Facilitating the Education of Gam e Developm ent Defense of the - - PowerPoint PPT Presentation

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Facilitating the Education of Gam e Developm ent Defense of the - - PowerPoint PPT Presentation

Facilitating the Education of Gam e Developm ent Defense of the Diploma Thesis of Lennart Nacke Outline Content of the Thesis 1. Motivation 2. Basics of Game Development 3. Development Tools for Games 4. Education of Game Development


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SLIDE 1

Facilitating the Education of Gam e Developm ent

Defense of the Diploma Thesis of Lennart Nacke

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SLIDE 2

26.5.2006 Outline 2/16

Outline

Content of the Thesis

1.

Motivation

2.

Basics of Game Development

3.

Development Tools for Games

4.

Education of Game Development

  • Quotes from Interviews with Game Developers

5.

Conceptual Design of a Tool for Education

6.

Elementary Implementation

7.

Conclusion

8.

Visions and Prospects

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SLIDE 3

26.5.2006 Motivation 3/16

Motivation

Computer Games in Education

  • Almost no research done in this area, yet

Advantages of Game for Education

  • Good Motivators
  • Train Skills (Learning-by-Doing)
  • Teamwork
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SLIDE 4

26.5.2006 Basics of Development 4/16

Basics of Development

Iterative Steps

  • Prototypes (with different characteristics)

Collaborative Environment Interdisciplinary Teams Constraints through Market and Ressources

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SLIDE 5

26.5.2006 Basics of Development 5/16

The Development Process

1.

Concept Phase

2.

Pre-Production Phase

3.

Prototyping Phase

4.

Full Production Phase

  • 1. Alpha Version
  • 2. Beta Version
  • 3. Gold Master
  • 4. Supplemental Services (Patches)
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SLIDE 6

26.5.2006 Development Tools for Games 6/16

Development Tools

Game Engines Middleware Game Development Environments

  • Professional Environment

Gamebryo, RenderWare Studio

  • Non-professional Environment

Game Maker, 3D Game Studio

  • Multimedia-Authoring Environment

Macromedia Flash, Macromedia Director

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SLIDE 7

26.5.2006 Education of Game Development 7/16

Education of Game Development

Types of Educational Facilities

  • Private Schools
  • Standard Applications and Programming Languages
  • Universities
  • Theory, Concepts, Project Management, Programming
  • Specialised Areas of Game Development
  • Liberal Arts Colleges
  • Business Schools
  • Journalist Schools (w. Author Training)

„There is no such thing like ‘I study games’!”

Prof Dr Mark H. Overmars, Utrecht University

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SLIDE 8

26.5.2006 Education of Game Development 8/16

Reasons for Games in Education

Professional Training of Game Scientists

  • Industry is growing up
  • Degress are becoming more important
  • Global and pervasive growth market

Motivational Factor for traditional Computer Science

  • A challenging area of application
  • Technical Requirements (Graphics, AI)
  • Entry Level Motivators for Kids for Learning new Computer

Technology

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SLIDE 9

26.5.2006 Education of Game Development 9/16

Views About a Tool for Education

„Player Empathy. Students should train putting themselves ‘in the player‘s shoes’ […] to be successful.“

  • Bob Bates, IGDA chairperson

„You […] use keyboard and mouse devices to access games – interface design is critical.“

  • Jochen Hamma, Freelance Producer & Game Designer

„Game design tools should speed the process of making a prototype that you can play.“

  • Bruce Shelley, Game Designer (Ensemble Studios)
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26.5.2006 Education of Game Development 10/16

Views About a Tool for Education

„In a real sense, the most important aspects of building computer games is working as a team with a diverse group of talented people“

  • David A. Smith, Lead Architect of Croquet

„‘Keep it simple, stupid‘ (KISS). This is a standard principle in interface design. Everything […] too complex for the average user […] is only put in as functions in the programming language“.

  • Prof Dr Mark H. Overmars, Utrecht University

More Possibilties to Analyse Requirements

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SLIDE 11

26.5.2006 Conceptual Design of a Tool for Education 11/16

Requirements Analysis

Analysis

  • Core Elements
  • Design Patterns

Here Mini Games

  • (like Pac-Man, Tetris, Pong, 1942, Breakout, Space Invaders)
  • Protagonists or Gamer Avatars
  • Property-Objects
  • Antagonists or Opponents
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SLIDE 12

26.5.2006 Conceptual Design of a Tool for Education 12/16

Conceptual Design

Main Problem

  • Involve all Aspects (Art, Design, Programming)

Scalable Complexity

  • Different views
  • Extendability

Object-Orientation Collaboration White-Box Architecture Creativity

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SLIDE 13

26.5.2006 Elementary Implementation 13/16

Implementation

Object-Oriented Framework

  • Squeak and Tweak as a base
  • iEngine from impara

LeGaCy

  • Define Game Objects
  • First Step towards Scalability
  • Simple 2D Prototypes
  • Usable Library

Example will follow after

presentation

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SLIDE 14

26.5.2006 Conclusion 14/16

Conclusion

Education needs scalable tools

  • Separation of Competencies (different requirement profiles)

Computer Science profits from Games Game Design and Object-Orientation

  • Addition as well as differentiation

Requirements of the Game Developers

  • Player Empathy (Bates)
  • Hardware-Interface (Hamma)
  • Speeding up Prototype Development (Shelley)
  • Teamwork (Smith)
  • KISS-Principle (Overmars)
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SLIDE 15

26.5.2006 Visions and Prospects 15/16

Visions and Prospects

Visions

  • Exact Analysis of Design Patterns in Computer Games
  • New Classification Possibilities
  • A finer Granularity of the Interface
  • Fitting more Different Developer Profiles
  • Artificial Intelligence as part of Game Design
  • Annotation Help and Project Management Features
  • Visual Programming (Flowcharts)

Even More Research Areas

  • Serious Games (e.g. Medicine, Army, Management-Training)
  • Design work Processes instead of Entertainment
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SLIDE 16

26.5.2006 Ending 16/16

Ending

Thank You For Your Attention