for 20 years, lecturer

since October 2003

Page 4: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Our “portfolio” (1) Computer Games Software Development

(games programming) Highly technical Includes both maths and physics Extremely complex programming

Introduced in September 2002 In our “comfort zone” Very poor completion rate

Many entrants don’t understand what they’re getting into

Page 5: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Our “portfolio” (2)

Games Design Less technical Not “design” as in “art and design”

Interaction design

Way outside our “comfort zone” Introduced in September 2005

In part because of the failure rate on CGSD

Page 6: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

What does a game designer do? Project Zero (aka Fatal Frame) on the left and

Baldur’s Gate on the right, both for the PS2:

Page 7: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Our problems

Our main difficulty on CGSD is with motivation Students think that because they like to

play games, they will want to make games Making games is hard … and it’s often no fun at all!

Our weaker CGSD students hardly ever work outside of class

Page 8: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Our problems (continued)

How should three “techies” teach games design? Important not to create “CGSD-lite” Had to consult game designers Had to learn from more creative courses (Important to get CGSD “refugees” on

the right track as soon as possible) Got to get out of our “comfort zone”

Page 9: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Our problems (continued)

How does a student know that she has a good design? We could tell them, but what’s the point?

No real problem with programming Either it works or it doesn’t!

Reflection is most important This fits nicely with the PDP, which we

were also thinking about at the time…

Page 10: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Step 1: Talk to game designers

We have good contacts BECTA project

Interviewed game designers from five development studios

Trying to identify what they do to encourage motivation and engagement in their games

Very useful intelligence for our new course!

Page 11: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Game designer characteristics Game designers are not nerds

Communication is hugely important: Communicate with artists Communicate with programmers Communicate with audio musicians Communicate with producers Communicate with publishers Communicate with players/fans

One designer said he does more writing than anything else

Game designers talk a lot too!

Page 12: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

Step 2: Think hard about classes

How could we encourage reflection? How could we encourage creativity? How could we get our students to

work outside of class? How could we get our students to

communicate? How could we get our students to

become more confident?

Page 13: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

What we planned

Timetable setup: One hour lecture/demo on Monday or Tuesday Open access session on Weds or Thurs One or two hour critique session on Friday

Students told in the first class to prepare something for the critique on Friday

Critiques done “on the whiteboard” so the whole class can watch!

Page 14: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 – Games Reviewing

Students required to create a blog Short for weblog, an online journal which is

regularly updated The blog was created in-class on week one Blogging on commercial servers!

Thereafter, weekly entries were required Most entries were short reviews (c300 words) of

games Some entries reflection on progress etc

Page 15: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 Games Reviewing

GAD1003 is more about how to write properly than about reviewing games

Games reviews used to supply motivation Fifteen out of nineteen passed the course

The other four had all given up long before the end for one reason or another

Therefore, all the students who participated throughout passed the module

Page 16: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 Games Reviewing

What went right: Students did a lot of work Blogging was accepted by all the students Students now used to being critiqued in public Students in general enjoyed the critiques

(With the possible exception of one student) Students' writing generally improved Students have an online portfolio (sort of!)

Page 17: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 – Games Reviewing

What went wrong: Students hated critiquing other students'

work Felt that they didn't have the skills

Should have spent more time doing crits in Friday sessions Students were actually enjoying crits, while I

thought they didn't like them much They enjoyed their own crits, not other students' Maybe best to do crits individually, but...

Page 18: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 – Games Reviewing

What went wrong (continued) Marking load was high (hard to keep up) Range of games in labs was limited Reflection is hard to encourage if marks

are attached When I tried, I got lots of comments about

how nice the teacher was!! Didn't encourage students to read each

other's blogs – a major error, I think

Page 19: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 – Games Reviewing

Conclusions: Blogging was a complete success

The easiest success I'll ever have in teaching I recommend it for any first year module

where you want students to work regularly Perhaps blogging works because it breaks

up the students' perceptions about the nature of university work? It is their blog, not ours!

Page 20: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1003 – Games Reviewing

For the course as we studied it in 2005-6, please see:

http://www.bolton.ac.uk/staff/adw1 and follow the link to Games Reviewing

Page 21: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

“Scripting”, in this context, means programming within a game Somewhat like programming, only simpler

Scripting is becoming more common as a task for a game designer It is hard to find good programmers Providing scripting tools for designers to use

means you need fewer programmers...

Page 22: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

The problem with scripting Scripting is hard, and to do anything

useful can be very hard indeed Many of our games design students

have already discovered that they don't like programming As far as they can see, programming and

scripting are (more or less) the same thing

Page 23: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

How to approach Games Scripting Need a visual approach

It's easier It's more like what a designer would do

Need a motivational “hook” Scripting is easier than programming But need something to push students to

try harder when the going gets tough

Page 24: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle
Page 25: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

Robot Battle Highly visual Easy to program Tournament system

Students were required to program robots to fight against robots programmed by their peers The competition between students

provided the necessary motivation

Page 26: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

A proportion of the students' marks were awarded for how they did in the competition

Students were able to refine their robots over a period of weeks, improving them based on previous competitions

Two competitions: individual and team

Page 27: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

What went right: Students were motivated, especially once

the competitions started Even weaker students made progress Most students who made an effort passed

the course The robot battles, displayed on the big

screen, were highly entertaining

Page 28: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

What went wrong: Perhaps too long before the first

competition Some students “coasted” until the first

battles One student plagiarised his group's work

Page 29: Innovative Techniques and Technologies for Teaching Games Design Andrew Williams, Brian Morris, Phil Carlisle

GAD1000 – Games Scripting

Conclusions An excellent result, in a module which was a

potential minefield for many of our students Maybe not so much use outside of the CET

department? Maybe business games?

Extremely useful on the games courses and has been used in two other modules, one at Level 2 and one at Level 3