Showing posts with label education. Show all posts
Showing posts with label education. Show all posts

Friday, March 22, 2013

Summer 2013 @ NYU GameCenter

This summer, I'll be teaching 6 week Unity studio intensives at NYU Game Center. The "regular" class during the semester is usually 15 weeks, so trying to fit all that material into a summer course will be, uh, interesting.

The sessions themselves are pretty expensive, but I believe that they do count for credit that you can put toward a degree. I believe non-students can also take it for non-credit status, which might be cheaper? Unfortunately, I don't set the price, so all I can do is to try to help you get your moneys' worth. You can look at the Github for "Building Worlds", the (15 week) Unity course I'm teaching at Parsons right now -- as well as a blog post on my general approach to game development education.

You'll, uh, also get to hang out with me, I guess. That's a perk, right?

Wednesday, March 13, 2013

Course catalog at Radiator University, Spring 2013

If I had a university, these are some of the courses I'd run:

GD 202: LEVEL DESIGN STUDIO: SPACE AND DATA
There are two paradigms of level design in video games: the level as a constructed space, an architectured environment -- and the level as pattern of challenges, a series of situations and encounters. Students will build floorplans in Doom and engineer enemy attack waves for bullet-hell SHMUP games, build custom chess and checkers boards, and populate Skyrim dungeons with systemic parameters. We will also read an introductory body of architectural criticism and attempt to realize that theory as first person levels in Unity. In the end, we will argue that space and data are actually the same.
(4 credits; meets twice a week; satisfies "Spatial" breadth req.; Paris campus only)

DH 100: INTRODUCTION TO DIE HARD 1 STUDIES
This is the introductory course to Die Hard 1 Studies for students interested in majoring in Die Hard 1. We will watch Die Hard 1 every three weeks. In between screenings, we will read the novel it is based upon ("Nothing Lasts Forever" by Roderick Thorp), play Die Hard Arcade, tour several local modernist skyscrapers, and re-create scenes from the film in both analog and digital formats. By the end of the semester, students will be able to argue persuasively that Die Hard 1's many sequels do not actually exist.
(3 credits; meets once a week; bring your helicopter pilot license to the first class)

Wednesday, February 13, 2013

Approaches to game development education.

I'm currently teaching a Unity class at Parsons called "Building Worlds" -- and I'm treating it as my opportunity to get everything right and Solve All Problems in Game Dev Education... Obviously, the reality of the class is much more complicated, and ambitious teaching philosophies never really survive a semester intact.

But before I become bitter and jaded, here are the main principles / pillars I'm starting with:

0) Game development is not game design. The former concerns process, implementation, and engineering, the latter is the art of theoretically abstracting behaviors and relationships into something compelling.

1) Breadth. Everyone should know a bit of every aspect of game development, a "liberal arts" education in all facets of development, and everyone should be able to make a game entirely by themselves. All developers should have basic drawing / modeling skills, basic coding skills, and basic design skills. Of course, everyone has their specialties and interests, but the goal of game development education should be to produce independent, T-shaped developers who can see the big picture and collaborate when they need to. Don't specialize too early.

Thursday, January 31, 2013

My Spring 2013 at Parsons

This semester at Parsons, I have two things going on:

1) I'm teaching an undergrad / grad studio elective course.

Currents: Building Worlds was originally pitched as an "introduction to Unity" class, but then the administration said that Parsons never conducts purely "software" classes. They suggested teaching Unity through some sort of theoretical lens -- and the class design is probably much better for it. So now, it's kind of an intro to Unity / C# / working with expressive 3D / architectural theory class, and it argues for "3D" as a unique expressive medium in itself. There's also a strong focus on discussing "behaviors" theoretically, and how to combine simple behaviors to produce some sort of emergence... whether that's what constitutes a "world." I think I'll assign a chapter of 10 PRINT as a reading? (The "Currents" prefix is like a disclaimer -- "This course is an experiment. Take it at your own risk.")

2) I'm also a "consultant" / aide / "technologist" on another course, taught by Colleen Macklin / John Sharp / Heather Chaplin.

Datatoys is a collaborative class between journalists and design students to re-imagine journalism as a toy -- to turn data into interactive systems that demonstrate patterns of behavior. "Let's face it," began the journalism professor, "reading the New York Times is really boring. Print journalism is dying. Now, what is the journalism of the future?" What are the politics inherent in toys and play? How do we reconcile that with the ethics of journalism? If play is independent and unstructured, does that resemble how journalistic objectivity is independent? Can players act as journalists? How and when do toys lie?

The multidisciplinary nature of these two courses is what makes them conceptually strong and compelling, yet also very difficult to realize into actual designed things... But if they were easy, then they probably wouldn't be worth doing.

Tuesday, December 4, 2012

Teaching game development community.

In Spring 2013, I'll be teaching an undergrad / grad Unity course at Parsons called "Currents: Building Worlds."

The course has a few learning goals -- (a) to gain a broad conceptual understanding of how Unity works across art assets and code, (b) to learn some useful software engineering patterns for games, (c) to develop self-sufficiency for solving Unity problems / "learn how to learn", and lastly (d) to recognize membership in a global game development community.

That last one's probably the most ambitious.

Thursday, June 14, 2012

Dan Lockton's Design with Intent


I remember reading Dan Lockton's original PhD blog, like, 5-6 years ago, and being impressed by his ability to explain usability concepts with his many real-life examples. One of the bigger problems in usability design today, I think, is that it's often theoretical or just pulls the rote academic examples from Donald Norman.

What I like best about Design with Intent is that it doesn't preach usability or design as a religion: bad design and obfuscated design, just like good design, can be important tools depending on your goals.

Anyway. If you're not familiar, and you have some sort of interest in level / game / any design at all, then flip through this slideshow and let Lockton crack a few eggs of wisdom on you.

Saturday, May 19, 2012

Parsons post-mortem: "Games and..."

Parsons is a bit of a secret games school: they don't advertise much, and the students / faculty rarely shill for the program. (I'm an exception, I guess.)

I enjoyed my time here, but it's not for everyone. I find most prospective students are trying to decide between Parsons / NYU / USC or something, so this post is mostly tailored to them. (There's also a tl;dr at the bottom.)

Here are, what I think, the strengths of studying games at MFA Design and Technology at Parsons:
  • Diversity. A Model UN's worth of international students. About 40-50% of the students / faculty are women. Also, there's a healthy LGBT presence and culture, e.g. some of our bathrooms are branded "gender-inclusive", and ~10% of our cohort was LGBT. Some students are 36 year old engineers; some are 24 year old dancers and biologists. Altogether, this makeup is VERY rare in the monoculture that is the technology / games field.
  • Breadth. You will go to gallery openings and interact with the larger New York City art scene. You will learn soldering, coding, and typography. You'll get a general sense of where the "new media" art scene is at, to the point where you can go to a MoMA exhibition and yawn at their curation with knowing confidence.
  • Flexibility. If you realize you're not into games so much, you can totally do something else without any disruption toward your degree. Start welding something! Sew a dress! Make a video performance! Grow algae batteries! Build robots! Just start doing it and you can.
  • Maturity. MFADT is a very old program (15+ years old?) compared to most dedicated games programs. The veteran faculty know what they're doing. The courses and curriculum generally work.
  • New York City isn't AAA! The NYC indie scene is among the strongest in the world, with frequent meet-ups and events. Killscreen and Babycastles regularly partner with museums to do stuff, and there's always at least one games-related thing going on every weekend.
Now, as for the gaps in the program, I actually regard them as strengths, but I understand people see things differently -- so here are the "weaknesses"...

Thursday, January 19, 2012

Level With Me, a post-mortem / some unnecessary notes / dear players, it's no longer okay to not know how video games work.

To be clear, I think all readings of "Level With Me" are valid, even the ones that say it's pretentious (though I think it's a remarkably contentless thing to say about experimental work) and it's indulgent (which is like berating a biography for focusing on an individual). But at least it implies a player's willingness to read the levels, even if they don't like what they read -- assuming they even played it.

Game design relies on a theory of mind for players. By that measure, many mainstream commercial games think players are utter simpletons and strive to explain every single thing -- Arkham City will have the Penguin frequently tell you how upset he is and how many enemies are left in the room; tool-tips will remind you that, yes, that glowing electric plate is electrified -- if you prefer your games to talk down to you, to patronize you, then I'm sorry you're going to be disappointed with this mod.

I was shocked, then, by the most common line of criticism I saw: a refusal to read, an insistence that a level without a puzzle-y Portal puzzle is a bad level. It's like the rhetorical equivalent of donkeyspace. I literally can't go through the mental gymnastics required to conclude that challenge is the only interesting thing about first person single player games. Comments like that make me miss all the people who said it was pretentious; I want a higher level of criticism.

Then I watched a "Let's Play" of Level With Me, even the grueling hour or two where he's stuck at the end of chapter one -- and at the end of the whole playlist, he says he doesn't think he "got it" and wants an explanation. Well, whatever you took from it is what it meant. You don't need me to tell you what it means. (This, perhaps, is what the anti-intellectual "pretension police / gestapo" understand better than anyone else.)

Nonetheless, given his struggle and triumph, I'll honor his request. If you can't bother playing the mod, check out his Let's Play Level With Me playlist on YouTube. Now, here's an explanation of my intent and one possible reading of the mod. There are MASSIVE SPOILERS. You were warned:

Friday, October 14, 2011

Frontiers, and why I'm afraid of working with multiplayer.

Frontiers is a multiplayer Half-Life 2 mod where one team is border guards and the other team is refugees, with environments and visuals based on real-life diaspora. The concept is very compelling... but I'll never get to play it, since it's real-time multiplayer and relies on a live, sustained player base that it'll never have.

This is why "serious games" and messaged-based games, in my mind, should never require more than a handful of players (or ideally, 1 or 2) to deliver its rhetoric -- or they should use asynchronous multiplayer -- because this is how a game dies. In contrast, single player games live forever.

I don't want to say, "don't make real-time multiplayer games," because that sounds awful. But I guess I'm saying it. I don't see any way around it.

Wednesday, September 28, 2011

Logic Quest 3D, the lost history of the edutainment FPS and a nostalgia you never had.

In 1997, before Half-Life and before Thief, someone made a mass market medieval-themed puzzle FPS with full voice acting, commandable NPCs and an integrated level editor -- "for ages 8 and up."

You're forgiven if you've never heard of Logic Quest 3D (even MobyGames hasn't) because it's actually a pretty awful game despite its incredibly forward-thinking educational intentions, even by the "you mean we get to play computer games during school?" metric.

Monday, April 11, 2011

Course syllabus: "Game Design and Architecture"


Here at the Design and Technology MFA program at Parsons, the "Game Design 1" course is extremely popular. Like, it's one of the first classes to fill up at registration. In it, you learn about analog game design and make your own board games / card games.

Conversely, "Game Design 2" is about level design, mostly in a digital context, and it is much less popular -- to the extent that this semester, it got canceled from lack of enrollment. (Or at least that's the reason they gave us.)

Why was Game Design 1 so popular, but Game Design 2 (level design) allowed to die? I see them as two very similar, important things for interaction designers to learn, but apparently both the student body and administration disagree with me.

However, I'm the one who's always right about everything.

So in my assignment for a design and education class, I thought I'd try to bridge the gap between the two and make a level design class for people who aren't particularly fond of video games. It focuses on interaction and environment across various types of games.

We deal with fairly simple, basic games and mechanics so we can focus on the levels. Also, keep in mind that the intended audience is middle school / early high school, though I'm sure if you crammed in some readings and essays in there it'd make for a decent college freshman class.

The working draft of the syllabus is pasted below. Feedback is appreciated:

Game Design and Architecture
Robert Yang. E-mail.

Think about the first level of Super Mario Bros. or your favorite map in Halo. Think about a game of Monopoly, when you're leaving jail and you have to brave the minefield of hotels. Think about a game of baseball in Fenway Park, where there's a 36 foot tall wall called the “Green Monster” that prevents easy home runs.

In video games, board games, sports, and anything else: it matters where you play.

Video games call this “level design,” but in this course we'll explore both digital and non-digital representations of the environment and how to build them. If you like board games, video games, sports, playground games, or anything else game-related: we'd love to have you.

Tuesday, June 8, 2010

A Decision of Wasted Opportunity


Via Play This Thing comes "A Decision of Paramount Importance" by Thomas Lui. (WARNING: Some spoilers await, take 5 minutes to play it first...)

Patrick Dugan at Play This Thing already sums up some of the better features of the game -- it plays on a cool adventure game trope, the timer adds a nice touch of urgency and the art style / choice of middleware was smart. The primary weakness is how much of a binary it is, and how unrealistic the game is -- presumably the real-life situation would be much grayer than "oh my god what are all these beer cans and drugs doing here."

However, where I think this game really goes wrong is the player character.