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gameteacher

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About gameteacher

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  1. gameteacher

    What are the principles of game design?

    And I might add, if you are teaching high school students, you need a very methodical approach, where all the pieces are broken down and defined. My students understand the elements. The way those elements interact defines the principles. I just need a list of those principles to help me in my lesson planning. So far nobody has provided a distinct list. I have read Schell and Koster, but I am looking for something simpler as far as distinct principles that come out of the interaction of space, mechanics, rules, obstacles and goals. Maybe "fun" is a principle? I'm not sure.
  2. gameteacher

    What are the principles of game design?

    Exactly. This person clearly has no idea how you teach game design. By the way, I'm still looking for the principles. I would say some are balance, chance and progression. I also assume they come out of different ways that the elements (rules, mechanics, obstacles, goals and space) interact.
  3. I have taught that the elements are: space, obstacles, goals, mechanics and rules. I know there's no agreed upon set, but other than balance, what other principles might complete the set?
  4. gameteacher

    Differentiating the elements of game design

    So there is a gray area between rules and instructions? I find students confuse those. Would sound be part of the space of a game? Atmosphere can only exist in a space.
  5. In teaching game design elements, I find students confuse the following and I'm wondering how those in the games industry would differentiate them: The difference between rules and instructions What element would music and sound effects fall under? Would that be "space"? It does help create an environment, which is why I would assume it is a component of space.
  6. gameteacher

    teaching character design

    You're right. So this curriculum is deficient in both lack of concept (through research assignments) AND execution, in that only PS is used. I thought for sure some of you guys would mention how other programs would be better for the class.
  7. gameteacher

    teaching character design

    Really good points on elements and principles of art, and I have factored them into my teaching in the past. However, what is MISSING from this curriculum? What aspects of character design for games are NOT being taught by this, largely vocational (as opposed to conceptual, or idea-based) curriculum?
  8. gameteacher

    teaching character design

    The second thing you wrote is particularly relevant to hs kids. Asking them if they have any questions as you go around the room often doesn't get much response. I've always found this strange! To be honest, the method of teaching character design I've described is not my own. It is a colleague's, whose curriculum I really believe to be falling short of really teaching an important component of game design. I state this so you don't think you should spare my feelings and so you can go at tearing that kind of curriculum apart if you feel that's needed. This teacher used to teach essentially the same class, but perhaps more generalized. Now what they have done is simply give it a video game theme, but the approach of just having kids draw characters based on very little teaching of how characters are developed, and then just having them scan into and color in PS seems antiquated. Again, there are so many tools out there to teach character design for games, that just teaching a few basic PS techniques and having kids just draw all year, with one week dedicated to say, heads, another week dedicated to animals, etc. seems like a bad curriculum. Meanwhile, in the past when on this forum I have proposed different ways I could teach actual game design, the developers here have torn apart my ideas with arguments about how I wouldn't be going deep enough into the various subject areas, or how students couldn't learn as much as I was proposing in the time frame given or based on their having no prior experience, etc. So it's been a bit ridiculous overall.
  9. gameteacher

    teaching character design

    But isn't it a little one-dimensional to only teach this? Aren't there a lot of programs out there that can teach character design FOR GAMES in ways that are more instructive about the craft? Also, I wonder if what you are saying doesn't support the idea that students should be getting background learning in game genres and other game-specific topics to have context for their drawings. Otherwise, how is it different from just a digital drawing class that simply uses the theme of video games, as opposed to say, drawing characters for graphic novels?
  10. gameteacher

    teaching character design

    Can anyone tell me what is missing in this plan for teaching character design to beginning high school students? Students are told to draw characters and environments on paper. Teacher does demos of process. Students draw and then scan images into computers. Students then elaborate images in Photoshop.
  11. gameteacher

    teaching character design

    Okay. But if they are spending two semesters learning how to draw the figure while simultaneously creating characters, is there a problem? I'm wondering more about industry standards. I know Photoshop is used for a lot of things, but isn't only using it all year, as opposed to exposing students to game-oriented free software for animation and rendering not very beneficial?
  12. gameteacher

    teaching character design

    Can anyone tell me what is missing in this plan for teaching character design to beginning high school students? Students are told to draw characters and environments on paper. Teacher does demos of process. Students draw and then scan images into computers. Students then elaborate images in Photoshop.
  13. gameteacher

    Wasn't sure where to post this: 2 questions.

    the technical gamedev terms are: level based design - a level / dungeon / area / screen is loaded, then you play, then the next level is loaded, then you play that, and so on.   donkey kong, galaga, pacman all come to mind.   even the original wolf3d, quake, etc. all level based.   load screens are used when loading a new level.  players generally don't like waiting for load screens.   seamless / continuous / open world - areas / levels are loaded or generated as the player approaches, with no load screens.  skyrim comes to mind, although like most "open world" games it has both open (wilderness) and level based sections (interiors).   Note that "open world" can refer to either the way the  levels are loaded,  or a gameplay style - as in "go anywhere - do anything - at any time", as opposed to being forced to follow a story line.   i prefer the terms "seamless" or "continuous" when referring to "open world" style level loading, and reserve "open world" for use as a game play style or feature.   BTW, you were teaching a class, weren't you? hows that going?   Yes I am teaching a class. Thanks for asking. It's going well. I did all the theory and board game stuff in the first semester and now the students are making video games. Some people here were giving me a hard time, but I found the solution in the use of an online curriculum that just takes students step by step through building ready made games. It is a simple engine and I just learn alongside the students. If there are problems with the game builds we can't figure out, I just send the file to their tech people and they tell me what needs to be fixed.  I have a follow-up question. It seems like a huge percentage of today's games are rpg fps open world. Basically Assassin's Creed variations (in terms of mechanics). Why is this?
  14. My son has purchased Overwatch and Battlefront. When he plays multiplayer both games regularly disconnect or won't let him connect. They give messages about issues with the server. I have posted a question in the EA support area on their site, but it is useless as obviously nobody's bothering to check and respond to it.   I was also wondering how one technically would distinguish between today's immersive 3d games and the early arcade games. It's more than 2d vs. 3d. It's also that the old games, like Donkey Kong, had different screens and you would move from one level to the next in a linear manner, like turning pages. In contrast today's games have whole worlds that can be endlessly explored and which are more or less continuous.
  15. gameteacher

    how to download game

    My son bought it from Amazon. Nothing included about online download, only instructions for Origin client, though it says "download only" on cover.   As you stated it's Origin so you need EA's special client.  Though I worry you picked the wrong name on here if you don't know what Steam is ;-) https://www.origin.com/usa/en-us/store/download Then should be able to pick the game from their list and enter the key you were provided.  I've not used Origin in a few years though.   So I download this origin thing and then I can download the game?
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