[game_edu] Reasons TO teach game dev
pawlicki at cs.rochester.edu
pawlicki at cs.rochester.edu
Wed Nov 23 00:55:16 EST 2011
Greg,
I do appreciate your insights. Both my courses are for first semester
students. So, my comparison is based on equally novice students.
What we wanted was a way to attract students to CS with a "learn
to make a video game course". I don't intend to be a total Negative
Nancy - the course is going ok, for the most part. My point is/was
that there is really no way to avoid the conceptual complexity of
development. Building a game is a hard task - harder in fact than
the simple programming tasks in a traditional course. There are just
a lot of concepts.
TFP
> I read what you had written below, Ted, and saw some things which threw up
> red flag for me. I hope my insights can help you.
>
> In regard to student frustration, I can place some of the issues on the
> fact you are using the Platformer kit. So on top of all the work you need
> to do to have your students learn and use XNA, you then place the burden
> of using a considerable code base. The platformer on a student's first
> go-around is a considerable amount of code and assets to wade through.
> Ultimately, what they produce is a product which is only a derivative of
> the Platformer kit.
>
> Another red flag is that you call XNA an "Engine". Than that's flat out
> wrong. It's a framework that is designed to be genre neutral. What I have
> found and honed in my own XNA course is to approach XNA is as a lego set
> for making games in C#. So I get down to basics. I explain the game loop.
> Render a texture and then Move it around. Walk them through creating a
> Sprite Class. Get User Input. Play with Sound. Do Collision Detection.
> This ends up being the second lab in this course. Granted, this does take
> me 2 weeks to get through this in my Freshman Course.
>
> What isn't evident in your description below if your course is a first or
> second term course. In my case XNA is a Second term course after taking a
> standard introduction C++ course and an Introduction to Game programming
> using Adobe Flash Platform with Actionscript. If your course is a first
> term course, then the approach you need to take will be more like our Game
> Programing Introduction course. You have to easing them in teaching
> programming fundamentals along the way. (Here's what's a variable, Here's
> how to generate random numbers, Here's an if statement).
>
> We maintain all our course files on a web server, if you (or anyone else
> for that matter) would like to explore our Freshman Classes and
> curriculum, please contact me off list directly so I can provide you with
> the information.
>
> Greg
>
> Gregory Walek
> Professor AGGP
> NHTI, Concord NH
> ________________________________________
> From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] on behalf of
> pawlicki at cs.rochester.edu [pawlicki at cs.rochester.edu]
> Sent: Tuesday, November 22, 2011 8:40 AM
> To: IGDA Game Education Listserv
> Subject: Re: [game_edu] an undetermined number of reasons NOT to teach
> game dev
>
> One big reason not to teach "game development" is that "it's hard".
>
> I teach two Freshman classes, one is "Intro Programming" a 'hard' course
> for CS majors the other is "video game development" intended to be
> a 'fun and easy' course to get people interested in Computer Science.
> In the majors class I use Java in the game course I use C#/XNA.
> It turns out that there is a lot of complexity with using a sophisticated
> game engine. The VS/C#/XNA tools and support are great, but the power
> comes with a price. In the regular majors class, I have them do projects
> like "pong" or "tetris" or a simple dungeon crawler - which everyone
> should
> program at some time in their lives. The students in the video game
> class do more sophisticated projects (customizing a 2D platformer) but
> they seem more frustrated because they don't have as deep a
> fundamental understanding of how it works. So, video game
> development courses may scare students away from CS because of
> the difficulty.
>
> The second reason not to teach "game development" is that it's
> multidisciplinary.
>
> When I get Freshmen wanting a course in game
> development I now tell them that there is no such thing. In order
> to develop games you need strong skills in Computer Science, but
> also in media studies (which is in our English department), Studio
> Art & Art History, Music, and Business. (Wow - just like what we
> used to call "a well rounded liberal education" - surprise!).
> I help them put together a four year plan that emphasized their
> personal strength, but informs them in the other areas. (And of
> course, they need to build games as projects.) They wind up as well
> prepared for the video game industry as a formal education can get them,
> but they also are ready for other career choices. They get a real general
> education, not a "game specific" education. So, the second reason not
> to teach game development is that it's too narrow a topic for a good
> formal education.
>
> Yours,
>
> Ted
>
>
> Thaddeus F. Pawlicki, Ph.D.
> Undergraduate Program Director
> Computer Science Dept. (585) 275-4198
> University of Rochester FAX (585) 273-4556
> Rochester, NY 14627-0226 pawlicki at cs.rochester.edu
> http://www.cs.rochester.edu/u/pawlicki/
>
>
> ''One of the most difficult tasks men can perform, however much others may
> despise it, is the invention of good games and it cannot be done by men
> out
> of touch with their instinctive selves.'' - Carl Jung 1977
>
>
>
>
>
>> Ian, several on your list are already in the first draft! Not worded in
>> quite the same way, but really good to know others are on the same
>> wavelength as me!
>>
>> This is going to be for #altdevblogaday and I normally just write from
>> the
>> hip, but my confidence took a beating last post, when I got savaged in
>> the
>> comments section. So thanks for the sounding board of suggestions, as I
>> feel I'm on the right track. Yes, these lists are generalisations, but
>> like all stereotypes the underlying truth often needs airing to be truly
>> scrutinised.
>>
>> Mike
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>
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