Video Game Design/Developers

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  • 1.  Choosing a Game Engine

    Posted 04-21-2023 11:42 AM

    There has been a lot of talk in the Introductions thread about choosing Game engines and I want to ensure these discussions are easily found in the future. Lets continue these discussions here. 

    You have all had excellent points. Please continue the discussions here.

    So far discussions and choices have been discussed regarding:

    Unity
    Unreal
    GoDot
    Yahaha

    If you have any thoughts or additions to this list please feel free to add them here.



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    Melanie Honeycutt k12teacher
    Lompoc CA
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  • 2.  RE: Choosing a Game Engine

    Posted 04-24-2023 10:09 AM

    I'll add a few more I've used, or students have used:

    Bitsy
    An online in-browser game creation tool used for creating small, interactive narrative games and world.

    GDevelop
    An open-source, free, and easy game-making app. You can build games through the browser or through the downloaded application.

    MakeCode
    Another open-source, free platform that offers block coding as well as coding in JS and Python. 

    Construct 3
    A web-based 2D game engine. Not free, but pretty cost effective.

    PlayCanvas
    A web-based game engine that builds primarily from JavaScript. They offer a free option that has all the bells and whistles needed to create a game.

    BabylonJS
    Technically not a game engine, but there is a vibrant community of developers who have made games with Babylon. It's quite a popular framework. 

    AFrame
    An open-source web framework for building VR experiences. It's steadily growing old, but it works right out of the box. AFrame is built on top of Three.js. Experiences are built with declarative HTML, so it is fairly approachable to newcomers. CodeHS has some awesome curriculum to introduce students to this framework.

    Ren'Py
    Ren'Py is a visual novel engine that runs on Python. I haven't used it but it looks easy enough for students to get started.

    Kaboom.js
    A Javascript game programming library that helps students make games fast and fun. Replit is a great place to start a kaboom project and I believe has some tutorials/resources available.

    I'll edit this post as I collect some more examples. 



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    Anthony White
    Top of the World CSTA Vice President
    CS/Game Dev - Kodiak High School
    Kodiak, AK
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  • 3.  RE: Choosing a Game Engine

    Posted 04-24-2023 11:17 AM

    I'm using Gamemaker (updated version) for a number of reasons:
    - Easy to create assets
    - Relatively quick to learn
    - Drag-and-Drop + coding interfaces
    - 2D Game Development
    - Coding is similar to javascript
    - Large focus on coding (I'm a computer science teacher)
    - Many built-in functions that make coding easier (path finding, movement, collision detection, etc.)
    - Originally made for education
    - Has gone back to free for individuals (though sadly they still are requiring educational institutions to pay)



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    Judson Birkel
    Salem OR
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  • 4.  RE: Choosing a Game Engine

    Posted 04-24-2023 11:19 AM
    Edited by Brian Bautista 04-24-2023 11:18 AM

    I generally believe that the actual engine you choose for your program isn't that important. 

    I use Unity primarily because of my familiarity with it, but the other big sell is the depth and breadth of resources out there. Nearly any topic or concept a student has asked me about I have been able to point them somewhere and there is a lot of value in that.

    It has it's limitations for sure, chiefly among them the need for a somewhat decent computer, I have ran it on some pretty janky old math laptops before, but there isn't a way to sidestep the fact that better tech gets you more development time.

    Create with Code is a decent "intro class in a box" solution and it is well supported with teacher supplemental materials and such, but it is really showing it's age now and really only deals in 3d. 


    At some point, I want to go through a create more purpose-built stuff for my program, but my free time is already eaten alive. 



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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 5.  RE: Choosing a Game Engine

    Posted 04-25-2023 03:09 PM
    Edited by John Hadenfeldt 04-25-2023 03:09 PM

    I'm going to use something higher level like Unity or possibly UnReal for my upper level high school kids.

    If you are looking into something fun for your junior high or freshmen, one fun program is BLOXELS.  I plan on using it with my freshmen next year in an "Foundations of Computing" class to get them introduced to game design.
    While there is not really any coding at all, the app (web based or tablet) allows students to design either side scrolling or top down levels based on pre made sprites and game elements.  The students can do a ton of customization and can even make their hero or new monsters pixel by pixel to function in the game.
    Attributes of heros and enemies as well as power-ups are also part of the game.
    Again, nothing really hard about the program, but can be a lot of fun.  Especially when they share within their class or to the arcade and their classmates play their levels. The only downside is that is costs for licenses, but those licenses can be managed and moved to different classes. 



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    John Hadenfeldt k12teacher
    Cairo NE
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  • 6.  RE: Choosing a Game Engine

    Posted 04-25-2023 03:28 PM

    I am a pretty big proponent of separating programming from your intro game design class, I feel like it is just too many abstract concepts to throw at teenagers at once. At least if your pathway is explicitly game development and not computer science.



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    Brian Bautista k12teacher
    Citrus Heights CA
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  • 7.  RE: Choosing a Game Engine

    Posted 04-25-2023 03:39 PM

    I agree with Brian. Teaching programming and GD in 1 year (or even 2) is a LOT for kids. I never really get into programming enough for kids to fully understand. I do however, spend time with jr. programming pathway in Unity, Visual scripting, and saw the most success (in programming) when I gave them a chance to compete in teams using Mobster.cc and we did mob programming challenges in class.

    Usually however students that do well with programming are the ones that enjoy, want to know and seek chances to learn more outside of class.



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    Melanie Honeycutt k12teacher
    Lompoc CA
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  • 8.  RE: Choosing a Game Engine

    Posted 04-25-2023 04:20 PM

    Whether or not the game engine matters really depends on what you're doing. I'm a computer science teacher and I'm using game development to hook students into coding (way more fun than trying to get students interested through teaching Scratch, Python, or Java in high school, not that those are bad choices). If my goal was purely game design, you're probably right, the game engine doesn't matter (though there's something to be said about the different learning curves of game dev platforms). But with me, my end goal is to get students to join my computer science program, and some game development platforms do better at that than others. For my program, I need to find a balance between ease of use for game design, ease of use for programming, and age appropriate (as far as captivating interest). Some platforms are super easy but my high school students find dull (scratch). Some are easy on the game development side and either lacking in programming or overly complicated with programming (Unity & Unreal Engine).

    With this focus, I forgo a lot of the "How do you make a game" concepts (story boarding, planning, creativity, end goal, etc.) in order to focus on teaching programming concepts (variables, conditions, loops, functions, etc.). In my class, most of our projects are "Here's the game you're going to create. You can be creative with your sprites, you can add additional features, but in the end, you need to make this game". 

    I'm hoping in the future to offer a 2nd class that gives students game development freedom and focuses more on "Now that you know how to program in _______, let's learn how to come up with your own unique game dev ideas" - but this does deviate a bit from my current goal of building my CS program. I do think with the right platform you could teach game development in 1 year... Of course, more semesters/years, better end results.



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    Judson Birkel
    Salem OR
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  • 9.  RE: Choosing a Game Engine

    Posted 04-27-2023 10:09 AM

    Hi!  I'm new here, so I'll do my best to provide something of value, here. I us Game Maker Studio 2, by YoYo Games, and I'm quite happy with it. Not only does it run natively on both Mac and Windows, it has a robust coding language (GML) along with an easy to use and learn Drag and Drop system. I've been using it solely for about 4 years, now, and I'm quite happy with it. There's a strong support community, extensive help documentation online, and it is free!  There is also a school license that I'm starting in the fall that offers features specifically for teachers. 



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    Mike Sagan k12teacher
    Fairfield CA
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  • 10.  RE: Choosing a Game Engine

    Posted 04-27-2023 09:20 AM

    As Brian said, the engine is irrelevant at this level.  And as Judson said, look at your goal when teaching game design/programming.  I use Unity primarily because the amount of teaching resources is much greater than any other engine I have looked at.  There is also a lot of support for teachers from Unity.  But Unity does have issues that other engines may not have.  After 7 years I am fairly comfortable teaching with Unity.  With Unity I can teach pretty much anything the kids would be interested in; 2D, 3D, VR, movie animation,  and design to publish.  For someone just diving in I would suggest avoiding Unreal simply because of the download size and the management.  But other than that, pick one and go for it.



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    Garth Flint
    Missoula MT
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