Game Studies: Rolling Your Own - PowerPoint PPT Presentation

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Game Studies: Rolling Your Own

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Angel Studios. Universal Studios. MERL: Mitsubishi Electric Research Lab. Early Programs ... Universal Skills. Procedural Thinking. Communication. Group Work ... – PowerPoint PPT presentation

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Title: Game Studies: Rolling Your Own


1
Game Studies Rolling Your
Own
  • Issues, Trends, Lessons Learned

2
Talk Overview
  • Background
  • Early Programs
  • Curriculum
  • Program Design
  • Current Issues
  • Emerging Truths
  • Future Directions

3
Game Studies
  • Background

4
Background
  • Me
  • 1991 Computer Science
  • 1995 Interactive Narrative
  • 1997 Graduate Studies AI
  • 1999 AI Video Games
  • 2000 IGDA Education Committee
  • Detailed Game Studies Curriculum
  • Education Summit 2002, 2003
  • Bibliography (in progress)

5
Background
  • Games
  • 1962 Spacewar for the DEC PDP-1
  • 1972 Pong, Magnivox Odessy
  • 1985 Nintendo
  • 1990 3D (First Person Shooters)
  • 2000 Games
  • Over 30 million consoles in homes
  • Over 20 million PC gamers

6
Background
  • Game Studies
  • J. Huizinga
  • Homo Ludens
  • E. Avedon R. Sutton Smith
  • The Study of Games,
  • The Ambiguity of Play
  • S. Sackson
  • A Gamut of Games

7
Background
  • Game Studies
  • H. Jenkins J. Cassell
  • From Barbie to Mortal Combat
  • R. Rouse
  • Game Design, Theory and Practice

8
Game Studies
  • Early Programs

9
Early Programs
  • MIT
  • Comparative Media Studies
  • 1984 Film Media Studies Concentration
  • 1998 CMS graduate program
  • 2001 Jenkins MS Research
  • Games to Teach
  • Fall 2003 Full Undergrad Major in CMS
  • Humanistic Focus
  • Increasingly CMS courses are designed to teach
    students about the forms of media, as well as the
    text.

10
Early Programs
  • CMU
  • Entertainment Technology Center
  • Randy Pausch Don Marinelli
  • 1999 Pilot Class 8 seniors
  • 25 new students per year, 50 total
  • 2 year Masters program (MET)
  • Focus on Placement
  • Industrial Light and Magic (ILM),
  • Angel Studios
  • Universal Studios
  • MERL Mitsubishi Electric Research Lab.

11
Early Programs
  • Most Major Universities
  • Game Courses in CS Departments
  • Video games in the Humanities
  • Sociology of Games
  • Gender Studies
  • Game Violence
  • Children and Play
  • Education

12
Game Studies
  • Curriculum

13
Curriculum
  • 2000 IGDA Education Committee
  • Panel of Academics Developers
  • Goals
  • Bridge gap between communities
  • Create opportunities for communication and
    collaboration
  • Create a unified curriculum for Game Studies
    Programs

14
Curriculum
  • 2000 IGDA Education Committee
  • Panel of Academics Developers
  • Goals
  • Bridge gap between communities
  • Create opportunities for communication and
    collaboration
  • Create a unified curriculum for Game Studies
    Programs
  • ? HARDER THAN WE EXPECTED

15
Curriculum
  • Many different flavors of Institution, Goals
    Concerns
  • Curriculum Framework
  • Overview of the Field
  • Details on each Discipline
  • Outline Several Possible Careers
  • Guide Program Designs

16
Curriculum
  • Many different flavors of Institution, Goals
    Concerns
  • Curriculum Framework
  • Overview of the Field
  • Details on each Discipline
  • Outline Several Possible Careers
  • Guide Program Designs
  • ?NOT DICTATING FORM/CONTENT

17
Game Studies
  • Curriculum Core Topics

18
Curriculum Core Topics
  • Ten Topics
  • Three Major Areas
  • Humanistic Study
  • Game Technology
  • Game Business
  • Overview follows
  • Details in online document

19
Curriculum Core Topics
  • Humanistic Study
  • Critical Game Studies
  • Criticism, Analysis and History of electronic and
    non-electronic games
  • Games and Society
  • Understanding how games reflect and construct
    individuals and groups

20
Curriculum Core Topics
  • Technical Study
  • Game Design
  • Game Programming
  • Visual Design
  • Audio Design
  • Interactive Storytelling

21
Curriculum Core Topics
  • Process Management
  • Game Production
  • Practical challenges of managing the development
    of games
  • Game Business
  • Economic, legal and policy aspects of games

22
Game Studies
  • Curriculum Career Paths

23
Curriculum Career Paths
  • Scholarly/Academic
  • Game Studies Scholar/Educator
  • Game Technology Educator
  • Game Journalist
  • Applied
  • Game Artist/Programmer
  • Game Designer
  • Game Producer

24
Curriculum Career Paths
  • Game Studies Scholar and Educator
  • Trained in History, Analysis, Criticism
  • Experienced Gamer
  • Knows Genres, Designs
  • Understands Technology
  • Familiar with Industry
  • Understands Dev. Process
  • Knows gist of Business Legal

25
Curriculum Career Paths
  • Game Technology Educator
  • Trained in Design and Development
  • Experienced Programmer
  • Knows Mechanics, Dynamics
  • Hardware Strengths Limitations
  • Emphasizes Good Process
  • Software Dev. Best Worst Practices
  • Group Work, Creativity Management

26
Curriculum Career Paths
  • Game Journalist
  • Trained in Design, Analysis, Criticism
  • Expert Communicator
  • Investigator of Game Culture
  • Non-Digital, PC, Console, Online
  • Visual Aesthetics, Narrative Theory
  • Social Issues (Gender, Violence)
  • Technical trends, research, novel implementations

27
Curriculum Career Paths
  • Game Programmer/Artist
  • Trained in Design, Analysis, Tech
  • Experienced Procedural Thinker
  • Specialization Expert
  • Graphics Programming
  • Audio Design Implementation
  • Concept Art, 3D design Rendering
  • Level Design and Game Mechanics
  • Character Design, Behavior, Artificial
    Intelligence

28
Curriculum Career Paths
  • Game Designer
  • Trained in Design, Analysis, Tech
  • Experienced Procedural Thinker
  • Expert Communicator
  • Narrative and Experience goals
  • Visual Audio Aesthetics
  • Practical Nuts Bolts
  • Example Thief

29
Curriculum Career Paths
  • Game Producer
  • Trained in Biz Management
  • Experienced Procedural Thinker
  • Expert Communicator
  • Team structure and goals
  • Time, Budget and Design constraints
  • Markets, Promotion, Publication
  • Legal issues

30
Curriculum Our Bias
  • Universal Skills

31
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking

32
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking
  • Communication

33
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking
  • Communication
  • Group Work

34
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking
  • Communication
  • Group Work
  • Creativity

35
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking
  • Communication
  • Group Work
  • Creativity
  • Flexibility

36
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking
  • Communication
  • Group Work
  • Creativity
  • Flexibility
  • Curiosity

37
Curriculum Our Bias
  • Universal Skills
  • Procedural Thinking
  • Communication
  • Group Work
  • Creativity
  • Flexibility
  • Curiosity
  • Will Wrightcity planning, ants and people

38
Game Studies
  • Program Design

39
Program Design
  • Major Considerations
  • Foundation Your Institution
  • Scope Your Program
  • Roots Your Core Instructors
  • Focus Your Methodology
  • Relationships Your Allies

40
Program Design
  • Foundation
  • University, College, Vocational?
  • Collection of Schools or Disciplines
  • Working together to create a tent
  • Finding instructors
  • Funding your efforts
  • Advertising to students
  • Advertising to the rest of the world

41
Program Design
  • Scope
  • Course, Concentration, Certificate, Major or
    Advanced Degree?
  • Strengths Weaknesses
  • Numbers Where is the labor?
  • Expertise Where is the know-how?
  • Fame Where will it shine?
  • Buy-in Who wants it?
  • Critical Mass
  • Pilot courses, Student Groups

42
Program Design
  • Roots
  • Technical Computer Science, Material Sciences,
    Engineering
  • Humanistic Media Studies, Cultural Theory,
    Sociology, Psychology
  • Fine Art Art Theory and Practice, Design, RTVF,
    Animation and Film

43
Program Design
  • Focus
  • How to teach the material
  • Methods of Analysis and Critique
  • What to teach with
  • Software, Hardware, Bibliography
  • Finally, What to teach
  • Fundamentals of Design
  • Basics of Implementation
  • Production, Biz, Legal

44
Program Design
  • Relationships
  • Inter-departmental
  • Local Universities
  • Local Industry Alumnae
  • Major Publishers
  • DARPA, NSF, NEH, NEA

45
Game Studies
  • Current Issues

46
Current Issues
  • IGDA Academic Summit 2003
  • Game Developers Conference
  • Working Meeting
  • 140 Academics, 10 Developers
  • Global interest
  • Several approaches shared and discussed all
    available on line.

47
Current Issues
  • Major topics Highlights
  • Attracting integrating developers into the
    classroom
  • Facilitating exchange between departments
    disciplines
  • Structuring funding conferences, journals, and
    on-line resources
  • Facilitating tech transfer, sharing of dev. tools
    information

48
Current Issues
  • Major themes
  • Procedural Literacy
  • DIY Change your attitude, not theirs
  • Leveraging current academic funding and
    publication structures
  • Avoid bleeding edge technology
  • Modify existing tech/games
  • Look for low-hanging fruit
  • Bruce Gooch NPR

49
Game Studies
  • Emerging Truths

50
Emerging Truths
  • Academic
  • Integrated programs
  • Leverage strengths
  • Promote collaboration between groups and
    departments
  • Georgia Tech Hodges, Mateas
  • Relationships with developers
  • Assets (code, art, designs)
  • Time (not money)

51
Emerging Truths
  • Industry
  • Research
  • Important
  • difficult on tight budgets and schedules
  • Internships
  • can be valuable and cost effective
  • Standardized vocabulary essential
  • Discussing skills, careers
  • Critiquing games themselves
  • Critical to the success of collaboration

52
Game Studies
  • Future Directions

53
Future Directions
  • Technology
  • Recent Online Gaming
  • Next Wireless
  • Soon Next Generation Consoles
  • ??? Convergence

54
Future Directions
  • Markets
  • Women
  • girls, ladies, grandmas
  • Baby Boomers
  • Communities of Creation
  • Matchmaking and other services

55
Future Directions
  • Culture
  • Trans-media
  • crossovers, sequels
  • Connectivity
  • SMS, GPS and Persistence
  • Identity and Representation
  • Avatars, Gender, Sexuality and Age

56
For More Information
  • Resources
  • www.igda.org
  • www.gamasutra.com
  • Journalism
  • www.edgeonline.com
  • www.gamegirladvance.com

57
Contact Information
  • Robin Hunicke
  • hunicke_at_cs.northwestern.edu
  • www.cs.northwestern.edu/hunicke/
  • www.cs.northwestern.edu/groups/ieg/
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