[game_edu] game_edu Digest, Vol 162, Issue 4

Staples, Carolyn I staples at utk.edu
Thu Aug 24 11:40:09 EDT 2017


Dear Ian,

We have the same issue.
The undergraduate students have designed a game and would like to give it
to the university to promote/distribute. The game is taking more than one
term to build, so all of the current students are using assets and code
generated by previous teams. The deal is, if you want to participate in
the project, you have to sign the release. The intention of the inaugural
team was to give the game to the university, so no one is allowed on the
team who does not approach the enterprise from the same perspective. All
of the students have signed a release that I cobbled together, however we
have not yet heard back from the university lawyers.

I would be happy to share my efforts and agree that it would be wonderful
if HEGVA or some group could help us to establish ³best practices².

Thank you for stating this important discussion.
Cary

On 8/24/17, 11:22 AM, "game_edu on behalf of game_edu-request at igda.org"
<game_edu-bounces at igda.org on behalf of game_edu-request at igda.org> wrote:

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>----------------------------------------------------------------------
>              IGDA Education SIG
>----------------------------------------------------------------------
>
>
>Today's Topics:
>
>   1. Student IP for coursework (Ian Schreiber)
>   2. Re: Student IP for coursework (Garvey, Gregory P. Prof.)
>   3. Re: Student IP for coursework (Deanna Whaley)
>
>
>----------------------------------------------------------------------
>
>Message: 1
>Date: Thu, 24 Aug 2017 13:38:34 +0000 (UTC)
>From: Ian Schreiber <ai864 at yahoo.com>
>To: IGDA Game Education Listserv <game_edu at igda.org>
>Subject: [game_edu] Student IP for coursework
>Message-ID: <2060037515.1838878.1503581914583 at mail.yahoo.com>
>Content-Type: text/plain; charset="utf-8"
>
>Question for those of you who teach courses that involve the creation of
>games that may go on to be commercialized, submitted to festivals, or
>similar (e.g. capstone courses):
>What do you do, if anything, involving student ownership of IP? Do you
>have them sign a contract as part of the syllabus (and if so, what's in
>the contract and how did you put it together)? How do you handle cases
>where some of the student team might want to take the game forward and
>others would not? How do you deal with crediting and ownership in the
>case of students who are low performers, or who are late adds or late
>drops (or who contribute to the project peripherally even though they're
>not taking the course, e.g. a student whose roommate provides some art on
>their own time)? And... how much of this is covered by university or
>department policy, vs. how much is entirely up to you as the instructor?
>
>Just at my own institution it seems like there's no standard, every
>professor handles this differently, so I'm interested to hear what others
>have done in this space.
>- Ian
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>Message: 2
>Date: Thu, 24 Aug 2017 14:34:26 +0000
>From: "Garvey, Gregory P. Prof." <Greg.Garvey at quinnipiac.edu>
>To: Ian Schreiber via game_edu <game_edu at igda.org>
>Subject: Re: [game_edu] Student IP for coursework
>Message-ID: <1503585266013.57734 at quinnipiac.edu>
>Content-Type: text/plain; charset="iso-8859-1"
>
>?Since starting our game design program here at Quinnipiac we have
>attempted to address the very same issues.
>
>
>Perhaps HEVGA (the Higher Education Video Game Alliance) could establish
>a set of guidelines for higher ed game design programs on addressing
>these IP issues.
>
>
>At the Educators Summit at GDC last March Ira Fay (if I recall correctly)
>organized a panel where panelists discussed how their individual
>institutions address these IP issues. GDC is a good place to continue
>this discussion leading to establishing guidelines.
>
>
>- Greg
>
>
>Gregory P. Garvey, Professor
>Director, Game Design & Development
>Department of Visual and Performing Arts
>CAS 1-322 Mail Drop:     CL-AC1
>Quinnipiac University
>275 Mount Carmel Avenue
>Hamden, CT 06518
>
>203-582-8389 Office
>email: greg.garvey at quinnipiac.edu
>________________________________
>From: game_edu <game_edu-bounces at igda.org> on behalf of Ian Schreiber via
>game_edu <game_edu at igda.org>
>Sent: Thursday, August 24, 2017 9:38 AM
>To: IGDA Game Education Listserv
>Cc: Ian Schreiber
>Subject: [game_edu] Student IP for coursework
>
>Question for those of you who teach courses that involve the creation of
>games that may go on to be commercialized, submitted to festivals, or
>similar (e.g. capstone courses):
>
>What do you do, if anything, involving student ownership of IP? Do you
>have them sign a contract as part of the syllabus (and if so, what's in
>the contract and how did you put it together)? How do you handle cases
>where some of the student team might want to take the game forward and
>others would not? How do you deal with crediting and ownership in the
>case of students who are low performers, or who are late adds or late
>drops (or who contribute to the project peripherally even though they're
>not taking the course, e.g. a student whose roommate provides some art on
>their own time)? And... how much of this is covered by university or
>department policy, vs. how much is entirely up to you as the instructor?
>
>Just at my own institution it seems like there's no standard, every
>professor handles this differently, so I'm interested to hear what others
>have done in this space.
>
>- Ian
>
>
>------------------------------
>
>Message: 3
>Date: Thu, 24 Aug 2017 10:21:58 -0500
>From: Deanna Whaley <dwhaley at austincc.edu>
>To: IGDA Game Education Listserv <game_edu at igda.org>
>Subject: Re: [game_edu] Student IP for coursework
>Message-ID:
>	<CAGD50QTxNLz0uZZER2u8dadi=uRe=1_dBVXACWDV_GJaZd1NSw at mail.gmail.com>
>Content-Type: text/plain; charset="utf-8"
>
>Hi Ian - We had this exact situation at our college a few years ago. A
>graduating team had won a competition and a studio had contacted them to
>partner up and commercialize the game. Issue was...some of the art that
>was
>created was not going to be used in the game but the artist was part of
>the
>original team and was no longer on the team. There was no college policy.
>After checking with our legal department and the software company Autodesk
>about the legalities of commercializing the game we came up with a
>contract
>that they each had to sign. The contract basically said that they were the
>IP owners, but all assets created on the educational software had to be
>recreated on a commercial license (we couldn't just move the assets over
>to
>a commercial license). Autodesk was willing to allow students to move
>assets from a student license to a commercial license, but not from an
>educational license we have in our labs. I hope this helps.
>
>Thanks,
>
>
>Deanna Whaley
>Austin Community College
>Game Dev., Animation & Motion Graphics Dept.
>dwhaley at austincc.edu  |  512.223.4830  | Northridge Campus, Rm. 3142
>
>
><http://sites.austincc.edu/gdamg>
>
>***************No trees were killed sending this e-mail, although a large
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>
>
>
>
>On Thu, Aug 24, 2017 at 8:38 AM, Ian Schreiber via game_edu <
>game_edu at igda.org> wrote:
>
>> Question for those of you who teach courses that involve the creation of
>> games that may go on to be commercialized, submitted to festivals, or
>> similar (e.g. capstone courses):
>>
>> What do you do, if anything, involving student ownership of IP? Do you
>> have them sign a contract as part of the syllabus (and if so, what's in
>>the
>> contract and how did you put it together)? How do you handle cases where
>> some of the student team might want to take the game forward and others
>> would not? How do you deal with crediting and ownership in the case of
>> students who are low performers, or who are late adds or late drops (or
>>who
>> contribute to the project peripherally even though they're not taking
>>the
>> course, e.g. a student whose roommate provides some art on their own
>>time)?
>> And... how much of this is covered by university or department policy,
>>vs.
>> how much is entirely up to you as the instructor?
>>
>> Just at my own institution it seems like there's no standard, every
>> professor handles this differently, so I'm interested to hear what
>>others
>> have done in this space.
>>
>> - Ian
>>
>> _______________________________________________
>> game_edu mailing list
>> game_edu at igda.org
>> https://pairlist7.pair.net/mailman/listinfo/game_edu
>>
>>
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