Game Design In a College Course ~ A Survey ~ Presented by: Larry Cummins With Appreciation to My Advisor: Dr. Arturo I Concepcion Original Intent GOAL: To survey information to see what different universities are currently doing in Game Design and Game Programming 1) Game Design & Development (GD&D) - play goals - how it is played - aspects that make it fun - organizational phases of development - submittal & feedback process - evolution of the game in this process 2) Game Programming - how to build a game - especially using XNA - software development process - implementation Investigated Sources CONFERENCES: • Computer Games, Multimedia and Allied Technology Conference 2009, Singapore http://www.aigamesnetwork.org/main:events:cgat • E3: Electronic Entertainment Expo, Los Angeles www.e3expo.com • The Game Developers Conference Austin, 2009 http://www.gdcaustin.com/ • Game Developers Conference Europe, 2009 http://www.gdceurope.com/ • The Game Developers Conference 2009, San Francisco https://www.cmpevents.com/GD09/a.asp?option=C&V=1&SB=4 • Gamescom 2009, Germany http://www.gamescom-cologne.com/ • The International Consumer Electronics Games Innovations Conference 2009, London [IEEE Consumer Electronics Society] http://ice-gic.ieee-cesoc.org/ • The L.A. Games Conference 2009, Los Angeles http://www.lagamesconference.com/ • The New York Games Conference 2009, New York http://www.nygamesconference.com/ • Nordic Game Conference 2009, SWEDEN www.nordicgame.com/ • Tokyo Game Show 2009, Tokyo http://tgs.cesa.or.jp/english/ PROFESSIONAL ORGANIZATIONS: • Institute of Electrical and Electronics Engineers - IEEE Xplore http://ieeexplore.ieee.org/Xplore/guesthome.jsp SOURCES FOR THIS PRESENTATION: • 3rd International Conference on Game Development in Computer Science Education, 2008, Miami http://www.microsoft4me.com/faculty/events/adgd2008/ • 4th International Conference On The Foundations Of Digital Games, 2009, Orlando http://www.fdg2009.org/ • The ACM Digital Library Association for Computing Machinery http://portal.acm.org/dl.cfm?coll=portal&dl=ACM&CFID=65824273&CFTOKEN=55429939 An Additional Intent • These papers reiterate the fact that there has been a significant drop in Computer Science (CS) student enrollment and retention for most of this decade • They also consider that CS and Information Technology (IT) has a typical imbalanced population of only 5 - 6% women • For a few years CS departments have used Game Design (GD) to attract more students • This became another aspect of my research into the use of Game Design in a College Course From Intent to Present With refined goals this presentation will focus on six classroom experiences and will provides some insight to answer these questions: 1) A Course in Game Design & Development (GD&D) - What are characteristics of the course? - Can Game Design incorporate play to make it fun? - What attracts students to a course in Game Design? - How successful are courses in attracting and retaining students? - How can the male-dominated majors become more gender balanced? 2) The Process of Game Programming - What software and hardware are being used? - What are phases of development for Game Design? Six Experiences Examined • RIT Rochester Institute of Technology, New York, NY • UV • • • • University of Victoria, British Columbia UCSC University of California, Santa Cruz, CA GT & SCAD Georgia Institute of Technology, Atlanta, GA Savannah College of Art and Design, Atlanta, GA DWC Daniel Webster College, Nashua, NH DPU DePaul University, Chicago, IL Demographics Univ Year Class Size RIT 2008 60 freshmen Game Design and Development UV 2007 56 Undergrads Computer Science Survey class UCSC 2007 212 Undergrads Foundations of Interactive Game Design GT & SCAD 2008 13 6 14 Jr & Sr 5 grads Handheld Augmented Reality Game Design DWC 2008 Various All undergrad years DPU 2007 25 Composition Course Game development throughout the CS curriculum Mostly Jr & Sr Console Game Development Environments Design Environments Univ Software Hardware RIT • Java • An RIT program that allows Java to work with the Wii remote • Wii remote • PC-based UV • Game Maker • PC-based UCSC • Game Maker • PC-based GT & SCAD • Studierstube ES (STBES [written in C++]) • Visual Studio 2008 • T-Square • Maya • Maya plug-in to export models & keyframe animations • a stand-alone model viewer • Gizmondo mobile device (Bluetooth) DWC • Freshman: C#.net • Sophomore, Juniors: some XNA building on the C#.NET foundation • Senior: encouraged to develop entire game engine in C++ • PC-based DPU • XNA all the way through (other courses use C/C++, OpenGL) • 20 Xbox 360 consoles RIT – The Attraction GD&D Majors • Advantage: high interest in expressing creativity in GD&D compared to other majors • Disadvantage: low interest in problem solving RIT – Lessons • Wii remote - the physical manipulation is very attractive to students • Game Design included about 10% women, twice the average for CS & IT Retention: - CS 56% (1st year) - GD&D 93% Results of a subsequent C++ course: - GD&D 48% As 25% Bs - CS 25% As 29% Bs • GD&D students believe: 1) career would be long hours 2) it’s a hard industry to enter Result: none have changed to the RIT GD&D major UV – The Waterfall Lifecycle in the Context of Game Design Game Design Process Waterfall Lifecycle Conceptualization Phase Requirements Project Deliverables Project Schedule Specification Sketch Specifications Initial Design Document Architectural Design Prototype Phase Game State Diagram Alpha Version Executable Detailed Design Implementation Playtesting Phase Revised Design Document User Guide Playtest Feedback Testing & Debugging Finished Product Beta Version Executable Final Design Document Final User Guide UV - Conceptualization Phase Game Design Process Waterfall Lifecycle Conceptualization Phase Requirements Project Deliverables Project Schedule Specification Sketch Specifications Initial Design Document Architectural Design Game State Diagram Define formal elements: objectives, rules, resources Define dramatic elements: story, characters, challenge Deliverables: - Project Schedule: with milestones equivalent to deliverables - Specification Sketch: explains game concept interface mock-ups game controls flow of game-play - Design Document - Game State Diagram: to visualize the Architectural Design UV - Prototype Phase Game Design Process Waterfall Lifecycle Prototype Phase Project Deliverables Alpha Version Executable Detailed Design Implementation Revised Design Document User Guide Workload: team determined distribution of work between members Deliverables: - Alpha version minimum requirements: 1) artwork for sprites 2) defined game objects 3) system behaviors (e.g. game structure) 4) executed basic events (e.g. start game) - Revised Design Document - Users Guide UV - Playtesting Phase Game Design Process Waterfall Lifecycle Playtesting Phase Project Deliverables Playtest Feedback Testing & Debugging Finished Product Beta Version Executable Final Design Document Final User Guide “…one of the most critical phases of Game Design…” Feedback: test others’ games and give them feedback provide input for iterative design loop re-evaluate requirements, specifications and design Incorporate changes from feedback received Deliverables: - Beta Version Executable - Final Design Documentation - Final User Guide UV - Lessons • Game Maker good for: 1) short learning curve, 2) no programming experience required, 3) rapid prototyping Survey results for interests in: • Game Design: decreased 70% CS degree: decreased 20% • Further programming: 25% increased, 40% decreased • More CS courses: 20% reduced, 15% increased interest, 67% non-majors not likely to take more CS courses Possible causes: • Those with little programming bogged down in technical details and couldn’t work on design • Those with programming experience did well with implementation but lacked conceptualization Suggestion: • Equal emphasis on conceptualization and implementation “Students appeared to have reached the conclusion that the reward-towork ratio for game development is not one-to-one.” UCSC – Demographics - Female population similar to Engineering 15 - 20% - Largest population of courses examined UCSC – Class Lessons • Students demo games they like at the beginning of class engaging, fewer missed classes, late arrivals are less disruptive • Taught: game elements, genre overview, challenge & conflict, level design, history of games, narrative, games & culture • Original non-computer-based game taught students rules and limitations - an unusually high percentage of drinking games were designed; suggest discouraging them [due to iterative testing requirement?] - games based on cards were remakes of existing games • 6 best demoed to a panel from the computer games industry - top 4 got prizes, very motivating to polish their games UCSC – Results • Each year this course is taught 1-3 students declare GD as their major • Game design can be done in a large classroom aimed at freshmen & sophomores • It is effective in attracting non-engineering students • Programming experience is not necessary and not a deterrent to create working computer games GT & SCAD – Class Process • Special Challenges: 1) inter-institutional class & 2) designing for a new technology handheld device • 3-5 students per team including 1 or 2 SCAD students • Assignments required a playable prototype with demo video - 1 week of ideas & concepts - 1-2 weeks for feedback and implementation - 1 week presentation, tweaks & fixes • Groups analyzed formal aspects (rules, mechanics, genre,…) - what was compelling or effective - how that could be used in an AR game - BUT done too much and students start mimicking existing games GT & SCAD – Game Design Process • Goal: create an AR board game, since a board game depends on game pieces and a board which correlates to markers and multi-marker boards in AR • The AR physical interactions: - must be tested as soon as possible (not like 1st person shooter controls or 2D platformer controls) - must be allowed to evolve with the game which makes the game in constant prototype • Beginning of first 2 prototyping cycles were spent playing and analyzing board games GT & SCAD – Results • Prototyping - Prototype live AR interactions early result is more successful - Too much paper prototyping caused groups to miss deadlines - Rapid prototyping: more time for trying ideas, failing and fixing Device Limitations • Had to use a low-polygon count model to ensure a frame rate that made their games playable • Limited 256x256 texture size was a challenge for some but restricting for others • Inter-institution experience: SCAD students didn’t feel that they had technical knowledge or “owned” their projects DWC – Curriculum Software Freshman: write complex C#.net games Sophomore: Gaming Majors and some CS use XNA to develop multi-player gaming systems Senior: if pursuing career in game industry encouraged to develop entire game engine in C++ DWC – Curriculum Process • 1st year - given an executable and specifications score is based on sophistication of code makes learning faster and the project is more game-like in itself - teams create a casino-oriented gaming system individuals make their own prototype of one of the casino games game integration, documentation, Q&A, final testing • 2nd year: game theme in assembly on 16-bit processor • 3rd year: broad CS themes, Unix/Linux, web, networking, programming • 4th year: teams choose their tools, many select C# .NET Knowing C# .NET and XNA they will be ready for any 3D development of games, commercial training or defense DWC - Results • Adding game development in the freshman year CS increased enrollment 240% due to: - students are attracted to games - most DWC CS majors want to pursue a career in GD industry • Game focus in CS provides: complexity, range of CS challenges, software engineering, teamwork, basis for cross-disciplinary knowledge integration like math, physics & logic DPU - Systems • Hardware: awarded 1 of 5 Microsoft grants that year: provided: - 20 Xbox 360 consoles - 20 Creator’s Club licenses - funds to purchase monitors and - upgrade the game development labs • Software: XNA is used all the way through for students to learn all aspects of console game creation - other courses use C/C++, OpenGL DPU – Course Schedule DPU – Class Process • First 7 projects done individually, so students learn all aspects • 8th project option to work in a team up to 4 members • By requiring all students to be familiar with all aspects means more exposure to content pipeline • Understanding the content pipeline: - speeds up design - reduces frustration, improves morale - better represents students’ abilities • Students encouraged to share artwork and code, get extra credit if any is used by another student • Students design game level and asset budgets, like polygon counts, sound size, image map size, & memory use DPU – Game Design • Start by creating font, icons, 3D model, camera & object paths, animation, sound, programming is deemphasized, goal is a “rail shooter” game • XNA Pipeline is implemented with a visual interface that helps students better understand the process • XNA Game Studio which is the integrated development environment, code is written & debugged in C# DPU - Results Average Grades • 16 programmers: 86% • 3 CS majors: 86% programmers • Milestones 79% • Quizzes 80% • Final 91% 9 non-programmers: 79% 16 GD majors: 79% non-programmers 74% 71% 88% • Gave NON-TECHS: importance of naming convention at front end and how used at back end, why some rules intrinsic to games • Gave TECHS: glimpse into world of artists FUTURE • Try to minimize programmer vs non-programmer difference in performance • May split into 2 courses: 1) intro skipping some things, making it based more on path-based animation, 2) allow creation of more advanced content Survey Results Game Design & Development What are characteristics of the course? • GD gives student more freedom to be creative • Individual student games combined to create a suite • Some courses programming experience is not necessary Can Game Design incorporate play to make it fun? • Students find physical interaction attractive, like with the Wii remote • Students had to learn game principles by playing What attracts students to a course in Game Design? • Students are attracted to GD for the creativity • There are cross-discipline aspects that can attract student in Art, Communications, Computer Science, Interactive Media, Music and Writing Survey Results How successful are courses in attracting and retaining students? • Higher retention rate and test scores of GD students than CS • 2 experiences had negative results for attracting students to CS How can the majors become more gender balanced? • More female students ARE attracted to GD than CS or IT (creativity?) • An increase from the typical 5-6% to 10-20 % Game Programming What software and hardware are being used? • 2 of the 6 surveyed use XNA and 2 use Game Maker • Others use C# .Net, Java and Studierstube • They design for the PC, Wii remote and Xbox What are phases of development for Game Design? • One clearly adapted the Waterfall Lifecycle to GD process • Others adapted processes with milestones and deliverables References Barba, Evan, Yan Xu, Blair Maclntyre, and Tony Tseng. “Lessons from a class on handheld augmented reality game design.” Proceedings of the 4th International Conference on Foundations of Digital Games, April 26 - 30, 2009: Session on ICFDG-09 technical papers. 2009. 2-9. [GT & SCAD] Bayliss, Jessica D., and Kevin Bierre. “Game design and development students: who are they?” Proceedings of the 3rd international conference on Game development in computer science education, February 28-March 3, 2008. New York:Association for Computing Machinery, 2008. 6-10. [RIT] Goulding, Tom. “Complex game development throughout the college curriculum.” ACM SIGCSE Bulletin 40 (2008): 68-71. [DWC] Linhoff, Joe, and Amber Settle. “Teaching game programming using XNA.” Proceedings of the 13th annual conference on Innovation and technology in computer science education, June 30 - July 2, 2008: Session on Games as a motivational tool. New York:Association for Computing Machinery, 2008. 250-254. [DPU] Rankin, Yolanda, Amy Gooch, and Bruce Gooch. “The impact of game design on students' interest in CS” Proceedings of the 3rd international conference on Game development in computer science education, February 28-March 3, 2008. New York:Association for Computing Machinery, 2008. 31-35. [UV] Whitehead, Jim. “Introduction to game design in the large classroom.” Proceedings of the 3rd international conference on Game development in computer science education, February 28March 3, 2008. New York:Association for Computing Machinery, 2008. 61-65. [UCSC] Reference Links GDCSE08-02 RIT Game design and development students: who are they? Bayliss, Jessica D., and Kevin Bierre http://portal.acm.org/citation.cfm?id=1463673.1463675&coll=GUIDE&dl=GUIDE&CFID=59445291&CFTOKEN=71978036 GDCSE08-07 UV The impact of game design on students' interest in CS Rankin, Yolanda, Amy Gooch, and Bruce Gooch. http://portal.acm.org/citation.cfm?id=1463673.1463680&coll=GUIDE&dl=GUIDE&CFID=59445291&CFTOKEN=71978036 GDCSE08-13 UCSC Introduction to game design in the large classroom Whitehead, Jim. http://portal.acm.org/citation.cfm?id=1463673.1463686&coll=GUIDE&dl=GUIDE&CFID=59445291&CFTOKEN=71978036 FDG 09-01 GT & SCAD Lessons from a class on handheld augmented reality game design Barba, Evan, Yan Xu, Blair Maclntyre, and Tony Tseng. http://portal.acm.org/citation.cfm?id=1536513.1536525&coll=GUIDE&dl=GUIDE&CFID=58406739&CFTOKEN=38457990 ACM-24 DWC Complex game development throughout the college curriculum Goulding, Tom. http://portal.acm.org/citation.cfm?id=1473195.1473223&coll=portal&dl=ACM&CFID=64248841&CFTOKEN=17112394 ACM-30 DPU Teaching game programming using XNA Linhoff, Joe, and Amber Settle. http://portal.acm.org/citation.cfm?id=1384271.1384338&coll=portal&dl=ACM&CFID=64248841&CFTOKEN=17112394