Video Game Design/Developers

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Curriculum Ideas

  • 1.  Curriculum Ideas

    Posted 10-31-2024 08:48 AM

    I am teaching a video game and marketing class next semester.  I took this class from another teacher who had taught it for many years.  They didn't really give me a whole lot of materials to use so I am kinda doing this from scratch.  Most of the materials involved game analyzing, etc and a little bit of marketing.  The class used to use some game making software on PC's but the district got rid of all PC's due to a security breech two summers ago.  We only have chromebooks.  So far the only game making software I have found is Gamefroot, Flowlab, and Gdevelop.  I do have 8 PC's in my room that are my Esports machines.  But my class size will be about 28.  I used gamefroot and flowlab both last year but I am not an expert on either of those programs.  

    I would also really like an idea on what to do with scope and sequence.  What do you teach first?  This also tends to be a class in which kids think we are just playing video games all day.



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    Jason Lester
    Cedar Rapids IA
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  • 2.  RE: Curriculum Ideas

    Posted 10-31-2024 09:56 AM

    Getting rid of the all the PCs due a security breach? Yikes. That is profoundly stupid.

    Do you have a syllabus or an accepted course proposal we can see? I am just not positive what the course really is to give you some guidance. It sounds like a mashup of a art/literary critique course (just with video games) and marketing class, which I assume is like a graphic design type thing.

    Basically, what do you want them to leave the class knowing? 



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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 3.  RE: Curriculum Ideas

    Posted 10-31-2024 10:02 AM

    Oh don't get me started on that whole thing.  It has made everything we do in the CTE program that much harder.

    Here is the syllabus from the last instructor that I used.  I got the class a week before school started so I didn't have any time to make it my own.

    https://docs.google.com/document/d/1glYXk_Es-OVdD1UEiJj-OBm5uuBfGJ9TMuwug_t1Kb4/edit?usp=sharing

    Google Docs remove preview
    View this on Google Docs >



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    Jason Lester
    Cedar Rapids IA
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  • 4.  RE: Curriculum Ideas

    Posted 10-31-2024 10:19 AM

    Open up access



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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 5.  RE: Curriculum Ideas

    Posted 10-31-2024 11:02 AM

    First things first, just delete "Playing online games to discuss game design concepts" from your version for next semester. I cannot believe that would get through a curriculum department.

    So you have a bit of a chicken and egg question. 

    Is it a Game Dev class that includes a significant marketing unit?

    Is it a Marketing class that is sort of built around Video Games?

    The answer to this sort of determines what your foundational stuff is.

    If it is a game dev class, given your tech issues. I would start with a crash course in Gamefroot, have them make a few different types of projects in it and end on making a marketing plan for one of their games as a culminating experience, making some marketing assets and coming up with a plan for how they would hype up their game.

    If it is a marketing class, I would go real deep on the fundamentals of consumer psychology and graphic design. Dip some industry analysis of marketing trends with different types of game publishers and games. Maybe not even make a game, instead make a marketing plan for a hypothetical game.

    Either way your tech is going to be a limiting factor. Gamefroot or some other web based Dev Environment is pretty much your only option, you are also going to need some sort of graphic design platform that is likely web based as well. It is going to be really hard to be industry standard without at least actual laptops. I ran my unity course off of old math laptops for a while so it is doable.



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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 6.  RE: Curriculum Ideas

    Posted 10-31-2024 11:34 AM

    I would say it is a Game Development class with Marketing secondary.  The previous teacher was a buisness teacher so I believe it was the opposite for him.  I have zero marketing background.  Technically I don't really have game development background either other than I run an Esports club and I play a lot of games.  But I think I stronger about game development than marketing.  

    Given the technology restrictions I have also considered just changing the course to be more Esports focused: https://www.stemfuse.com/product/Intro-Esports



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    Jason Lester
    Cedar Rapids IA
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  • 7.  RE: Curriculum Ideas

    Posted 10-31-2024 12:12 PM

    I could see that, but you are probably going to need to do a new course proposal, I have tried to run a class in the husk of another one and it is more trouble than it is worth. 




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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 8.  RE: Curriculum Ideas

    Posted 10-31-2024 12:18 PM

    Which won't happen this year.

    What I am really interested in is what is a good scope and sequence for developing a game.  What are the steps you like to incorporate.  

    I also imagine I am going to need to try and learn gamefroot on my own.  They have a tutorial but that is about it.  They don't really have advanced concepts videos or anything like that.



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    Jason Lester
    Cedar Rapids IA
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  • 9.  RE: Curriculum Ideas

    Posted 11-01-2024 03:54 PM

    There is not a lot of consensus on this yet. 

    In my opinion there are two basic ways to go about it.

    1. a "Tools First" approach, where you teach a game engine or software first and then explore game design stuff like skill, chance, etc. within the lense of the the game engine.

    2. a "Design First" approach, where you teach the game design fundamentals first and then use whatever engine or software to make games related to those. 

    The difference is meaningful, even though they eventually get to the same place. I believe in a design first approach, because it has a lower technical barrier to entry. I have students make tabletop games to build up their foundations before shifting over to digital games in later courses.

    If you are teaching a singleton course, you don't have the time to really do that, so a tools first approach will get you more likely to get student artifacts by the end of the course.



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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 10.  RE: Curriculum Ideas

    Posted 11-01-2024 05:20 PM

    For Chromebooks, I've found Construct Game Engine to be viable.  Students are able to get projects up and running quickly.  It does a have a small learning curve and the only real downside is the lack of major tutorials.  There's some on Youtube but not as common as many other Game Engines.



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    Nate Walker k12teacher
    Riverside CA
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  • 11.  RE: Curriculum Ideas

    Posted 10-31-2024 05:44 PM

    I'm only addressing the question regarding online editors. I haven't played with this one, but I did see Godot @ the CSTA National Conference and it looks promising. I'm not giving up Gamemaker to learn it, but unlike Gamemaker, Godot has a web editor. This is what I hear a lot of people using. They have a learning website with Godot tutorials. Can't tell you how good/bad they are though.



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    Judson Birkel k12teacher
    Salem OR
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  • 12.  RE: Curriculum Ideas

    Posted 11-02-2024 05:08 PM

    GDQuest has made an entire complete 2d course and it's in early access and I LOVE it, it's super complete. They are also working on their 3d course. It's by far the best curriculum resources I have seen for Game Dev teachers. It's not video based because you can easily get stuck in tutorial hell. It doesn't just focus on learning how to make one style of game. You build different prototypes over the course of 18 modules and it goes in depth. I am so much happier using Godot and the GDQuest materials than I ever was using Unity and Create with Code.



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    Owen Peery k12teacher
    SAN FRANCISCO CA
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  • 13.  RE: Curriculum Ideas

    Posted 11-07-2024 02:04 PM

    This is an interesting idea. I think Jesse Schell's The Art of Game Design  Especially his Deck of Lenes Cards would be helpful. We use them in our Intro to Game Design class to generate discussion about looking a games from angles other than just a player. One activity we do towards the first of the semester is to take a Game Made before 1994 and assign an ESRB rating to it. (we have to load a lot of emulators)  They play the game (only one level) and then look at the ESRB criteria and assign a rating. They also make a presentation about why the game received that rating. This might help your students think about different market segments. Just some ideas off the top of my head. 



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    [Keith] [Barnes]
    [Digital Learning Coach]
    [Bullitt County Public Schools]
    [Shepherdsville] [KY]
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  • 14.  RE: Curriculum Ideas

    Posted 11-07-2024 02:36 PM

    I have been looking at my class set of this book and the deck of cards for a long time trying to decide what to so with these, can I get a copy of the assignment. Excellent ideas! Thank you!

    honeycutt.melanie@lusd.org 



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    Melanie Honeycutt k12teacher
    Lompoc CA
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  • 15.  RE: Curriculum Ideas

    Posted 11-11-2024 09:41 AM

    @Keith neat idea. Some of the games that came out pre-ESRB are WILD.



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    Zach Huffman
    Computer Science Teacher
    John P Stevens High School
    Edison, NJ
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  • 16.  RE: Curriculum Ideas

    Posted 11-07-2024 02:32 PM

    Reading through some of the conversation here. I had a couple thoughts that are not online video game creation but maybe deconstructing a game and creating a paper prototype and 1 more. These are kind of getting to the heart of the direction I think you are trying to go.

    A few other ideas on my website.

    I had similar heartaches when i started this class (8 years ago) had absolutely everything pulled out from under me after I accepted the job placement with everything promised I had nothing when I actually started, and no budget for materials either.



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    Melanie Honeycutt k12teacher
    Lompoc CA
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  • 17.  RE: Curriculum Ideas

    Posted 11-11-2024 12:51 PM

    Those are some great ideas and slide decks, I need to do more of stuff like that. When I work a lot off computers my students often sabotage the activity hoping I'll give up and go back to a computer based thing. I have to be intentional about non computer activities and space them out and then they'll go fine.

    Does anyone collect early prototypes vs completed games of actually released games? Like this for Desvelado? https://x.com/pablo__cuello/status/1819864653549166825

    I have a hard time getting kids to make simple placeholders and work mostly on mechanics and gameplay until they get that done and then add the polished art. I also like this method because while the programmers are working all that out, the artists can be making all the assets.



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    Owen Peery k12teacher
    SAN FRANCISCO CA
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