Category Archives: Game Education

Help Me Flip My Game Production Class

The Los Angeles Film School

Last week I began teaching a game production course at The Los Angeles Film School. I’ve been a member of the school’s Game Program Advisory Committee for the past couple of years and gotten to know the staff, and when a position opened up for a new Course Director (as they call their instructors), they offered me the job. Since I had given a number of talks about game design and production in recent months and enjoyed the experience, I accepted, provided that I could fit the hours in around my full-time job.

And so on Tuesday I began teaching a 60-hour course entitled Survey of the Video Game Industry, an introductory course covering game design, game history, business of games, games and society, and quality assurance (many of the students’ first-time job in the industry will be as a tester). With only a little over a week to prepare my materials, I put together some powerpoints and organized the course around a 3-hour lecture and a 3-hour lab that I would present every other day. (The term last one month, so the class a total of 10 days, each with 6-hour sessions.

My first class went well, but I had previously committed to attending an educational technology conference with my wife, a high school art teacher, that Thursday, and so a substitute teacher took over my second day of class.

The conference, called Education in a Changing World, was held at Monte Vista Christian School, which I learned was the first school in the country to base their entire curriculum around an iPad. This was the third educational technology event I attended this year, but it was still an eye-opener in terms of how education is changing in this country.

A hot topic among educators is flipping the classroom. In a traditional classroom, the teacher would spend time in class lecturing about a topic and then assign the students work to do at home. However, educators are now advocating reversing this teaching model so that teachers deliver instruction at home through interactive, teacher-created videos and moves “homework” to the classroom. Some of the advantages of this approach are that it:

  • Gives teachers more time to spend 1:1 helping students
  • Builds stronger student/teacher relationships
  • Produces the ability for students to “rewind” lessons
  • Creates a collaborative learning environment in the classroom
  • Allows more advanced students to mentor less advanced students

Another trend is project-based learning. This is a learning approach that is, as the name implies, based around the students doing projects, especially group projects. That advantages to these activities are that they are more engaging for the students and provides them with opportunities to develop such skills as collaboration, critical thinking, problem solving, creativity and communication.

Now I am eager to try out both approaches in my own class: I have lots of experience in creating Powerpoints and videos, so flipping my class by putting my lectures online is no problem for me, and game production is inherently project-based. However, my students are too inexperienced to do actual game development, and so I would like your help in coming up with ideas for projects they can do during the few hours we have together in each class session.

Here are the topics that I am covering in my class:

  • Communication and professionalism
  • How a game is different from an activity
  • Game design: terms, principles, prototyping, playtesting
  • History of computer and mobile games
  • History of console and handheld games
  • Game development: prepoduction, production and postproduction
  • Game publishing: the greenlight process
  • Quality assurance
  • Politics, race, sex and violence in games
  • The impact of games on society
  • Managing your career

Here are some of examples of the activities I’ve already planned:

  • Write a game review of your favorite game. You may do it as a blog, paper, powerpoint, rap or video.
  • Look up the twitter accounts of four well-known game designers. Compile a list of four other game people in the industry that they follow, and write a reason for why you think they are worth following.
  • Play one of the simple games I’ve brought into class with two other students. Suggest a rule change and write down your prediction of how it will affect the gameplay. Observe the other students as they play the game with the rule change and write down their reactions. Do the same with two other rule changes.

What are some of your ideas for other activities that introduce students to the topics I need to cover? Write them down in the comments below.

 

 

Advice for Artists and Writers Wanting to Get into the Game

NYFA

Last week game producer Jamison Selby invited me to speak to a group of high school students attending a “summer camp” he was leading at the New York Film Academy’s campus in Los Angeles. This summer camp was for kids interested in game development, a discipline that film schools such as NYFA are increasingly incorporating into their curriculum.

After introducing myself, I asked the six students attending the camp what role in game development they would like to have. To my surprise, half of them wanted to be 3-D animators and the other half wanted to write the stories behind games – none of them expressed an interest in game programming or design.

However, I shouldn’t have been surprised – this was a film school, after all. I had also told the students my own story of having gone to college back in the 1970’s, back when the only videogames most people could play were Pong on their home Odyssey systems and Asteroids in the cards, I wanted to be either an artist, a writer, or filmmaker. However, when I saw the long line of people waiting in line to preregister for classes at the Radio-Television-Film Department, I realized that not all of these people were going to find the jobs they wanted, and I decided to just pursue General Education courses until I found a more practical major to study.

I took class in Introduction to Computing just to fulfill my liberal arts requirements, but as I sat in the computer lab waiting print out my homework assignment on the shared printer, I began to type out a Star Trek game. It suddenly occurred to me that a computer could be a creative medium just as is an easel, typewriter, or movie camera. Mathematics could be used to create graphics, logic diagrams were one way to tell a branching story, and coding was essentially directing the computer. The next day I changed my major from Undecided to Computer Science.

One of my college professors later took note of how I was using the college’s mainframe to print out images of the Starship Enterprise, and he offered me a job as a clerk in an Apple Computer store he owned, the second computer store ever to open up in the Los Angeles area. There I met some of the people who started the some of the first game publishers, and after I graduated, I went to work for one of them. After a couple of years of doing game design and programming, I went on to becoming a producer, and I haven’t written a line of code since. However, my basic knowledge of programming has been an invaluable asset to me throughout the rest of my career because it informs me on how games are put together and why all the roles on a game development team follow the practices that they do.

And so my first bit of advice to the aspiring game developers was to take a programming course, regardless of whether they planned to become artists or writers… or even going into game business development or marketing… because if you’re going to be part of a game development team or company, you are going to have to talk to programmers. If you drive a car, it’s a good idea to know what the carburetor and other parts of the engine do if for no other reason that you have some idea of what your mechanic is talking about. Some passing knowledge of code may not make you a coder, just like changing a sparkplug doesn’t make you a mechanic. But it is helpful when you need to talk to one.

I then singled out the aspiring animators in the group. My main advice was to earn a four-year art degree. I have hired a lot of artists who went at specialized art schools such as Otis Parsons or Art Center, as well as those who studied computer animation at film schools such as NYFA, but what matters most is that you study art at any school. The biggest complaint I get from art directors about artists is while they may have good technical skills, many don’t know the different between good art and bad art. Study the principles of art, color theory, human anatomy, art history – don’t just focus on the tools.

Animators should then build a portfolio of their own. Employers look for passion in their artists. If you just create some art because you “have to” to get a job, you’re not going to get very far. The successful artist is constantly drawing, sketching, animating. Talking about comics, cartoons, animated films, anime, manga, even classical art. Don’t just limit yourself to game art.

Next, I turned my attention to the would-be writers and offered them similar advice: write. You can’t be a writer if you don’t write, it’s just that simple. All people who regard writing as a profession write consistently. Those who only regard it as a hobby usually don’t. (The same advice can apply to any role in game development.

When you are ready for college, earn a four-year writing degree. Once you have your degree in hand and have amassed a portfolio of writing samples, contact a variety of game companies. There are probably very few writing jobs at small game development houses and even those at the larger probably freelance positions, but pursue any opportunity you can – including those at marketing companies. If you want to be a writer, be open to all writing gigs, including technical writing, instruction manuals, box copy advertising copy, websites, game reviews, and strategy guides. However, if you want to write game story or dialogue, your best bet is to get some film and television experience first.

My second bit of advice to the writers was to read, and read a lot. A lot of books by a variety of writers in a number of different genres. How many characters were there? Too many or too few? How long was the novel? How did the author build suspense? Did the author come out of nowhere with a surprise? Or did the author drop hints earlier? If so, how many hints? Where in the novel did he put them? By reading a lot of novels in a variety of genres, and asking questions, it’s possible to learn the mechanics of writing, and which genres and styles you gravitate towards.

My final advice, to everyone in the group, was to play A LOT of games. Not just the games in the genres you like, or the games that your friends play, but all types of games – including board games, card games, and pen & paper roll playing games. Do a Google search for someone’s list of “The 100 Best Games of All Time” and try to find and play as many as you can. I guarantee that when you’re applying for a job, in no matter which role, and you tell the hiring manager that you’ve actually played the 100 best games of all time, you will vastly improve your changes of getting the gig, no matter what the odds.