Video Game Design/Developers

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  • 1.  Share out!

    Posted 04-27-2023 12:28 PM
    Edited by Melanie Honeycutt 12-04-2023 02:17 PM

    I am looking forward to seeing how others are doing this:

    1. How did you set up your classes? Gamified it as much as possible and allow for creativity and choice. I grade on participation and effort only, that is why my assignments are so many points.

    2. What tricks/tips work for you and you offer to others? I try to make this a safe space, failure is good and encouraged. Some credit is better than no credit and turning in work that id incomplete or a program you worked hard on that still does not work will still earn credit.

    3. What is your class starter? Right now we are using a Giant Velcro ball dart game, and exploring the idea of fun and rules. Students throw a ball and determine if the rule applies to them in class for the day and if the rule is fun. Today's class rule is " When you ask a question, you must raise your hand straight up in the sky and say 'Excuse me please, I feel a question coming on'". Penalty for not playing is "loose your seat for the day"

    4. Any rules you live by?  Students are not allowed to be out of their seat with backpacks on or migrate to the door before the end of class, they have turned suddenly and knocked over monitors in the past.

     

    Copy and paste into your responses and share out!

    1. How did you set up your classes?

    2. What tricks/tips work for you and you offer to others?

    3. What is your class starter?

    4. Any rules you live by?  



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    Melanie Honeycutt k12teacher
    Lompoc CA
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  • 2.  RE: Share out!

    Posted 04-27-2023 01:45 PM
    1. How did you set up your classes?
      My pathway is made up of three classes, which aren't actually that congruous to each other initially. My goal is to give as broad a treatment of the industry as possible, so the classes cover different parts of the industry.

      Game Dev 1 is basically Analog Game Design. It is a class that covers the nuts and bolts of Game Design, mostly in the form of Ludology. Students operate in groups of 2-3 people to create a series of tabletop games covering different topics in Game Development ranging from Skill, Chance, Balancing, Audience targeting, intellectual property, etc.

      Game Dev 2 is a digital art class built around creating digital game assets. Half the class is 2D pixel art making sprites and basic animations. The second half of the class is making 3d models and animations.

      Game Dev 3 is the computer science/programming part of the pathway and revolves around creating small games on their own, to creating an original digital game in groups as their culminating experience.

    2. What tricks/tips work for you and you offer to others?
    Your intro class needs to be intense, if not classically difficult. You want to make sure that the students who move along your pathway are ready for it.

    3. What is your class starter?
    I typically use some sort of quick write prompt that students do at the beginning of class. This can range from guiding or review questions about our unit. It can have videos that help reinforce ideas or create discussion. I use a lot of Game Maker's Tool Kit, War Stories, Architect of Games and clips from GDC. In particular, I always use Mark Rosewater's "Twenty Years, Twenty Lessons" for the initial quick writes as I consider it to be one of the perfect game design lectures out there.

    4. Any rules you live by?  
    I don't take late work without an IEP or a 504 that says I have to. I don't do test retakes or extra credit. I explain this to parents, students, staff in detail at the beginning of the semester (we are on semester blocks). It is a culture shock, especially at first for the students in a time of limitless "grace" but within a few weeks suddenly I have students turning things in on time.



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    Brian Bautista k12teacher
    Citrus Heights CA
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