From bbrathwa at scad.edu Wed Oct 1 11:17:52 2008 From: bbrathwa at scad.edu (Brenda Brathwaite) Date: Wed, 01 Oct 2008 11:17:52 -0400 Subject: [game_edu] =?windows-1252?q?Education_Summit_GDC_2009_=96_March_2?= =?windows-1252?q?2-23=2C_2009=2C_San_Francisco=2C_CA?= In-Reply-To: References: Message-ID: Love your selection for keynotes, Susan. Jesse is a great speaker. ----- Original Message ----- From: "S.Gold" Date: Tuesday, September 30, 2008 8:01 pm Subject: [game_edu] Education Summit GDC 2009 ? March 22-23, 2009, San Francisco, CA To: list > GDC 2009 ? March 22-23, 2009, San Francisco, CA > I am very excited to share with everyone that we will be holding an > education summit at the 2009 GDC San Francisco. We have put > together a > unique combination of educators to teach workshops in things > such as > Mechanics, Dynamics & Aesthetics (MDA), Game Design without > Computers, Rapid > Prototyping with Flash. We will share experimental and inventive > practicesto fuel the development of game education. This is a > rare professional > development opportunity for novice or experienced game educators > alike. In > this 2-day /2-track workshop we will be exploring areas of > innovative design > and programming. There will be game blasts, post-mortems, interactive > hands-on workshop sessions, great keynote speakers, a poster > session and a > networking lunch with industry. Special invited keynotes are > Jane McGonigal > and Jesse Schell. The overall goal is for participants of this > workshop to > be able to integrate knowledge gained into new classroom activities, > resources, discussions and curricula. > > Susan > -- > In a completely sane world, madness is the only freedom! > - J. G. Ballard > Brenda =================================================== Brenda Brathwaite Chair / Interactive Design and Game Development Savannah College of Art and Design 3515 Montgomery Street, Room 409, PO Box 3146 Savannah GA 31402-3146 p. 912.525.8521 f.? 912.525.8597 Confidentiality Note: The information contained in this email and document(s) attached are for the exclusive use of the addressee and may contain confidential and privileged information. If the recipient of this email is not the addressee, such recipient is strictly prohibited from reading, photocopying, distributing or otherwise using this email or its contents in any way. If you are not the intended recipient, please contact the sender by reply email and destroy all copies of the original message. -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Oct 1 18:55:06 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 01 Oct 2008 15:55:06 -0700 Subject: [game_edu] Conference paper reviewers needed for Game Studies SIG of ICA 2009 Message-ID: Hello all, I'm hoping that you will consider volunteering to review papers for the Game Studies special interest group of the International Communication Association, for the 2009 conference in Chicago. ICA is one of the biggest conferences in the field of Communication, and attracts very high quality work. The SIG gets a wide range of interesting research papers within the larger context of communication research and studies. This includes quantitative studies (surveys, experiments, and the like) and various forms of qualitative and theoretical work as well. Last year we had some fascinating games- related papers on work ranging from designing wii games for preschoolers to studying the impact of videogames on violence. If you agree to review, it's a chance to see some of the latest findings in this sub-area of Game Studies, and to share your valuable perspective with the authors. You can let us know what sorts of things you feel qualified to read, so that we don't send you something that is way out of your area. There's no need to join the ICA, or to attend the conference, to review. You simply create an identity for yourself in the ICA web login system, then volunteer to review for the conference. To do so, go to http://www.icahdq.org/ and choose the link under Conferences that says 2009 Conference paper site, click it, and then you will be asked to search for yourself in the system (and of course you won't find yourself), then choose to add yourself as a paper submitter (you can then agree to be a reviewer at a later screen without needing to submit a paper). If you are willing, we'd very much appreciate having your thoughts about our papers! We get more and more every year, and need as many reviewers as possible! Please sign up BEFORE OCTOBER 15. Papers will go out November 7, and I ask that reviews be in by December 1. Thanks for considering it! Katherine Isbister, Vice Chair, ICA Game Studies Special Interest Group -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Oct 2 18:44:28 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 02 Oct 2008 15:44:28 -0700 Subject: [game_edu] Archive of Games Message-ID: A new game video collection at the Internet Archive - games for art's sake. We are pleased to announce a new game video collection hosted by the Internet Archive, called "games for art's sake" - http://www.archive.org/details/game-art. This is devoted to providing online documentation of both individual works and exhibitions of game art, art games and related work made "for art's sake". Games constitute a large and important field of contemporary art. How this art will withstand the passage of time remains an open question. This collection is intended to provide a stable and enduring site for the hosting of documentation about games made for art's sake. Artists, curators and others with relevant documentation of game art are encouraged to contribute their files to the collection. To do this, first upload them to the Internet Archive's open source video collection, using the tool at http://www.archive.org/create/. Then email us at and we will moved them into the "games for art's sake" collection. This will be viewable at http://www.archive.org/details/game-art Julian Oliver Helen Stuckey Melanie Swalwell -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sat Oct 4 13:15:03 2008 From: goldfile at gmail.com (S. Gold) Date: Sat, 04 Oct 2008 10:15:03 -0700 Subject: [game_edu] Emagiciens Student's Game Awards Message-ID: 10th Edition of the e-magiciens Festival Valenciennes, in the north of France, greets, for the 9th consecutive time, the European meetings of the young digital creation, which will be held from 27th to 30th November 2007. Organized by the Chamber of Commerce and Industry of the Valenciennes region, this event is the annual meeting of young creators, students and professionals of digital animation, cinema, sound and video game. On 5,000 visitors, we include 500 professionals coming from 10 countries. Every year the festival presents in preview nearly 300 animation films and multimedia works from about 50 European countries. In the program on the National Scene of the Phoenix theatre: projections, conferences, previews, tributes and teaching workshops. One of the main event of the festival is a set of student's contest and awards on animation, web sites, games... This year the ENJMIN (Graduate School of Games and Interactive Media,www.enjmin.fr) is in charge of the competition related to video games. The participation is open to students registered in university or college, including students registered for the year 2006-2007. Candidates have to supply two copies of a file (1) and a lay-out of the game (2). (1) : The file must contain : the attached application form, a description of the game and its originality, and the possibility of achievement if it is a project. (2) : With the games or the lay-out of the game, you have to join an installation guide, a user guide explaining technical constraints, setup conditions, a .avi format video as a record of one game's session, and a "walkthrough" (description of a course in the game that has to be achieved). The game must operate with PC Windows XP or a portable games console (Nintendo DS or PSP). In case it is a game for portable console, the totality of the operation device has to be suppplied and will be returned to candidate after the evaluation. The game will be appreciated according to the script intentions, the originality of concepts and universe, as well as the feasibility to carry it out. The comprehensive layout represents an illustration of these different aspects. Information : www.youngcreation.net/ For any question about the game contest contact Pr. Stephane Natkin stephane.natkin at cnam.fr -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From jklabbers at kmpc.nl Sun Oct 5 04:56:43 2008 From: jklabbers at kmpc.nl (J. Klabbers) Date: Sun, 5 Oct 2008 10:56:43 +0200 Subject: [game_edu] ISAGA2009 Call for Papers, etc. In-Reply-To: References: Message-ID: Dear colleagues, May I draw your attention ISAGAs 40th Annual, International conference? ISAGA 2009 will be held in Singapore - 29 June to 3 July 2009. This will be a special event, being both the 40th Anniversary and the 1st S.E.Asian ISAGA conference. The theme of the conference is "Learn to Game, Game to Learn". We learn about games and simulations; and then we learn from games and simulations. The conference theme embodies this double aspect. Between the learning and the game are people, methodology, and technology. The theme acknowledges the idea that players should first learn how to play and participate before being able to learn. It also acknowledges the idea that teachers, trainers and researchers should learn about games and simulations, and how to use them. They should also learn about the methodologies and technologies. Then they may help their participants to reach through the methodology and technology to the games and simulations that they organize. The theme is broad and encompasses all aspects of games, simulations, experiential learning exercises and related methods as used in learning, training, development, research and other areas. The 40th ISAGA conference will be an opportunity for people to take stock, reflect on (debrief) the last 40 years, and to survey the current state of simulation/gaming, and to reflect forward (brief) into the future. Tracks have 3 main focuses: technology, content and methodology, covering areas that include the followings but are not limited to: Interactive Digitial Media Mobile Gaming Simulators Virtual Communities Virtual Reality Education & Learning Engineering Healthcare Humanities Natural Resources Professional Training Social & Policy sciences You are cordially invited to submit proposals to the following type of sessions: Single Papers - Technical papers will be presented in single paper sessions, with papers of related issues (e.g., from the same track) scheduled in the same session as much as possible. A paper presentation will be typically scheduled for 20-30 minutes in a session. Interactive sessions - These are sessions in which a fair amount of time is spent interacting with participants. Sessions can take the form of a tutorial, a workshop, a demo, partcipation in a game, simulation or exercise. A session may consist of several contributions by several participants with a common theme. The proposer will be the session leader who invites the other contributors and organises the session. Each interactive session is scheduled in multiples of 1-hour time slot. Poster sessions - The aim of a poster session is to allow a less formal presentation to advertise and share an ongoing research with conference participants. Space in a room or in a common area at the conference venue will be allocated to allow a quick and efficient communication of presentation to the viewers, allowing viewers to discuss it one on one with the presenter. A limited number of posters will be accepted on a first-come-first-served basis. Laptop sessions - These are similar to poster sessions and subject to the same space constraint, except that the presentations will be done on the presenters' own equipment such as a laptop. Open space activities - The aim of such sessions is to allow extended people movement in games and simulations, through exhibits, game- stations, and product demonstrations or others. Proposals are to be submitted online at www.isaga2009.org. We look forward to hearing from you and meeting you at ISAGA2009. Prof. Dr. Jan H.G. Klabbers KMPC-NL -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Oct 5 16:59:38 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 05 Oct 2008 13:59:38 -0700 Subject: [game_edu] corrected version of game: 10th Edition of the E.magiciens Festival Message-ID: 10th Edition of the E.magiciens Festival Valenciennes, in the north of France, greets, for the 9th consecutive time, the European meetings of the young digital creation, which will be held from 25th to 28th November 2008. Organized by the Chamber of Commerce and Industry of the Valenciennes region, this event is the annual meeting of young creators, students and professionals of digital animation, cinema, sound and video game. On 5,000 visitors, we include 500 professionals coming from 10 countries. Every year the festival presents in preview nearly 300 animation films and multimedia works from about 50 European countries. In the program on the National Scene of the Phoenix theatre: projections, conferences, previews, tributes and teaching workshops. One of the main event of the festival is a set of student's contest and awards on animation, web sites, games... This year the ENJMIN (Graduate School of Games and Interactive Media,www.enjmin.fr) is in charge of the competition related to video games. The participation is open to students registered in university or college, including students registered for the year 2007-2008. The game will be appreciated according to the script intentions, the originality of concepts and universe, as well as the feasibility to carry it out. The comprehensive layout represents an illustration of these different aspects. Information : www.youngcreation.net/ For any question about the game contest contact Pr. Stephane Natkin stephane.natkin at cnam.fr -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Oct 5 17:08:17 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 05 Oct 2008 14:08:17 -0700 Subject: [game_edu] CFP ISAGA2009 Message-ID: From: "J. Klabbers" Date: Sun, 5 Oct 2008 10:52:42 +0200 Subject: ISAGA2009 Call for Papers, etc. Dear colleagues, May I draw your attention ISAGAs 40th Annual, International conference? ISAGA 2009 will be held in Singapore - 29 June to 3 July 2009.? This will be a special event, being both the 40th Anniversary and the 1st S.E.Asian ISAGA conference. The theme of the conference is "Learn to Game, Game to Learn".? We learn about games and simulations; and then we learn from games and simulations. The conference theme embodies this double aspect.? Between the learning and the game are people, methodology, and technology. The theme acknowledges the idea that players should first learn how to play and participate before being able to learn.? It also acknowledges the idea that teachers, trainers and researchers should learn about games and simulations, and how to use them. They should also learn about the methodologies and technologies.? Then they may help their participants to reach through the methodology and technology to the games and simulations that they organize. The theme is broad and encompasses all aspects of games, simulations, experiential learning exercises and related methods as used in learning, training, development, research and other areas. The 40th ISAGA conference will be an opportunity for people to take stock, reflect on (debrief) the last 40 years, and to survey the current state of simulation/gaming, and to reflect forward (brief) into the future. Tracks have 3 main focuses: technology, content and methodology, covering areas that include the followings but are not limited to: ?? Interactive Digitial Media ?? Mobile Gaming ?? Simulators ?? Virtual Communities ?? Virtual Reality ?? Education & Learning ?? Engineering ?? Healthcare ?? Humanities ?? Natural Resources ?? Professional Training ?? Social & Policy sciences You are cordially invited to submit proposals to the following type of sessions: Single Papers - Technical papers will be presented in single paper sessions, with papers of related issues (e.g., from the same track) scheduled in the same session as much as possible. A paper presentation will be typically scheduled for 20-30 minutes in a session. Interactive sessions - These are sessions in which a fair amount of time is spent interacting with participants. Sessions can take the form of a tutorial, a workshop, a demo, partcipation in a game, simulation or exercise. A session may consist of several contributions by several participants with a common theme. The proposer will be the session leader who invites the other contributors and organises the session. Each interactive session is scheduled in multiples of 1-hour time slots. Poster sessions - The aim of a poster session is to allow a less formal presentation to advertise and share an ongoing research with conference participants. Space in a room or in a common area at the conference venue will be allocated to allow a quick and efficient communication of presentation to the viewers, allowing viewers to discuss it one on one with the presenter. A limited number of posters will be accepted on a first-come-first-served basis. Laptop sessions - These are similar to poster sessions and subject to the same space constraint, except that the presentations will be done on the presenters' own equipment such as a laptop. Open space activities - The aim of such sessions is to allow extended people movement in games and simulations, through exhibits, game-stations, and product demonstrations or others. Proposals are to be submitted online at www.isaga2009.org . We look forward to hearing from you and meeting you at ISAGA2009. Prof. Dr. Jan H.G. Klabbers KMPC-NL -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sun Oct 5 20:25:29 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 05 Oct 2008 17:25:29 -0700 Subject: [game_edu] FW: Full-Time Tenure Track Faculty Position: Professor for Computer Game Development In-Reply-To: <175e01c926d6$23c946a0$2101a8c0@macbooktilmann> Message-ID: -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: "Prof. Tilmann Kohlhaase" Reply-To: "Prof. Tilmann Kohlhaase" Date: Sun, 5 Oct 2008 12:35:50 +0200 To: "Prof. Tilmann Kohlhaase" Subject: Full-Time Tenure Track Faculty Position: Professor for Computer Game Development Dear Sir/Madam, we have a teaching position available: full-time faculty position at the rank of a Professor in the area of Computer Game Development/Design. The focus is on teaching of Game-Design and ?Development in conceptional and practical work. Our programme ?Digital Media? is offered with an eligible pathway of ?Animation and Game? and taught completely in English The University of Applied Sciences Darmstadt is located in the middle of the Rhein-Main area around Frankfurt , which is one of the main centers of the German video game industry. Please pass or publish this message on to colleagues, alumni of your institution or to anyone you think might be interested. The job posting is also available for download/print: http://www.h-da.de/fileadmin/documents/Stellenausschreibungen/M/md-26-08-p.p df Thank you. Sehr geehrte Damen und Herren, in unseren Studienschwerpunkt ?Animation and Game? ist die neue Professur ?Computer Game Development? zu besetzen. Schwerpunkt der Stelle ist die Vermittlung von Computer Game-Design und -Entwicklung in Konzeption und Praxis. Wir legen dabei Wert auf eine fundierte Praxiserfahrung der Bewerber. Unterrichtssprache ist englisch. Bitte leiten Sie diese Ausschreibung an Kollegen oder Alumni ihrer Institution weiter. Die Stellenausschreibung kann auch heruntergeladen/gedruckt werden unter: http://www.h-da.de/fileadmin/documents/Stellenausschreibungen/M/md-26-08-p.p df Vielen Dank. Darmstadt University of Applied Science The faculty of Media at the Hochschule Darmstadt ? University of Applied Sciences offers the following tenure-track, full-time faculty position at the rank of a professor. The interdisciplinary study programs Digital Media (B.A.) and Media Direction (M.A.) are mutually operated by experts in Media Design, Media Informatics, Media Technology, Media Culture and Media Management. The programs educate media experts with the ability to fill mediation or management functions in interdisciplinary media teams as well as to define and occupy new concept, design and development tasks in a changing media industry. Professor Salary Group W2 (BBesG) Beginning March 1, 2009, in the following area: Computer Game Development Reference number: MD- 26/08 ?P The position will be responsible for lectures in the study programs: Digital Media (Bachelor of Arts), primarily in the study-field ?Game and Animation? Media Direction (Master of Arts) Requirements: We are looking for a personality with industry experience related to computer games for entertainment, with a strong background in the areas of conceptual and practical game design and production experience in at least one game. Applicants should have the ability to teach in multiple areas of game design, development and implementation. Beyond this you are open for innovative and experimental game play and interfaces. Pluses: Active interest in game research, serious games and media arts, as well as in the history of gaming, cultural and social aspects of digital entertainment, knowledge in the economic, legal and policy aspects of games. Interdisciplinary experiences in interactive media and/or animation. Knowledge of technical aspects of gaming and system development. Experiences in the field of mixed reality. Responsibilities: Teaching in basic and advanced courses in the field of computer gaming, such as: game theory, game design, visual design, game development, level design, prototyping. Advising and supervising student game projects and creative activities as well as graduate students on their projects and theses. Courses should be held in English. Contributionto the future development of the programs: ?Digital Media? and ?Media Direction? and cooperation in the faculty?s bodies are expected. Details regarding the requirements and responsibilities can be obtained from Prof. Tilmann Kohlhaase (email: tilmann.kohlhaase at h-da.de). Due to the women?s support plan at the Darmstadt University of Applied Science we invite qualified women for application specifically. Disabled applicants, offering the same qualifications as able-bodied applicants, will be given preference. Please send a letter stating your application motivation, qualifications, curriculum vitae, special achievements, teaching experience, list of publications or prices, documented creative work sampling, to the President ? Darmstadt University of Applied Science, Haardtring 100, D-64295 Darmstadt, Germany, quoting the reference number given above. All applications are to be received by October 31, 2008. Professur Computer Game Development im Studienschwerpunkt "Game and Animation" Bes. Gr. W 2, Kennziffer MD-26/08-P. Schwerpunkt der Stelle ist die Vermittlung von Computer Game-Design und -Entwicklung in Konzeption und Praxis. Wir legen dabei Wert auf eine fundierte Praxiserfahrung der Bewerber. Unterrichtssprache ist englisch. Bewerbungen richten Sie bitte bis zum 31.10.2008 mit den ?blichen Unterlagen ausschlie?lich per Post unter Angabe der Kennziffer an: Pr?sidentin der Hochschule Darmstadt, Haardtring 100, 64295 Darmstadt. Best regards Viele Gr??e Tilmann Kohlhaase Prof. Tilmann Kohlhaase .......... Animation and Game Production FB Media ....... B?ro: F17 / 110 h-da Hochschule Darmstadt ......... University for Applied Sciences..... Campus Dieburg ......................... Max-Planck-Str. 2 ....................... D-64807 Dieburg ......................... Germany .................................... Tel.: 06151 / 16 94 60 .................. tilmann.kohlhaase at h-da.de www.mas.h-da.de www.h-da.de ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 3904 bytes Desc: not available Url : From goldfile at gmail.com Tue Oct 7 02:04:46 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 06 Oct 2008 23:04:46 -0700 Subject: [game_edu] CFP: Interactive Storytelling'08 Message-ID: *** Early Registration Deadline: 15 October, 2008 *** -------------------------------------------------------- ???????????? ?? CALL FOR PARTICIPATION ????????? *** Interactive Storytelling'08 *** ???????? 1st Joint International Conference on ??????????? Interactive Digital Storytelling ???????? 26-29 November 2008, Erfurt, Germany ?? ? ???? http://www.ai.fh-erfurt.de/ICIDS08 -------------------------------------------------------- The first joint conference of the two previous European conference series: - TIDSE ("Technologies for Interactive Digital Storytelling") and - ICVS ("Virtual Storytelling -- Using Virtual Reality Technologies for Storytelling") -------------------------------------------------------- INVITED SPEAKERS: *Andrew Stern*: game designer, co-creator of "Fa?ade" and Grand Text Auto *Marie-Laure Ryan*: narratologist, author of "Narrative as Virtual Reality" and "Avatars of Story" RESEARCH PRESENTATIONS: Out of 76 submissions, 19 full papers were selected by an international programme committee, completed by short papers, posters and demonstrations. Proceedings are published by Springer Verlag. WORKSHOPS: *Pen-and-Paper Role-Playing* and *Impro Theatre*: Learning Interactive Storytelling principles from non-digital interactive storytelling forms *Authoring Tools*: Comparative insights into the state of the art in creation of Interactive Narratives. PANELS and DISCUSSIONS: *Industry panel*: Application of research results to marketable products *Authoring panel*: Authoring and Creation in Interactive Storytelling EXHIBITION: *Demonstrations*: Live impressions of research prototypes and applications -------------------------------------------------------- The conference will be held in Erfurt, Thuringia, in the centre of Germany, during the atmospheric time of its famous Christmas Market in the medieval city centre. Please have a look at our WEBSITE for updates of the programme and for travel information. http://www.ai.fh-erfurt.de/ICIDS08 Contact: Prof. Ulrike Spierling FH Erfurt, University of Applied Sciences Altonaer Str. 25 99085 Erfurt, Germany Email: contact at interactive-storytelling.com -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Oct 8 16:34:55 2008 From: goldfile at gmail.com (S.Gold) Date: Wed, 8 Oct 2008 13:34:55 -0700 Subject: [game_edu] inquiry from the press Message-ID: I got a phone call this afternoon and wanted to share the gist of it with you. I would also like to get your feedback (also let me know if you want me to share it with the press). Apparently some schools retain the ownership of all projects created by their students. This has made it difficult if not impossible for graduates to publish their games after leaving the schools. What do you think of these policies ... and is it something that the IGDA or we as a SIG should/would want to look into and perhaps influence? Thanks, Susan -- In a completely sane world, madness is the only freedom! - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From sjsivak at gmail.com Wed Oct 8 17:05:44 2008 From: sjsivak at gmail.com (Seth Sivak) Date: Wed, 8 Oct 2008 17:05:44 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: References: Message-ID: <73bf13440810081405y568c4d4akb41b608fc554e30@mail.gmail.com> Susan, At Carnegie Mellon University (I am a grad student at the Entertainment Technology Center) the students retain all of their IP. My project for the past two semesters has been a game (www.activeadventuregame.com) and we are currently seeking publishers with the good graces and help of all the faculty here. Thanks Seth On Wed, Oct 8, 2008 at 4:34 PM, S. Gold wrote: > I got a phone call this afternoon and wanted to share the gist of it with > you. I would also like to get your feedback (also let me know if you want me > to share it with the press). > > Apparently some schools retain the ownership of all projects created by > their students. This has made it difficult if not impossible for graduates > to publish their games after leaving the schools. What do you think of these > policies ... and is it something that the IGDA or we as a SIG should/would > want to look into and perhaps influence? > > Thanks, > Susan > > -- > In a completely sane world, madness is the only freedom! > - J. G. Ballard > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > From ypisan at it.uts.edu.au Wed Oct 8 17:35:49 2008 From: ypisan at it.uts.edu.au (Yusuf Pisan) Date: Thu, 9 Oct 2008 08:35:49 +1100 Subject: [game_edu] inquiry from the press In-Reply-To: References: Message-ID: <6dfad8320810081435x3dc18ee5re49c7a9cf3044d63@mail.gmail.com> Students, both undergraduate and graduate, retain all their IP for projects at UTS. This is an institution level decision as students' IP can be in wide variety of fields and changes to it should come from within the institution. Cheers, Yusuf -- A/Professor Yusuf Pisan Faculty of Information Technology University of Technology, Sydney http://staff.it.uts.edu.au/~ypisan/ http://www.google.com/reader/shared/11353157941770274723 On Thu, Oct 9, 2008 at 7:34 AM, S. Gold wrote: > I got a phone call this afternoon and wanted to share the gist of it with > you. I would also like to get your feedback (also let me know if you want me > to share it with the press). > > Apparently some schools retain the ownership of all projects created by > their students. This has made it difficult if not impossible for graduates > to publish their games after leaving the schools. What do you think of these > policies ... and is it something that the IGDA or we as a SIG should/would > want to look into and perhaps influence? > > Thanks, > Susan > > -- > In a completely sane world, madness is the only freedom! > - J. G. Ballard > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > From e.wyber at murdoch.edu.au Wed Oct 8 18:30:57 2008 From: e.wyber at murdoch.edu.au (Elias.) Date: Thu, 9 Oct 2008 11:30:57 +1300 Subject: [game_edu] inquiry from the press In-Reply-To: References: Message-ID: <8333D819-024D-44B5-8591-3DE5E86565B9@murdoch.edu.au> Hi Susan, Most schools I have dealt with seem to leave IP with the student, but I did come across a couple that take partial or complete ownership of all IP produced by students completing a course of study...at that point I said NO THANKS and did not discuss collaboration with them any further... I have no issue with a school taking a share of research/development I do with them (as staff or student) IF they also contribute to development and exploitation of the resulting IP (Stanford and MIT are usually cited as a prime example of this done well)...if it is just a means to hoover up IP, and there is no benefit to the student, then it seems egregious... As to what we as a SIG could do, I am not sure - name and shame seems like a start, but there is no forum for that...lobbying might help, but I know the worst school I talked to told me where to shove my opinion...needless to say, I am not their target demographic though (I was discussing a staff role, and was not happy with their model - they charge students AND sell the IP)... HTH Elias. On Oct 9, 2008, at 09:34, S.Gold wrote: > I got a phone call this afternoon and wanted to share the gist of it > with you. I would also like to get your feedback (also let me know > if you want me to share it with the press). > > Apparently some schools retain the ownership of all projects created > by their students. This has made it difficult if not impossible for > graduates to publish their games after leaving the schools. What do > you think of these policies ... and is it something that the IGDA or > we as a SIG should/would want to look into and perhaps influence? > > Thanks, > Susan From goldfile at gmail.com Wed Oct 8 19:07:08 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 08 Oct 2008 16:07:08 -0700 Subject: [game_edu] FW: Games Art Networking Event 2008 Message-ID: -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: Corrado Morgana Date: Wed, 8 Oct 2008 15:51:39 +0100 Subject: Games Art Networking Event 2008 Games Art Networking Event 2008 HTTP Gallery, Saturday 25th October, 12 - 6pm http://www.furtherfield.org/gamesart_networking.php Games Art does exactly what it says on the tin; art that uses, abuses and misuses the materials and language of games, whether real world, electronic or both. The Games Art networking event will bring together artists, gamers, hackers, theorists, curators, activists, thinkers and doers all of kind. People who work and play with games, videogames and playful practice. What Will Happen? The event will kicks off with presentations by Corrado Morgana, Tassos Stevens (Coney), Ruth Gibson and Bruno Martelli (igloo), Holly Gramazio and Daphne Dragona, followed by discussion. Refreshments follow, and we'll encourage you all to take part in an informal show and tell, so bring along some representation of your work, websites, objects, prototypes, whatever you have (within reason!) We will round off the event with an open mic session of quickfire presentations; present your own or other's work, offer services and skills to other projects or make a request for help with getting stuff done. Part of the London Games Fringe, a festival of alternative gaming events at the end of October 2008, organised by artists, academics, gamers, game developers, educators and creative professionals from a wide range of different media: www.londongamesfringe.com. Please RSVP Because of limited space we can only accommodate 40 visitors for this event. Please book your place- first come, first served. Projectors and wireless access to the Internet will be provided, please let us know if you have any other special requirements. To find out more and book your place please email Lauren at furtherfield.org. When and where? Saturday 25th October 2008, 12-6pm HTTP Gallery Unit A2 Arena Design Centre, 71 Ashfield Road, N4 1NY Tel +44 20 8802 2827 For maps and information about getting to HTTP http://www.http.uk.net/docs/gettingto.shtml More about the presentations Games Art Curating it and Making it Corrado Morgana, artist, electronic musician (retired) and researcher, will present his curatorial work with HTTP Gallery on the recent Zero Gamer and Game/Play exhibitions. He will also be presenting on his own practice which involves transgressive, emergent and glitch behaviour whilst utilizing game engine technologies. His recent work CarnageHug uses the Unreal Tournament 2004 engine to much gibbage and digital purposelessness. He will discuss how it came to be produced, it's implications as a piece of software art, the 'derivative work' and the value of faffing, fiddling, pootling and noodling. http://gamecritical.net Big Ball Bingo Tassos Stevens from Coney will present their new 'future sport', Big Ball Bingo, a big outdoor event with a futuristic feel, commissioned by Lift and the Shoreditch Festival for Shoreditch people to play on Olympic Handover Day. This game is made from three connected components, a big ball game, a bingo game, and a very big ball game, and was developed through engagement with local community groups who already played these kinds of games. In advance of the Ballpark, Coney operated a fictional agency, Shoreditch Futures, run by time travellers from the year 2068 who were seeking the seed event of a future catastrophe by gathering stories of Shoreditch past and present from local people. How and why and what then happened will be revealed... More about Big Ball Bingo http://tinyurl.com/4cs7rn SwanQuake:House Bruno Martelli and Ruth Gibson, London-based artists, working together as igloo will be presenting their site-responsive work SwanQuake:House which is currently exhibited at V22 basement. Through re-purposing media tools and combining them with re-modeled household objects, House simulates and reconfigures representations of an east-end underworld. The artists manipulate the space between the actual and the imaginary providing a counterpoint via the human form. Their practice is concerned with recreating environments and systems where coding joins hands with choreographies of the body. The exhibition is accompanied by a publication SwanQuake: the user manual. http://www.swanquake.com/usermanual/index.htm Pervasive Cheating Holly Gramazio will be talking about Pervasive Cheating. Games that run in the real world - whether you call them pervasive games, street games, urban games, or anything else - can come up against a few particularly awkward problems. Cars that can genuinely run people over, for one; unreliable weather, for another; and loopholes in the game world that it's really, really hard to close. Is there any way to stop people cheating at pervasive games? What counts as cheating - and do the cheating players agree? In a world filled with taxis, telephones, and GPS, is there any point in making rules about the technology that players are allowed to use, once they're out of your sight? How do players cheat, and how does it affect the experience of the game, both for them and for everyone else? http://severalbees.com/ Daphne Dragona is an independent new media arts curator and organiser, based in Athens with a special interest in the game arts field. She has been programme curator of Gaming Realities (Medi at terra, Athens, 2006), associate curator of Gameworld (Laboral, Gijon, 2007) and co-curator of Homo Ludens Ludens (Laboral, Gijon, 2008). She will be talking about how we define play today? What's the role of play in a world that is itself a gamespace? As the game industry becomes richer and richer and a game art scene is growing parallel to it, questions arise regarding play's real presence which seems to be under a process of continuous institutionalisation and commodification. Can we be critical about the projects, the exhibitions and the events we organise? Interview with Daphne Dragona about Homo Ludens Ludens http://tinyurl.com/44n89l --------------- Schedule 12- 12.30 - Meet-up Arrive, meet and chat over refreshments 12.30 - 2.30 - Presentations and discussion 2.30 - 4.30 - Break and Many to Many' Show and Tell - refreshments and informal 'many to many' show and tell. All guests are invited to share their work and ideas with each other using HTTP/Furtherfield resources: projectors, computers, walls, tables and outdoors spaces. 4.30 - 5.30 - Open mike session - Final 'one to many' presentations. Guests sign up for 5 minute spots to present their own or others' work or to offer or request collaboration. 5.30 - 6.00 - Round up sum up, final discussion, end, thank yous and good-byes, off to the pub!! Who are HTTP? HTTP is the Gallery arm of online media arts organisation Furtherfield.org. HTTP have been involved with curating Games Art practice for several years having presented lat years. 'Zero Gamer' as part of the London Games Festival Fringe and the previous years touring exhibition 'Game/Play' which explored playful interaction and goal-oriented gaming explored through media arts practice. The associated publication featured over 20 contributions from writers, journalists and critics and was reported upon worldwide in media arts journals. http://www.http.uk.net/ http://www.furtherfield.org/ http://www.game-play.org.uk/ http://www.http.uk.net/zerogamer/ -- Gamesnetwork, discussion list of Digital Games Research Association, www.digra.org Note: to unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to LISTSERV at UTA.FI from your subscribed email account. The list archive is available online at: https://listserv.uta.fi/archives/gamesnetwork.html ------ End of Forwarded Message From m.masek at ecu.edu.au Wed Oct 8 19:35:15 2008 From: m.masek at ecu.edu.au (Martin MASEK) Date: Thu, 9 Oct 2008 07:35:15 +0800 Subject: [game_edu] inquiry from the press References: Message-ID: It is a good thing to look into. Here in Australia, Universities generally have an IP policy where the work students produce for their courses belongs to the student - which is fair enough, since the students don't work for us, in fact they are paying us money. I usually invite my students to sign a loose agreement which lets me show their games for publicity purposes but letting them retain all rights. The issue can get complicated however - there can be ongoing projects that last several semester with different student teams, projects with significant input by the academics, and projects build on frameworks developed at the institute. Cheers, Martin. ___________________________________________ Dr Martin Masek Honours degree coordinator Games Programming major coordinator School of Computer and Information Science Edith Cowan University 2 Bradford Street, Mount Lawley, 6050 Tel: (61 8) 6304 6410 CRICOS Institution Provider Code 00279B IEEE Symposium on Computational Intelligence and Games 15th - 18th December 2008, Perth, Western Australia ________________________________ From: game_edu-bounces at igda.org on behalf of S.Gold Sent: Thu 10/9/2008 4:34 AM To: list Subject: [game_edu] inquiry from the press I got a phone call this afternoon and wanted to share the gist of it with you. I would also like to get your feedback (also let me know if you want me to share it with the press). Apparently some schools retain the ownership of all projects created by their students. This has made it difficult if not impossible for graduates to publish their games after leaving the schools. What do you think of these policies ... and is it something that the IGDA or we as a SIG should/would want to look into and perhaps influence? Thanks, Susan -- In a completely sane world, madness is the only freedom! - J. G. Ballard This e-mail is confidential. If you are not the intended recipient you must not disclose or use the information contained within. If you have received it in error please return it to the sender via reply e-mail and delete any record of it from your system. The information contained within is not the opinion of Edith Cowan University in general and the University accepts no liability for the accuracy of the information provided. CRICOS IPC 00279B From Mark_Onisk at elementk.com Wed Oct 8 22:02:22 2008 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Wed, 8 Oct 2008 22:02:22 -0400 Subject: [game_edu] AUTO: Mark Onisk is out of the office (returning 10/10/2008) Message-ID: I am out of the office until 10/10/2008. Please call my cell with any urgent matters. Note: This is an automated response to your message "[game_edu] inquiry from the press" sent on 10/8/2008 4:34:55 PM. This is the only notification you will receive while this person is away. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lmoreno at avhsd.org Thu Oct 9 11:41:22 2008 From: lmoreno at avhsd.org (Leo Moreno) Date: Thu, 09 Oct 2008 08:41:22 -0700 Subject: [game_edu] inquiry from the press In-Reply-To: References: Message-ID: <48EDC41B.9DDE.005C.0@avhsd.org> The only schools I know that allow the students to retain ownership are Carnegie Mellon University and Devry University Leonard A. Moreno - InfoTech Instructor FalconTech Pathway Regional Occupational Programs Palmdale High School (661) 273-3181 x.362 http://infotech.phsfalcons.org "No Child Left Unplugged" >>> S.Gold 10/8/2008 1:34 PM >>> I got a phone call this afternoon and wanted to share the gist of it with you. I would also like to get your feedback (also let me know if you want me to share it with the press). Apparently some schools retain the ownership of all projects created by their students. This has made it difficult if not impossible for graduates to publish their games after leaving the schools. What do you think of these policies ... and is it something that the IGDA or we as a SIG should/would want to look into and perhaps influence? Thanks, Susan -- In a completely sane world, madness is the only freedom! - J. G. Ballard From bbrathwaite2001 at yahoo.com Thu Oct 9 11:45:09 2008 From: bbrathwaite2001 at yahoo.com (Brenda Brathwaite) Date: Thu, 9 Oct 2008 08:45:09 -0700 (PDT) Subject: [game_edu] inquiry from the press Message-ID: <157562.37468.qm@web56002.mail.re3.yahoo.com> Our students at the Savannah College of Art and Design retain ownership of their creations. We can use them for promo purposes (i.e. pics in the catalog), of course, but the IP, the content, the code, the whatever is theirs. Brenda -------------- next part -------------- An HTML attachment was scrubbed... URL: From alex.ionescu at eprize.com Thu Oct 9 11:48:04 2008 From: alex.ionescu at eprize.com (Alex Ionescu) Date: Thu, 09 Oct 2008 11:48:04 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: <48EDC41B.9DDE.005C.0@avhsd.org> Message-ID: International Academy of Design & Technology also allows the students to retain ownership of their games' IP. It is up to them to secure releases or agreements from all contributors to group projects. Regards, Alex Ionescu Game Development Instructor IADT-Detroit On 10/9/08 11:41 AM, "Leo Moreno" wrote: > The only schools I know that allow the students to retain ownership are > Carnegie Mellon University and Devry University > > Leonard A. Moreno - InfoTech Instructor > FalconTech Pathway > Regional Occupational Programs > Palmdale High School > (661) 273-3181 x.362 > http://infotech.phsfalcons.org > "No Child Left Unplugged" > > >>>> S.Gold 10/8/2008 1:34 PM >>> > I got a phone call this afternoon and wanted to share the gist of it with > you. I would also like to get your feedback (also let me know if you want me > to share it with the press). > > Apparently some schools retain the ownership of all projects created by > their students. This has made it difficult if not impossible for graduates > to publish their games after leaving the schools. What do you think of these > policies ... and is it something that the IGDA or we as a SIG should/would > want to look into and perhaps influence? > > Thanks, > Susan From jmccampb at ringling.edu Thu Oct 9 11:54:04 2008 From: jmccampb at ringling.edu (Jim McCampbell) Date: Thu, 09 Oct 2008 11:54:04 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: <157562.37468.qm@web56002.mail.re3.yahoo.com> References: <157562.37468.qm@web56002.mail.re3.yahoo.com> Message-ID: <48EE291C.4090909@ringling.edu> An HTML attachment was scrubbed... URL: From monjio25 at gmail.com Thu Oct 9 11:54:18 2008 From: monjio25 at gmail.com (Monjoni Osso) Date: Thu, 9 Oct 2008 10:54:18 -0500 Subject: [game_edu] inquiry from the press In-Reply-To: References: <48EDC41B.9DDE.005C.0@avhsd.org> Message-ID: Ohio University retains ownership of student projects, but the university will publish student projects and provide hosting for them (eg www.chromaticagame.com). For projects done on the students' own time, rather than as part of a class, I do not believe that OU retains ownership. On Thu, Oct 9, 2008 at 10:48 AM, Alex Ionescu wrote: > International Academy of Design & Technology also allows the students to > retain ownership of their games' IP. It is up to them to secure releases or > agreements from all contributors to group projects. > > Regards, > Alex Ionescu > Game Development Instructor > IADT-Detroit > > > On 10/9/08 11:41 AM, "Leo Moreno" wrote: > > > The only schools I know that allow the students to retain ownership are > > Carnegie Mellon University and Devry University > > > > Leonard A. Moreno - InfoTech Instructor > > FalconTech Pathway > > Regional Occupational Programs > > Palmdale High School > > (661) 273-3181 x.362 > > http://infotech.phsfalcons.org > > "No Child Left Unplugged" > > > > > >>>> S.Gold 10/8/2008 1:34 PM >>> > > I got a phone call this afternoon and wanted to share the gist of it with > > you. I would also like to get your feedback (also let me know if you want > me > > to share it with the press). > > > > Apparently some schools retain the ownership of all projects created by > > their students. This has made it difficult if not impossible for > graduates > > to publish their games after leaving the schools. What do you think of > these > > policies ... and is it something that the IGDA or we as a SIG > should/would > > want to look into and perhaps influence? > > > > Thanks, > > Susan > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -------------- next part -------------- An HTML attachment was scrubbed... URL: From mark at baldwinconsulting.org Thu Oct 9 11:56:38 2008 From: mark at baldwinconsulting.org (Mark Baldwin) Date: Thu, 9 Oct 2008 09:56:38 -0600 Subject: [game_edu] inquiry from the press In-Reply-To: <48EDC41B.9DDE.005C.0@avhsd.org> References: <48EDC41B.9DDE.005C.0@avhsd.org> Message-ID: <026301c92a27$9dfdd900$d9f98b00$@org> I'm curious. What is the legal basis a school can claim IP ownership? Do the students sign a contract (which begs the question of consideration) or are there specific laws out there that cover this situation? Mark ****************************************** ?Mark Lewis Baldwin ?Associate Professor Game Design and Development ?University of Advancing Technology ?303-526-9169 ?mbaldwin at uat.edu ?http://baldwinconsulting.org ?mar80401 (YIM, AIM, Skype) ****************************************** From ai864 at yahoo.com Thu Oct 9 12:00:34 2008 From: ai864 at yahoo.com (Ian Schreiber) Date: Thu, 9 Oct 2008 09:00:34 -0700 (PDT) Subject: [game_edu] inquiry from the press In-Reply-To: Message-ID: <198029.40562.qm@web39701.mail.mud.yahoo.com> Wow, I'm having flashbacks to the time when someone asked what the "best" schools were, and everyone chimed in with "well, the one I'm at is one of the best". Ugh. ? I don't think the best way to go here is to name names or place blame. As the education SIG, isn't it our role to promote game education, not to quash it? We can endlessly debate amongst ourselves what the "best" way to run a school is, but at least let's not point fingers at one another in front of the press if we can help it. ? Best I can see is that we can raise this as an issue for prospective students, show them why IP ownership may matter to them, and encourage them to ask questions (about official college policies on this and other things) before they commit to any school. But I still see it as the student's ultimate choice, not ours. ? (For what it's worth, I see the practice of the school retaining ownership of student projects as short-sighted at best, and I'm certainly not intending to defend any schools or their policies. I just want what's in our collective best interests.) ? - Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From danwortman at aii.edu Thu Oct 9 12:02:16 2008 From: danwortman at aii.edu (Wortman, Dana) Date: Thu, 9 Oct 2008 12:02:16 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: <48EDC41B.9DDE.005C.0@avhsd.org> References: <48EDC41B.9DDE.005C.0@avhsd.org> Message-ID: <94D9D58C8F74694FBAF4046FC7E48BD003389A73@CSCEX03.edmc.adm> The Art Institutes (and greater collection of EDMC schools) allow students to retain the IP (by default it is completely theirs). If we want the exhibition rites, we have to have the students complete a release form that allows us to show the work for marketing purposes. This form accommodates both group and individual projects both in and out of the classroom. We do not sell student work. I'm not certain of the faculty rules in the Ai system - but we're not a research institution, so most of our faculty don't run into these kinds of issues. Faculty exhibition and private creative works are not shared with the school in any way (IP wise). The University of Maryland system also allows students to retain IP, but faculty have to share IP with the school if the work (1) is related to employment/specialty or (2) used any school facilities in the development. The University of Virginia also allows student to retain IP. I don't know of the faculty rules at UVA, but know that books that are published are shared with the school and some other research-related IP is shared. Seems like there are a lot more schools that allow student to retain IP than the other way around... Thanks, Dana Wortman Department Chair, GAD, WDIM, VGP danwortman at aii.edu, 703-247-2695 Walk-in Hours: Mon - Thurs 1:00-2:00pm ** or by appointment, room 816 (820 suite) Students - Include your student email and student number on all correspondence. -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Leo Moreno Sent: Thursday, October 09, 2008 11:41 AM To: list Subject: Re: [game_edu] inquiry from the press The only schools I know that allow the students to retain ownership are Carnegie Mellon University and Devry University Leonard A. Moreno - InfoTech Instructor FalconTech Pathway Regional Occupational Programs Palmdale High School (661) 273-3181 x.362 http://infotech.phsfalcons.org "No Child Left Unplugged" >>> S.Gold 10/8/2008 1:34 PM >>> I got a phone call this afternoon and wanted to share the gist of it with you. I would also like to get your feedback (also let me know if you want me to share it with the press). Apparently some schools retain the ownership of all projects created by their students. This has made it difficult if not impossible for graduates to publish their games after leaving the schools. What do you think of these policies ... and is it something that the IGDA or we as a SIG should/would want to look into and perhaps influence? Thanks, Susan -- In a completely sane world, madness is the only freedom! - J. G. Ballard _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu =================================================================================== CONFIDENTIALITY NOTICE: This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to which they are addressed. If you are not the intended recipient, you may not review, copy or distribute this message. If you have received this email in error, please notify the sender immediately and delete the original message. Neither the sender nor the company for which he or she works accepts any liability for any damage caused by any virus transmitted by this email. =================================================================================== From jmccampb at ringling.edu Thu Oct 9 12:09:53 2008 From: jmccampb at ringling.edu (Jim McCampbell) Date: Thu, 09 Oct 2008 12:09:53 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: <198029.40562.qm@web39701.mail.mud.yahoo.com> References: <198029.40562.qm@web39701.mail.mud.yahoo.com> Message-ID: <48EE2CD1.6010502@ringling.edu> An HTML attachment was scrubbed... URL: From lmoreno at avhsd.org Thu Oct 9 12:16:55 2008 From: lmoreno at avhsd.org (Leo Moreno) Date: Thu, 09 Oct 2008 09:16:55 -0700 Subject: [game_edu] inquiry from the press In-Reply-To: References: Message-ID: <48EDCC96.9DDE.005C.0@avhsd.org> Maybe we can provide example legal forms for students to protect themselves before they begin work. If not a database of their rights and how the industry retain ownership. Leonard A. Moreno - InfoTech Instructor FalconTech Pathway Regional Occupational Programs Palmdale High School (661) 273-3181 x.362 http://infotech.phsfalcons.org "No Child Left Unplugged" >>> S.Gold 10/8/2008 1:34 PM >>> I got a phone call this afternoon and wanted to share the gist of it with you. I would also like to get your feedback (also let me know if you want me to share it with the press). Apparently some schools retain the ownership of all projects created by their students. This has made it difficult if not impossible for graduates to publish their games after leaving the schools. What do you think of these policies ... and is it something that the IGDA or we as a SIG should/would want to look into and perhaps influence? Thanks, Susan -- In a completely sane world, madness is the only freedom! - J. G. Ballard From Mike.Reddy at newport.ac.uk Thu Oct 9 12:21:09 2008 From: Mike.Reddy at newport.ac.uk (Mike Reddy) Date: Thu, 9 Oct 2008 17:21:09 +0100 Subject: [game_edu] inquiry from the press References: Message-ID: Very briefly: Both my current and previous employer had a default Uni owns IP situation. This was intended to protect the student's creations by providing a legal entity to pursue abuse. Both have a built in policy for IP to be returned to the student by filling in a simple form, once work was marked. The caveat being that if there was commercial possibility for the work, that an arbitration process was defined for shared profit, should the university seek to commercialise the students' work; in the very few cases where this was done, the uni took all the risks and the students were very happy with the financial situation that resulted. Clearly, this applied more to engineering and scientific work than game production. The decision was the academic's to make and 99.99999999999999999999999% of the time, even if the student work was potentially profitable, rights were just returned with no questions asked. That's what I do. The policy was justified as a protective measure, as a default, but mostly to protect against the possibility that the uni and staff had "value added" the assessment, provided necessary input, skills and resources, etc, where there could be a valid claim of co-creation. My suspicion would be that uni's would be unlikely to see the merit in pursuing the commercialisation of a game. -- Dr. Mike Reddy, Future Technology, Games Development and A.I., Department of Computing, Newport Business School, University of Wales, Newport, Allt-yr-yn Campus, PO Box 180 Newport South Wales NP20 5XR Technoleg y Dyfodol, Datblygu Gemau a D.A., Yr Adran Gyfrifiadureg, Ysgol Fusnes Casnewydd, Prifysgol Cymru, Casnewydd, Campws Allt-yr-ynn, Blwch Post 180, Casnewydd, De Cymru NP20 5XR Tel/Ff?n: +44 (0)1633 432452 Fax/Ffacs: +44 (0)1633 432307 Mobile/Symudol: +44 (0)7971 170 199 Email/Ebost: mike.reddy @ newport.ac.uk (remove spaces/dil?wch y bylchau) From danwortman at aii.edu Thu Oct 9 12:32:09 2008 From: danwortman at aii.edu (Wortman, Dana) Date: Thu, 9 Oct 2008 12:32:09 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: <026301c92a27$9dfdd900$d9f98b00$@org> References: <48EDC41B.9DDE.005C.0@avhsd.org> <026301c92a27$9dfdd900$d9f98b00$@org> Message-ID: <94D9D58C8F74694FBAF4046FC7E48BD003389AF3@CSCEX03.edmc.adm> >From what I understand, much of the debate/legalities regarding IP is centered around "Who paid for the equipment and skill development?". In a classroom environment, while the students are paying tuition, if the school's resources were used "substantially" in the creation of the product, then the school has the right to claim some ownership of that product (if not all). As for developing skills - I don't think you can avoid the fact that students acquire their skills directly from the school, therefore, without the school's intervention, the IP might never have been created. For Faculty, most Universities retain some partial or full rights to the product when the product was developed using University resources. There is also usually some clause about publishing or producing IP that is directly related to your job responsibilities - this is also usually shared IP, even if developed solely on the Professor's home machine and during his/her free time. This can also be the case with publishing books and collecting royalties - I've known of several schools that collected some of the royalties when a professor published a book. I think in the case of schools, usually somewhere buried in the handbook is the IP policy. Students usually sign a contract before starting at any school that says something like "I will obey all the policies in the student handbook" just like faculty sign the same type of thing. Historically, that has been enough to cover schools in many of these situations. However, I agree that students should research the school they will be attending if this is a significant concern for them. These IP policies are governed by some of the same regulations that govern companies. If you were to develop (and perhaps patent) a new device while working at a company, you and the company usually share the IP. If you leave the company, they will either get all the rights or they will share the rights with you - depending on the contract you signed when you joined the company. However, from the legal side, I do not believe that there are any government regulation requiring the company to give/keep/share IP - each company can decide how much they want to retain. I know that I've personally worked for all three types of companies - the ones who made me sign my life away, the ones who shared everything, and the ones who kept nothing. In my experience, it had more to do with what type of IP I would likely generate for the company. Patents were usually kept by the company, but I got some type of share in it (but usually no money), books were usually mine but a percentage of the royalties usually went to the University, papers were mine but could be advertised by the school, grants were of course kept by the University, and software developed was shared. In one or two cases, if I could prove that I didn't use anything from my job in development of the IP, then I could keep it all myself. I imagine this would prove to be very difficult in many situations since proving that your job teaching Game Development did not help you prepare to develop a game. Thanks, Dana Wortman Department Chair, GAD, WDIM, VGP danwortman at aii.edu, 703-247-2695 Walk-in Hours: Mon - Thurs 1:00-2:00pm ** or by appointment, room 816 (820 suite) Students - Include your student email and student number on all correspondence. -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Mark Baldwin Sent: Thursday, October 09, 2008 11:57 AM To: 'IGDA Game Education Listserv' Subject: Re: [game_edu] inquiry from the press I'm curious. What is the legal basis a school can claim IP ownership? Do the students sign a contract (which begs the question of consideration) or are there specific laws out there that cover this situation? Mark ****************************************** ?Mark Lewis Baldwin ?Associate Professor Game Design and Development ?University of Advancing Technology ?303-526-9169 ?mbaldwin at uat.edu ?http://baldwinconsulting.org ?mar80401 (YIM, AIM, Skype) ****************************************** _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu =================================================================================== CONFIDENTIALITY NOTICE: This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to which they are addressed. If you are not the intended recipient, you may not review, copy or distribute this message. If you have received this email in error, please notify the sender immediately and delete the original message. Neither the sender nor the company for which he or she works accepts any liability for any damage caused by any virus transmitted by this email. =================================================================================== From joel at lowpolycount.com Thu Oct 9 13:40:26 2008 From: joel at lowpolycount.com (Joel Gonzales) Date: Thu, 9 Oct 2008 10:40:26 -0700 (PDT) Subject: [game_edu] student IP rights (was inquiry from the press) In-Reply-To: References: Message-ID: <1b4e28e64d2f9ff78afdaca56ddf2ff7.squirrel@webmail.lowpolycount.com> The event that showed how important IP ownership is for students was the Slamdance competition last year. A game made by Digipen students was withdrawn from the competition in protest over another entry's disqualification. It was reentered against the students' wishes because Digipen owned the IP. http://www.watercoolergames.org/archives/000728.shtml For public universities, it's a murky question about who should own IP because part of tuition is paid for by tax money. In private universities, I don't feel there is a good reason for students not to own their IP. It's great to hear about the many universities that do allow students to own their IP. I think it'd be great for the SIG/IGDA to look into this, but I'm not sure what can be influenced. (Yes, you can use my comments for the press) -- Joel Gonzales Department of Rock > I got a phone call this afternoon and wanted to share the gist of it with > you. I would also like to get your feedback (also let me know if you want > me > to share it with the press). > > Apparently some schools retain the ownership of all projects created by > their students. This has made it difficult if not impossible for graduates > to publish their games after leaving the schools. What do you think of > these > policies ... and is it something that the IGDA or we as a SIG should/would > want to look into and perhaps influence? > > Thanks, > Susan From uevans at email.unc.edu Thu Oct 9 14:00:23 2008 From: uevans at email.unc.edu (Elizabeth A. Evans) Date: Thu, 9 Oct 2008 14:00:23 -0400 (EDT) Subject: [game_edu] student IP rights (was inquiry from the press) In-Reply-To: <1b4e28e64d2f9ff78afdaca56ddf2ff7.squirrel@webmail.lowpolycount.com> References: <1b4e28e64d2f9ff78afdaca56ddf2ff7.squirrel@webmail.lowpolycount.com> Message-ID: Re: Ownership of IP by students... the University of North Carolina at Chapel Hill covers student ownership in their copyright policy that is available via the Web: http://www.unc.edu/campus/policies/copyright.html Look for the section titled "Student Works." Here's that section excerpted, but keep in mind that this lives in the larger policy: D. Student Works. (1) Definition. Student Works are papers, computer programs, theses, dissertations, artistic and musical works, and other creative works made by University students. (2) Ownership and Use. (a) Students shall own copyright in Student Works except in the following cases: (i) Copyright to Traditional Works authored by faculty with assistance from a student shall be owned by faculty or the University. (ii) The University shall own a Student Work that is a Sponsored or Externally Contracted Work where this Policy so requires, and ownership and use of such works shall be as specified in section V.A.(4) above. (iii) Student Works created in the course of the student's employment by the University shall be considered Works Made for Hire, and ownership and use of such works shall be as specified in Section V.B above. (b) Student Works that constitute notes of classroom and laboratory lectures and exercises shall not be used for commercial purposes by the student generating such notes. -- Libby =================== Elizabeth A. Evans Information Technology Services University of North Carolina at Chapel Hill Home Page: http://www.unc.edu/~uevans/homepage.html UNC-CH Home Page: http://www.unc.edu http://LearnIT.unc.edu/Games4Learning Interested in the use of games in the curriculum at UNC-Chapel Hill? Subscribe to the Games4Learning list: http://mail.unc.edu/lists/read/subscribe?name=games4learning Facebook and LinkedIn Profiles: Elizabeth Evans From ai864 at yahoo.com Thu Oct 9 14:02:27 2008 From: ai864 at yahoo.com (Ian Schreiber) Date: Thu, 9 Oct 2008 11:02:27 -0700 (PDT) Subject: [game_edu] Student IP Ownership (Fwd) Message-ID: <990026.56912.qm@web39706.mail.mud.yahoo.com> I thought the question of legality of IP ownership was interesting, so I submitted it to Jim Charne, writer of the monthly "Famous Last Words" legal column for the IGDA. ? Below is his response. --- On Thu, 10/9/08, Jim Charne wrote: From: Jim Charne Subject: your FLW question -- To: ai864 at yahoo.com Date: Thursday, October 9, 2008, 1:48 PM Great question, Ian -- I will work on it and it will appear in the column shortly. Bottom line is that under federal law, copyright vests in the creator of a work.? It can only be transferred by a written instrument (unless someone is an employee -- I have not heard anyone argue that a student is an employee of his or her college). Unless there is something in the documents signed by the student (or his or her parents if a minor), so long as the work is the individual work of the student, it is hard for me to see how the school can claim ownership of the IP. Jim -------------- next part -------------- An HTML attachment was scrubbed... URL: From erin.n.hoffman at gmail.com Thu Oct 9 14:07:29 2008 From: erin.n.hoffman at gmail.com (Erin Hoffman) Date: Thu, 9 Oct 2008 11:07:29 -0700 Subject: [game_edu] inquiry from the press In-Reply-To: <73bf13440810081405y568c4d4akb41b608fc554e30@mail.gmail.com> References: <73bf13440810081405y568c4d4akb41b608fc554e30@mail.gmail.com> Message-ID: Hi all... I've been trying to research further details on this without any luck, and need to get to other things, so I thought I'd just send this out to the list... Further regarding Carnegie Mellon specifically, my understanding is that they ran head-first into this problem with a student-created invention that CMU then tried to assert rights to. The student sued the university, which resulted in them altering their policy to give rights to the students, which, at the time, was unusual, and I think is still the exception for many universities. Does anyone else have specific information on this case? I'm surprised not to be able to find anything through google... This is definitely an issue that I think the IGDA should weigh in on and something that students should be aware of and concerned about. Like development studios that try to assert rights to all ideas generated during a person's employment, it isn't something that is guaranteed to be enforced even if it's present, but it is a risk and a policy that many universities seem to have by default. --Erin On Wed, Oct 8, 2008 at 2:05 PM, Seth Sivak wrote: > Susan, > > At Carnegie Mellon University (I am a grad student at the > Entertainment Technology Center) the students retain all of their IP. > My project for the past two semesters has been a game > (www.activeadventuregame.com) and we are currently seeking publishers > with the good graces and help of all the faculty here. > > Thanks > Seth > > On Wed, Oct 8, 2008 at 4:34 PM, S. Gold wrote: > > I got a phone call this afternoon and wanted to share the gist of it with > > you. I would also like to get your feedback (also let me know if you want > me > > to share it with the press). > > > > Apparently some schools retain the ownership of all projects created by > > their students. This has made it difficult if not impossible for > graduates > > to publish their games after leaving the schools. What do you think of > these > > policies ... and is it something that the IGDA or we as a SIG > should/would > > want to look into and perhaps influence? > > > > Thanks, > > Susan > > > > -- > > In a completely sane world, madness is the only freedom! > > - J. G. Ballard > > > > _______________________________________________ > > game_edu mailing list > > game_edu at igda.org > > http://seven.pairlist.net/mailman/listinfo/game_edu > > > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -------------- next part -------------- An HTML attachment was scrubbed... URL: From telmah at mit.edu Thu Oct 9 17:29:52 2008 From: telmah at mit.edu (Clara Fernandez) Date: Thu, 9 Oct 2008 17:29:52 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: <8333D819-024D-44B5-8591-3DE5E86565B9@murdoch.edu.au> References: <8333D819-024D-44B5-8591-3DE5E86565B9@murdoch.edu.au> Message-ID: <28dc8aaa0810091429r6e37fde4y1c4cde86ecf1069e@mail.gmail.com> The policy at MIT is that the student retains the IP, unless it's work done as an MIT employee, or as part of a contract or grant, or using substantial use of MIT facilities http://web.mit.edu/tlo/www/community/ownership.htmlThis is an IP policy that was designed mostly for work done in engineering. In our lab, we're constantly challenging the established procedures for IP with browser games, for instance, because they work differently from engineering projects. I believe that what is key with IP rights is not so much who owns the IP, but the possibility of licensing and managing the IP. If a student owns the IP of her/his game, but does not know what that entails in the case of developing a commercial product, it's not really helping students getting their games to the market. So having a supportive technology licensing office that helps students understand IP and negotiate licensing is as important, if not more, than student-owned IP. The other thing that is relevant here is to teach students that IP goes both ways--they also have to be aware of the licensing terms of the software and code they use, and respect the IP of others. For example, there are many engines that have a student license that change their terms when they're used for releasing a commercial product. Students tend to download code and use it in their games, without caring about the terms of service; when it comes to making a commercial product based on student work, it's good to have kept track of all the third-party code that you used, because you may not be able to use it unless you pay for it. And if it's GPL, well, you have to release it for free as GPL. I pester my students so they keep track of all the code snippets, libraries, fonts, and whatever materials they haven't made themselves in their games. I know they hate it, but it's good practice for work outside of the academic environment. Clara 2008/10/8 Elias. > Hi Susan, > > Most schools I have dealt with seem to leave IP with the student, but I did > come across a couple that take partial or complete ownership of all IP > produced by students completing a course of study...at that point I said NO > THANKS and did not discuss collaboration with them any further... > > I have no issue with a school taking a share of research/development I do > with them (as staff or student) IF they also contribute to development and > exploitation of the resulting IP (Stanford and MIT are usually cited as a > prime example of this done well)...if it is just a means to hoover up IP, > and there is no benefit to the student, then it seems egregious... > > As to what we as a SIG could do, I am not sure - name and shame seems like > a start, but there is no forum for that...lobbying might help, but I know > the worst school I talked to told me where to shove my opinion...needless to > say, I am not their target demographic though (I was discussing a staff > role, and was not happy with their model - they charge students AND sell the > IP)... > > HTH > > Elias. > > > > On Oct 9, 2008, at 09:34, S.Gold wrote: > > I got a phone call this afternoon and wanted to share the gist of it with >> you. I would also like to get your feedback (also let me know if you want me >> to share it with the press). >> >> Apparently some schools retain the ownership of all projects created by >> their students. This has made it difficult if not impossible for graduates >> to publish their games after leaving the schools. What do you think of these >> policies ... and is it something that the IGDA or we as a SIG should/would >> want to look into and perhaps influence? >> >> Thanks, >> Susan >> > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -- Clara Fern?ndez-Vara Research Associate Singapore-MIT GAMBIT Game Lab 77 Massachusetts Ave Bldng NE25 Room 379 Cambridge, MA 02139 Office: (+01) 617-324-9115 Mobile: (+01) 404-323-1047 http://gambit.mit.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From lewpuls at gmail.com Fri Oct 10 09:55:22 2008 From: lewpuls at gmail.com (Lewis Pulsipher) Date: Fri, 10 Oct 2008 09:55:22 -0400 Subject: [game_edu] Student IP Message-ID: <790382db0810100655x58401ea3l2a93fadab1eb3440@mail.gmail.com> While I advise any prospective student to avoid any school that asserts ownership of the student's IP, which students immediately have by law for any work they create, there is a reason for a school to be cautious. Publishers routinely require creators, who pitch a game to the publisher, to sign an agreement protecting the publisher if the publisher should later publish a game that might be construed as similar in any way. This protects the publisher from frivolous lawsuits by game creators who don't understand that game ideas cannot be protected by copyright in any case. ( http://www.copyright.gov/fls/fl108.html) While a school doesn't publish games, there might be occasions when a student or former student would sue a school for use of his or her game for other purposes. So the school would be wise to require students to sign a document equivalent in some ways to the document creators must sign before submitting a game/game concept to a publisher. Lewis Pulsipher, Ph.D. Simulation and Game Development Fayetteville Technical Community College -------------- next part -------------- An HTML attachment was scrubbed... URL: From ai864 at yahoo.com Fri Oct 10 17:09:51 2008 From: ai864 at yahoo.com (Ian Schreiber) Date: Fri, 10 Oct 2008 14:09:51 -0700 (PDT) Subject: [game_edu] Student IP In-Reply-To: <790382db0810100655x58401ea3l2a93fadab1eb3440@mail.gmail.com> Message-ID: <888286.2751.qm@web39706.mail.mud.yahoo.com> I could see that, although "sign this statement that you won't sue us if we happen to independently develop and publish something along similar lines to your idea" is a far cry from "sign that statement that gives us full and complete IP rights to your idea and all of the code, art, music, etc. that you have created for it"... --- On Fri, 10/10/08, Lewis Pulsipher wrote: From: Lewis Pulsipher Subject: [game_edu] Student IP To: game_edu at igda.org Date: Friday, October 10, 2008, 9:55 AM While I advise any prospective student to avoid any school that asserts ownership of the student's IP, which students immediately have by law for any work they create, there is a reason for a school to be cautious.? Publishers routinely require creators, who pitch a game to the publisher, to sign an agreement protecting the publisher if the publisher should later publish a game that might be construed as similar in any way.? This protects the publisher from frivolous lawsuits by game creators who don't understand that game ideas cannot be protected by copyright in any case.?? (http://www.copyright.gov/fls/fl108.html) ? While a school doesn't publish games, there might be occasions when a student or former student would sue a school for use of his or her game for other purposes.? So the school would be wise to require students to sign a document equivalent in some ways to the document creators must sign before submitting a game/game concept to a publisher.? Lewis Pulsipher, Ph.D. Simulation and Game Development Fayetteville Technical Community College _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From phillies at WPI.EDU Fri Oct 10 21:02:23 2008 From: phillies at WPI.EDU (George D. Phillies) Date: Fri, 10 Oct 2008 21:02:23 -0400 (EDT) Subject: [game_edu] inquiry from the press In-Reply-To: <94D9D58C8F74694FBAF4046FC7E48BD003389AF3@CSCEX03.edmc.adm> References: <48EDC41B.9DDE.005C.0@avhsd.org> <026301c92a27$9dfdd900$d9f98b00$@org> <94D9D58C8F74694FBAF4046FC7E48BD003389AF3@CSCEX03.edmc.adm> Message-ID: > I'm curious. What is the legal basis a school can claim IP ownership? Do > the students sign a contract (which begs the question of consideration) or > are there specific laws out there that cover this situation? > > Mark There is iirc at least one Supreme Court decision. My university (WPI) years ago created a detailed intellectual property set of rules covering everything we could think of, including as I remember copyright, personal likeness rights, other rights (e.g., film, lunch box), mask rights, and dealing with faculty on grants, faculty not on grants, faculty on issues not related to their department, students outside of and in classes doing classes, etc. I do not have a URL for it; it is pre reliable-web-site display. George Phillies From goldfile at gmail.com Mon Oct 13 00:47:46 2008 From: goldfile at gmail.com (S.Gold) Date: Sun, 12 Oct 2008 21:47:46 -0700 Subject: [game_edu] IEEE Transactions on Computational Intelligence and AI in Games Message-ID: Call for Papers IEEE Transactions on Computational Intelligence and AI in Games Since the dawn of computing, games have posed fascinating challenges for AI and machine learning research. In recent years there has been increasing interest in this field, both in traditional games such as Go, and also in video games, where more convincing AI is a priority for next generation games. As the physics models in games become ever more realistic, they also offer a convenient testing ground for many types of robotics research. This increased interest is reflected by the new conferences in the area (e.g. IEEE CIG, and AIIDE), together with workshops, special sessions and tutorials at major neural network and machine learning conferences (e.g. NIPS, ICML, WCCI, PPSN). There is now an important new journal to provide a focus for archival quality research in the area: IEEE Transactions on Computational Intelligence and AI in Games http://ieee-cis.org/pubs/tciaig/ The journal is now open for submissions, with the first issue due to be published in March 2009. Scope The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES (T-CIAIG), published four times a year, publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to video games, mathematical games, human-computer interactions in games, and games involving physical objects. Emphasis will also be placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It will also include using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI will be considered. Given the importance and vibrancy of the field, the support of eight IEEE societies, and a strong research base, IEEE T-CIAIG is expected to rapidly become the leading journal in the field, with a correspondingly high impact factor. Simon M. Lucas Editor-in-Chief IEEE T-CIAIG -- In a completely sane world, madness is the only freedom! - J. G. Ballard From darius.kazemi at gmail.com Mon Oct 13 13:14:43 2008 From: darius.kazemi at gmail.com (Darius Kazemi) Date: Mon, 13 Oct 2008 13:14:43 -0400 Subject: [game_edu] inquiry from the press In-Reply-To: References: <48EDC41B.9DDE.005C.0@avhsd.org> <026301c92a27$9dfdd900$d9f98b00$@org> <94D9D58C8F74694FBAF4046FC7E48BD003389AF3@CSCEX03.edmc.adm> Message-ID: <7f9d076a0810131014l2e43df67nb87210c8302c4a2b@mail.gmail.com> On Fri, Oct 10, 2008 at 9:02 PM, George D. Phillies wrote: > > > There is iirc at least one Supreme Court decision. My university (WPI) > years ago created a detailed intellectual property set of rules covering > everything we could think of [...] > I do not have a URL for it; it is pre reliable-web-site display. > This is the WPI IP policy: http://www.wpi.edu/Pubs/Policies/Judicial/sect14.html -Darius -------------- next part -------------- An HTML attachment was scrubbed... URL: From r.christie at qut.edu.au Mon Oct 13 23:55:03 2008 From: r.christie at qut.edu.au (Ruth Christie) Date: Tue, 14 Oct 2008 13:55:03 +1000 Subject: [game_edu] Australasian Conference on Interactive Entertainment - IE2008 Message-ID: <5B3F7E43E7B32640B3C251C4008C3ED96C04900496@QUTEXMBX03.qut.edu.au> Australasian Conference on INTERACTIVE ENTERTAINMENT: 3rd - 4th December, 2008 - Brisbane, Australia Registration Open for IE2008 Early bird cutoff is 10th November, 2008 LOCATION: The primary component of the conference will be located at the Gardens Point campus of QUT. This campus is nestled between Queensland Parliament House, the City Botanical Gardens and the Brisbane River with easy access to a variety of accommodation. It is also just a short walk to South Bank and the Central Business District where each have a wide range of restaurants and shopping facilities. Exhibitions and the Great Debate will be held at the Creative Industries Precinct at Kelvin Grove campus of QUT. "The Creative Industries Precinct is Australia's first site dedicated to creative experimentation and commercial development in the creative industries. It provides a unique opportunity for designers, artists, researchers, educators and entrepreneurs to easily connect and collaborate with others to create new work, develop new ideas and grow the creative industries sector in Queensland." PROGRAM INCLUDES: Invited Speakers (both local and international): John Passfield (Pandemic Studios), Ken Forbus (Northwestern University, US), Caryl Shaw (Spore) Papers: See list of papers under http://ieconference.org/ie2008/program/ Panels Sessions: with representatives from the arts and the technologies Debates: where industry meets academia Exhibition: Working title - An interactive entertainment research product / outcomes space - come and play with works in progress ASSOCIATED ACTIVITIES OF INTEREST: Premier of Queensland's National New Media Art Award: "This exhibition features the work of leading new media artists invited to participate in the inaugural Premier of Queensland's National Art Award in New Media." http://www.qag.qld.gov.au/exhibitions/coming_soon/premier_of_queenslands_national_new_media_art_award Game On: "Game On tracks the development of video games from the first computer game to arcade-era hits and the very latest from today's billion-dollar industry. With more than 100 playable games, as well as rarely seen consoles, controllers and collectables, this is a showcase of games history like no other." http://www.ourbrisbane.com/whats-on/events/1405930.game-on -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Tue Oct 14 14:07:47 2008 From: goldfile at gmail.com (S. Gold) Date: Tue, 14 Oct 2008 11:07:47 -0700 Subject: [game_edu] IEEE Transactions on Computational Intelligence and AI in Games Message-ID: Call for Papers IEEE Transactions on Computational Intelligence and AI in Games Since the dawn of computing, games have posed fascinating challenges for AI and machine learning research. In recent years there has been increasing interest in this field, both in traditional games such as Go, and also in video games, where more convincing AI is a priority for next generation games. As the physics models in games become ever more realistic, they also offer a convenient testing ground for many types of robotics research. This increased interest is reflected by the new conferences in the area (e.g. IEEE CIG, and AIIDE), together with workshops, special sessions and tutorials at major neural network and machine learning conferences (e.g. NIPS, ICML, WCCI, PPSN). There is now an important new journal to provide a focus for archival quality research in the area: IEEE Transactions on Computational Intelligence and AI in Games http://ieee-cis.org/pubs/tciaig/ The journal is now open for submissions, with the first issue due to be published in March 2009. Scope The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES (T-CIAIG), published four times a year, publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to video games, mathematical games, human-computer interactions in games, and games involving physical objects. Emphasis will also be placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It will also include using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI will be considered. Given the importance and vibrancy of the field, the support of eight IEEE societies, and a strong research base, IEEE T-CIAIG is expected to rapidly become the leading journal in the field, with a correspondingly high impact factor. Simon M. Lucas Editor-in-Chief IEEE T-CIAIG -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Oct 16 19:28:15 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 16 Oct 2008 16:28:15 -0700 Subject: [game_edu] Three SIG Updates - a short newsletter Message-ID: I. Where is Susan? II. Global Game Jam III. GDC 2009 I. Where is Susan? I guess the first SIG update is that I have moved ? I am currently in Vancouver, BC Canada as a faculty member and International Development Manager at the Master's of Digital Media Program (MDM) at the Great Northern Way Campus (GNWC). It is a very exciting Master's program that I am excited to talk about and very happy to be welcomed into their program. GNWC is a collaboration of four major universities in Vancouver ? Simon Fraser, University of British Columbia, Emily Carr and BCIT. I will be traveling a lot for the job, one of my many responsibilities is to recruit grad students for our program. It is also my hope to be able to share with everyone I meet traveling the great things we are accomplishing in the SIG towards Game Education. I will be starting a faculty affiliate program at MDM that I will invite everyone to apply to participate once I get it up and running. My November travel will be taking me to the Bay Area, Philadelphia and Montreal. This upcoming year I will primarily be traveling to China, Latin/South America, Scandinavian countries and the the USA. If you are from these areas and would like me to speak or visit you at your school, please touch base with me off-list ? my school contact info: susan_gold at gnwc.ca. II. Global Game Jam The second SIG update is the incredible effort and hard work being put forward in the Global Game Jam. We have some really devoted and extremely hard working people putting this project together. A new website will be online hopefully by November for sign-up to the Global Game Jam. We are looking for some more volunteers to help with things like sponsorship, PR and communication. Please let us know if you have some free time to devote to our first GLOBAL event. Here is what I think is the final list for cities doing Game Jams (and note an * means there are more than 1 location) 1. Atlanta * - SCAD / SPSU 2. Austin ? Austin CC 3. Baltimore - UMBC 4. Boston * - NU/MIT 5. Cape Town ? U Cape Town 6. Caracas ? pending location 7. Charlotte - UNCC 8. Chicago - DePaul 9. Copenhagen - ITU 10. Dallas - Guildhall 11. Derby ? Uni Derby 12. Hamar, Norway ? Hedmark CC 13. Hanover, NH ? Dartmouth 14. LA - USC 15. Lima - DAS 16. London ? GameLab London 17. Madrid - Complutense University of Madrid 18. Montreal - Champlain 19. The Netherlands - Utrecht 20. NYC * - Columbia Teacher's College / NYU 21. Orlando - FullSail 22. Paris - Enjimen 23. Perth ? pending location 24. Pittsburgh - ETC 25. Portsmouth, UK ? Uni Portsmouth ? closed location 26. Rio de Janerio - Federal Fluminense University 27. Santa Cruz - UCSC 28. Sao Carlos - University of Sao Paulo 29. Savannah - SCAD 30. Sault Ste Marie - Alogoma 31. Sydney - UNSW 32. Tel Aviv ? Open School 33. Toronto * - McMaster 34. Rochester - RIT 35. Vancouver - MDM I have a few more days to accept host cities, but I really think this is a great list. I am trying to find a second site for Los Angeles, so if anyone in that area can host, please contact me. Another area very under represented is San Francisco ? the closest location is in Santa Cruz. If you can host a jam in the Bay Area, please ping me as soon as possible. Sadly, I worked very hard to try and get Asian schools to participate, at this time none of the schools have stepped forward, I will work on it for future years. Also, just because you are not hosting does not mean that you and your students can not travel to a location and participate there. This Jam experience is about working outside of your comfort zone, being thrown into a mix of unknowns and having fun creating something new. III. GDC We have put together a great two day set of sessions for GDC. This will be posted on the GDC website next week. Jose Zagal has put out a CFP for our poster session, please email me if you need to get another copy. I am taking this opportunity to give you the inside look at what we have planned for GDC: Essential Tools for Game Education Success At the 2009 Summit game educators will discover experimental and inventive educational approaches that they can bring back to the classroom. This is a rare professional development opportunity for novice or experienced game educators alike. In this 2-day / 2-track workshop we will be exploring areas of innovative design and programming. There will be game blasts, post-mortems, interactive hands-on workshop sessions, great keynote speakers, a poster session and a networking lunch with industry. Special invited keynotes will be given by Jane McGonigal and Jesse Schell. The overall goal is for participants of this workshop to be able to integrate knowledge gained into new classroom activities, resources, discussions and curricula. Monday Workshop 1a Non-Digital Design Brenda Brathwaite, Ian Schreiber, Charles Shami No code? No problem! Professional award-winning game designers and academics Ian Schreiber and Brenda Brathwaite along with game arts prof Charles Shami lead participants in this hands-on workshop designed to teach methods for teaching game design without the need for computers or programming. Using all non-digital methods, participants will experience a variety of different design challenges that can be applied in a range of curriculum from community college to the graduate level. Participants will leave with 20 unique exercises designed to teach game design. Workshop 1b Rapid Prototyping with Blender Jeremy Gibson In educational, 3D game prototyping, the most important factors are cost, ease of use, and speed. Amazingly, all of these come together in GameBlender. As an extension to the impressive, open source Blender 3D graphics application, GameBlender adds logic to Blender's beauty, transforming scenes into interactive experiences. In this hands-on tutorial, you will install Blender on your own machine (only an 8MB download http://www.blender.org/) and work with us to learn the basics of this amazingly powerful prototyping tool. Through the course of the workshop, we'll look at GameBlender's graphical "logic-bricks" programming capabilities, its built-in physics simulation, its easy user-interface integration, and finally its easy extensibility through Python scripting. By the end of the workshop, you'll not only have a working prototype in your hands, you'll also understand how you made it. Please download the software on your laptop prior to this session. Working Lunch Poster Session Jose Zagal Topics of interest include: Game program design and development; Game design and development in traditional classes; Interdisciplinary collaboration in game programs (both for students and for faculty); Support for Games Education Programs. Additionally, we welcome posters detailing research results relevant to the themes of the summit as well as posters highlighting or showcasing student experiences in games education programs. Student experiences can be showcased in the context of their capstone or class projects. Global Game Jam Project Blasts Susan Gold, Anders H?jsted, Gorm Lai, Zach Lehman, Ian Schreiber, Miguel Sicart What happens when you take a mix of people with varying degrees of expertise (game industry professionals, students and hobbyist) remove all the marketability, production and publishing constraints, leaving only the game design constraints and group these individuals together for 48 hours to make games? Now what will happen when we replicate this event simultaneously around the globe with groups of different cultures and game play styles and ideas? What kinds of games will we see? Does such an organized event create innovation or chaos? Come join us to find out. This presentation will share the insights and experiences with project blasts of the most interesting games that are produced in the first Global Game Jam event which was held simultaneously around the globe (January 30-February 1, 2009). The takeaway for this presentation is two fold: it allows attendees to explore new ways of identifying what turns a good idea into a good game by looking at a wide range of brainstorming and rapid prototyping done as well as share observations on the various international approaches to problem solving and new insights into team interactions. Keynote Jane McGongial Tuesday Workshop 2a Putting the pieces together: The MDA Framework Robin Hunicke, Malcolm Ryan Despite the flurry of recent titles, game design literature remains a bag of scraps, containing a lot of valuable wisdom but struggling to find a coherent thread to hold it all together. The MDA (Mechanics-Dynamics-Aesthetics) framework [1] is a loom with which we can begin to weave the pieces together. It poses three fundamental questions: 1) What kinds of fun (aesthetics) does the game produce? 2) What patterns of play (dynamics) create the fun experience? 3) What are the rules (mechanics) that generate these patterns? In this tutorial we will show how these questions can guide analysis and criticism of games, and also structure our design process for the creation of new games. [1] http://www.cs.northwestern.edu/~hunicke/MDA.pdf Workshop 2b Mini Games in C++ Joe Linhoff This programming workshop focuses on the creation of mini-games using C++ and OpenGL. A mini-game is a game that can be created by an individual, in a week or less, in a single file, with simple graphics/content, a simple core mechanic, and one game level. During the workshop, a few fully functioning mini-games will be presented along with all of the related teaching material needed to integrate the mini-game into a programming or game development class. Classic games tend to work well as mini-games. The games presented in the workshop include mini-games based on Pong, Asteroids, and Missile Command. These mini-games can be used to target and teach many programming and game development concepts. We will use all freely downloadable tools, including Microsoft's Visual Studio C++ 2008 Express Edition. Materials from the workshop include all the files needed to build and run the games, a list of the learning objectives for each mini-game, and PowerPoint slides for the class. The mini-game based on Pong requires a little knowledge of C++ and could be integrated into a first year CS course. The other mini-games build on programming skills. Please come to the session with Visual Studio on your laptop. Lunch Industry Lunch Oren Ross The Industry Lunch will feature Industry Professionals discussing what they require, expect, and hope for from recent graduates of game education programs. They will discuss required knowledge-base, portfolio development, internships, and job expectations. This will be a chance for the educators to question the professionals about helping the students gain job placements, and also work as a great networking session. After a brief introduction from all the industry professionals, the educators will get lunch, and then join the professionals at different tables to discuss pertinent ideas and methods for continuing to develop relationships within the industry. After lunch, each table will be given the chance to discuss the major points they took away, followed by a quick recap by the Industry Professionals to answer any outstanding questions. Student Independent Game Festival (IGF) Post-Mortem Magy Seif El-Nasr IGF student competitions are always full of exciting and inspiring new game ideas. This session will outline short postmortems where students, finalists of the IGF competition, share their ideas, process of development, and their learning process. The takeaways of this presentation are many, besides sharing insights of the process and resources cultivating such creativity, the presentation also allows instructors to see what other students were able to accomplish in different game programs and institutions around the world. We hope that such ideas and insights will inspire other students and faculty when stories of them are shared among all others around the world. Discussions of what students did and how they were able to accomplish it will also result in takeaways that may inspire instructors to enhance their own programs in their respective schools. Keynote Jesse Schell Susan IGDA Education SIG Chairperson -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From r.christie at qut.edu.au Mon Oct 13 23:51:47 2008 From: r.christie at qut.edu.au (Ruth Christie) Date: Tue, 14 Oct 2008 13:51:47 +1000 Subject: [game_edu] Australasian Conference on Interactive Entertainment - IE2008 Message-ID: <5B3F7E43E7B32640B3C251C4008C3ED96C0490048F@QUTEXMBX03.qut.edu.au> [cid:image001.jpg at 01C92E03.CBF57310] Registration Open for IE2008 Early bird cutoff is 10th November, 2008 LOCATION: The primary component of the conference will be located at the Gardens Point campus of QUT. This campus is nestled between Queensland Parliament House, the City Botanical Gardens and the Brisbane River with easy access to a variety of accommodation. It is also just a short walk to South Bank and the Central Business District where each have a wide range of restaurants and shopping facilities. Exhibitions and the Great Debate will be held at the Creative Industries Precinct at Kelvin Grove campus of QUT. "The Creative Industries Precinct is Australia's first site dedicated to creative experimentation and commercial development in the creative industries. It provides a unique opportunity for designers, artists, researchers, educators and entrepreneurs to easily connect and collaborate with others to create new work, develop new ideas and grow the creative industries sector in Queensland." PROGRAM INCLUDES: Invited Speakers (both local and international): John Passfield (Pandemic Studios), Ken Forbus (Northwestern University, US), Caryl Shaw (Spore) Papers: See list of papers under http://ieconference.org/ie2008/program/ Panels Sessions: with representatives from the arts and the technologies Debates: where industry meets academia Exhibition: Working title - An interactive entertainment research product / outcomes space - come and play with works in progress ASSOCIATED ACTIVITIES OF INTEREST: Premier of Queensland's National New Media Art Award: "This exhibition features the work of leading new media artists invited to participate in the inaugural Premier of Queensland's National Art Award in New Media." http://www.qag.qld.gov.au/exhibitions/coming_soon/premier_of_queenslands_national_new_media_art_award Game On: "Game On tracks the development of video games from the first computer game to arcade-era hits and the very latest from today's billion-dollar industry. With more than 100 playable games, as well as rarely seen consoles, controllers and collectables, this is a showcase of games history like no other." http://www.ourbrisbane.com/whats-on/events/1405930.game-on -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 27582 bytes Desc: image001.jpg Url : From goldfile at gmail.com Tue Oct 21 02:43:26 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 20 Oct 2008 23:43:26 -0700 Subject: [game_edu] ==== ACE 2008 ==== Message-ID: ==== ACE 2008 ==== Conference on Advances in Computer Entertainment Technology http://www.ace-conf.org/ace2008/ December 3rd - 5th, 2008 in Yokohama, Japan Entertainment is one of the important magical ingredients in the 21st Century society. ACE 2008 is an annual international conference devoted to computer entertainment to provide a premium forum for researchers, developers, practitioners, artists and designers to present and discuss new problems, solutions, content design and technologies in entertainment areas. The conference is sponsored by ACM Chapter (Singapore) in cooperation with VRSJ SIG-A+E and IPSJ SIG-EC. Early registration deadline is October 31 24:00 (JST) . Register now at http://www.ace-conf.org/ace2008/registration.html -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From m.bernal at roehampton.ac.uk Fri Oct 24 15:15:07 2008 From: m.bernal at roehampton.ac.uk (m.bernal at roehampton.ac.uk) Date: Fri, 24 Oct 2008 20:15:07 +0100 Subject: [game_edu] Localisation Message-ID: Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. From ai864 at yahoo.com Fri Oct 24 21:13:33 2008 From: ai864 at yahoo.com (Ian Schreiber) Date: Fri, 24 Oct 2008 18:13:33 -0700 (PDT) Subject: [game_edu] Localisation In-Reply-To: Message-ID: <641159.8827.qm@web39703.mail.mud.yahoo.com> I actually do mention this in my classes (in the same category as saving/loading functionality and audio pipeline) as things that tend to get forgotten or neglected early on and end up being a serious pain to shoehorn in at the end if the team hasn't been on top of them for the entire time. My students go off to the industry fully aware that these are issues that their first project is likely to get burned on :) ? In practical use for student projects, all three of these are difficult to fit in the schedule at all, simply because they are a bit of work and take time and focus away from the essential core gameplay. For student projects, just getting a single working game in their native language is challenge enough, and having multiple languages, the ability to save the game and having interactive audio are things that just aren't in the cards most of the time. ? In a curriculum where students have the time to work on multiple projects and multiple teams (which is rare -- in many cases, students get maybe one or two shots at this), I could see the case for devoting one project slot to a "maintenance" class. The idea would be to take a working project from a previous project that a totally different group worked on, learn the code, refactor it, and add this kind of functionality. The benefit to students would be exposure to real-world tasks, as well as experience working with someone else's code (which it's extremely likely that they'll be doing in their first job). ? - Ian --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk wrote: From: m.bernal at roehampton.ac.uk Subject: [game_edu] Localisation To: game_edu at igda.org Date: Friday, October 24, 2008, 3:15 PM Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From tomdowd at ameritech.net Sat Oct 25 11:42:43 2008 From: tomdowd at ameritech.net (Tom Dowd) Date: Sat, 25 Oct 2008 10:42:43 -0500 Subject: [game_edu] Localisation In-Reply-To: <641159.8827.qm@web39703.mail.mud.yahoo.com> References: <641159.8827.qm@web39703.mail.mud.yahoo.com> Message-ID: <00ab01c936b8$52c87100$f8595300$@net> I completely agree with Ian?s perspective on this. We cover it as an aspect of our fundamental game development course, primarily as an information point, and then it comes up again a time or two again in other classes. I know that the current Little Big Planet incident was discussed in multiple classes, not only from the perspective of technology, but of music licensing, content vetting, and cultural considerations. The requirement to localize the current senior capstone project into Spanish was part of their project spec this year, but we have four concentrations of students working on the project ? design, programming, art/animation, and sound ? so I think it is more feasible for them, as per Ian?s comments. That said, and don?t tell them this, but given that they are already having to deal with a somewhat overscheduled project I expect it to be dropped as a feature at the last minute or maybe not. A couple of them are already working on a string management tool for the designers to ease the pipeline. So, we shall see Tom Dowd Columbia College Chicago From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Ian Schreiber Sent: Friday, October 24, 2008 8:14 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Localisation I actually do mention this in my classes (in the same category as saving/loading functionality and audio pipeline) as things that tend to get forgotten or neglected early on and end up being a serious pain to shoehorn in at the end if the team hasn't been on top of them for the entire time. My students go off to the industry fully aware that these are issues that their first project is likely to get burned on :) In practical use for student projects, all three of these are difficult to fit in the schedule at all, simply because they are a bit of work and take time and focus away from the essential core gameplay. For student projects, just getting a single working game in their native language is challenge enough, and having multiple languages, the ability to save the game and having interactive audio are things that just aren't in the cards most of the time. In a curriculum where students have the time to work on multiple projects and multiple teams (which is rare -- in many cases, students get maybe one or two shots at this), I could see the case for devoting one project slot to a "maintenance" class. The idea would be to take a working project from a previous project that a totally different group worked on, learn the code, refactor it, and add this kind of functionality. The benefit to students would be exposure to real-world tasks, as well as experience working with someone else's code (which it's extremely likely that they'll be doing in their first job). - Ian --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk wrote: From: m.bernal at roehampton.ac.uk Subject: [game_edu] Localisation To: game_edu at igda.org Date: Friday, October 24, 2008, 3:15 PM Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From Mark_Onisk at elementk.com Sat Oct 25 16:01:20 2008 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Sat, 25 Oct 2008 16:01:20 -0400 Subject: [game_edu] AUTO: Mark Onisk is out of the office (returning 10/27/2008) Message-ID: I am out of the office until 10/27/2008. Please call my cell with any urgent matters. Note: This is an automated response to your message "!Re: [game_edu] Localisation" sent on 10/25/2008 11:42:43 AM. This is the only notification you will receive while this person is away. -------------- next part -------------- An HTML attachment was scrubbed... URL: From kharmeyer at ubalt.edu Sat Oct 25 21:38:51 2008 From: kharmeyer at ubalt.edu (Kathleen Harmeyer) Date: Sat, 25 Oct 2008 21:38:51 -0400 Subject: [game_edu] Localisation References: <641159.8827.qm@web39703.mail.mud.yahoo.com> <00ab01c936b8$52c87100$f8595300$@net> Message-ID: <18ED3220C4923F458B59D80C72614A4C01A9F71B@UBEXCHANGE1.cis.ubalt.edu> I suspect we have the most fortunate way to work Localization into a project. Anibal Menezes' students at The Image Campus in Buenos Aires and we at University of Baltimore are developing jointly a 3D XBox game using XNA Game Studio. In this project we have split art, audio, and programming tasks to develop the game during the various semesters at the two institutions throughout 2008. We will have Level 1 completed of Ancient Axes December 21 and will do the remaining levels in the spring 2009. Anibal's students are handling the Spanish text and voices, our folks are doing the English. They have learned how to develop and link in XML files to swap, based on the optional selection of language. It has been an exciting and sometimes difficult co-ordination task, but we are working successfully as a team from both institutions. And this has forced us into studying Localization. A lucky happenstance for all of our students. Kathleen Harmeyer, D.C.D. Director, Simulation & Digital Entertainment Program School of Information Arts & Technologies, Yale Gordon College of Liberal Arts, University of Baltimore AC113, 1420 N. Charles Street, Baltimore, MD 21201 Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu Website: http://iat.ubalt.edu/harmeyer ________________________________ From: game_edu-bounces at igda.org on behalf of Tom Dowd Sent: Sat 10/25/2008 11:42 AM To: 'IGDA Game Education Listserv' Subject: Re: [game_edu] Localisation I completely agree with Ian's perspective on this. We cover it as an aspect of our fundamental game development course, primarily as an information point, and then it comes up again a time or two again in other classes. I know that the current Little Big Planet incident was discussed in multiple classes, not only from the perspective of technology, but of music licensing, content vetting, and cultural considerations. The requirement to localize the current senior capstone project into Spanish was part of their project spec this year, but we have four concentrations of students working on the project - design, programming, art/animation, and sound - so I think it is more feasible for them, as per Ian's comments. That said, and don't tell them this, but given that they are already having to deal with a somewhat overscheduled project I expect it to be dropped as a feature at the last minute... or maybe not. A couple of them are already working on a string management tool for the designers to ease the pipeline. So, we shall see... Tom Dowd Columbia College Chicago From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Ian Schreiber Sent: Friday, October 24, 2008 8:14 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Localisation I actually do mention this in my classes (in the same category as saving/loading functionality and audio pipeline) as things that tend to get forgotten or neglected early on and end up being a serious pain to shoehorn in at the end if the team hasn't been on top of them for the entire time. My students go off to the industry fully aware that these are issues that their first project is likely to get burned on :) In practical use for student projects, all three of these are difficult to fit in the schedule at all, simply because they are a bit of work and take time and focus away from the essential core gameplay. For student projects, just getting a single working game in their native language is challenge enough, and having multiple languages, the ability to save the game and having interactive audio are things that just aren't in the cards most of the time. In a curriculum where students have the time to work on multiple projects and multiple teams (which is rare -- in many cases, students get maybe one or two shots at this), I could see the case for devoting one project slot to a "maintenance" class. The idea would be to take a working project from a previous project that a totally different group worked on, learn the code, refactor it, and add this kind of functionality. The benefit to students would be exposure to real-world tasks, as well as experience working with someone else's code (which it's extremely likely that they'll be doing in their first job). - Ian --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk wrote: From: m.bernal at roehampton.ac.uk Subject: [game_edu] Localisation To: game_edu at igda.org Date: Friday, October 24, 2008, 3:15 PM Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 11356 bytes Desc: not available Url : From ssimmons at cct.lsu.edu Sun Oct 26 06:34:27 2008 From: ssimmons at cct.lsu.edu (Stacey Simmons) Date: Sun, 26 Oct 2008 05:34:27 -0500 Subject: [game_edu] Localisation In-Reply-To: <18ED3220C4923F458B59D80C72614A4C01A9F71B@UBEXCHANGE1.cis.ubalt.edu> References: <641159.8827.qm@web39703.mail.mud.yahoo.com> <00ab01c936b8$52c87100$f8595300$@net> <18ED3220C4923F458B59D80C72614A4C01A9F71B@UBEXCHANGE1.cis.ubalt.edu> Message-ID: <8062F87D-8F65-4170-BECD-F7FAAE7A2DC2@cct.lsu.edu> Hi Kathleen, I am very interested to learn more about this shared experience! We teach a joint game course between LSU and UI-C. Can we chat off list? Stacey On Oct 25, 2008, at 8:38 PM, Kathleen Harmeyer wrote: > I suspect we have the most fortunate way to work Localization into a > project. Anibal Menezes' students at The Image Campus in Buenos > Aires and we at University of Baltimore are developing jointly a 3D > XBox game using XNA Game Studio. In this project we have split art, > audio, and programming tasks to develop the game during the various > semesters at the two institutions throughout 2008. We will have > Level 1 completed of Ancient Axes December 21 and will do the > remaining levels in the spring 2009. > > Anibal's students are handling the Spanish text and voices, our > folks are doing the English. They have learned how to develop and > link in XML files to swap, based on the optional selection of > language. > > It has been an exciting and sometimes difficult co-ordination task, > but we are working successfully as a team from both institutions. > And this has forced us into studying Localization. A lucky > happenstance for all of our students. > > Kathleen Harmeyer, D.C.D. > Director, Simulation & Digital Entertainment Program > School of Information Arts & Technologies, > Yale Gordon College of Liberal Arts, University of Baltimore > AC113, 1420 N. Charles Street, Baltimore, MD 21201 > Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu > > Website: http://iat.ubalt.edu/harmeyer > > > ________________________________ > > From: game_edu-bounces at igda.org on behalf of Tom Dowd > Sent: Sat 10/25/2008 11:42 AM > To: 'IGDA Game Education Listserv' > Subject: Re: [game_edu] Localisation > > > > I completely agree with Ian's perspective on this. We cover it as an > aspect of our fundamental game development course, primarily as an > information point, and then it comes up again a time or two again in > other classes. I know that the current Little Big Planet incident > was discussed in multiple classes, not only from the perspective of > technology, but of music licensing, content vetting, and cultural > considerations. The requirement to localize the current senior > capstone project into Spanish was part of their project spec this > year, but we have four concentrations of students working on the > project - design, programming, art/animation, and sound - so I think > it is more feasible for them, as per Ian's comments. > > > > That said, and don't tell them this, but given that they are already > having to deal with a somewhat overscheduled project I expect it to > be dropped as a feature at the last minute... or maybe not. A couple > of them are already working on a string management tool for the > designers to ease the pipeline. So, we shall see... > > > > Tom Dowd > > Columbia College Chicago > > > > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] > On Behalf Of Ian Schreiber > Sent: Friday, October 24, 2008 8:14 PM > To: IGDA Game Education Listserv > Subject: Re: [game_edu] Localisation > > > > I actually do mention this in my classes (in the same category as > saving/loading functionality and audio pipeline) as things that tend > to get forgotten or neglected early on and end up being a serious > pain to shoehorn in at the end if the team hasn't been on top of > them for the entire time. My students go off to the industry fully > aware that these are issues that their first project is likely to > get burned on :) > > > > In practical use for student projects, all three of these are > difficult to fit in the schedule at all, simply because they are a > bit of work and take time and focus away from the essential core > gameplay. For student projects, just getting a single working game > in their native language is challenge enough, and having multiple > languages, the ability to save the game and having interactive audio > are things that just aren't in the cards most of the time. > > > > In a curriculum where students have the time to work on multiple > projects and multiple teams (which is rare -- in many cases, > students get maybe one or two shots at this), I could see the case > for devoting one project slot to a "maintenance" class. The idea > would be to take a working project from a previous project that a > totally different group worked on, learn the code, refactor it, and > add this kind of functionality. The benefit to students would be > exposure to real-world tasks, as well as experience working with > someone else's code (which it's extremely likely that they'll be > doing in their first job). > > > > - Ian > > --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk > wrote: > > From: m.bernal at roehampton.ac.uk > Subject: [game_edu] Localisation > To: game_edu at igda.org > Date: Friday, October 24, 2008, 3:15 PM > > Hello everybody, > > I am glad to see that there is an important group here trying to > improve > standards in education by suggesting curriculums, modules, topics > and the > branching and pacing of the content delivered. > > I would like to participate with modules/sessions on game > internationalisation > and localisation. I believe this part of the globalised game > industry is often > neglected in development and production, creating more problems > than it should. > Just recently the issue with SCE "Little Big Planet". > A bit of planning and team awareness in time would eradicate such > issues and > smooth out localisation, as well as save time and money in testing, > etc. > > What do you guys think? > > > Miguel ?. Bernal-Merino > Lecturer in Media Translation > Roehampton University London > Roehampton Lane, Putney > SW15 5SZ > LONDON > Tel: (00 44) (0) 208 392 3799 > > Consider the environment. Please don't print this e-mail unless you > really > need to. > > This email and any attachments are confidential and intended solely > for the > addressee and may also be privileged or exempt from disclosure > under applicable > law. If you are not the addressee, or have received this e-mail in > error, please > notify the sender immediately, delete it from your system and do > not copy, > disclose or otherwise act upon any part of this email or its > attachments. > > Internet communications are not guaranteed to be secure or virus- > free. > Roehampton University does not accept responsibility for any loss > arising from > unauthorised access to, or interference with, any Internet > communications by any > third party, or from the transmission of any viruses. > > Any opinion or other information in this e-mail or its attachments > that does > not relate to the business of Roehampton University is personal to > the sender > and is not given or endorsed by Roehampton University. > > Roehampton University is a company limited by guarantee > incorporated in England > under number 5161359. Registered Office: Grove House, Roehampton > Lane, London > SW15 5PJ. An exempt charity. > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu From m.bernal at roehampton.ac.uk Sun Oct 26 06:38:14 2008 From: m.bernal at roehampton.ac.uk (m.bernal at roehampton.ac.uk) Date: Sun, 26 Oct 2008 10:38:14 +0000 Subject: [game_edu] Localisation In-Reply-To: <641159.8827.qm@web39703.mail.mud.yahoo.com> References: , <641159.8827.qm@web39703.mail.mud.yahoo.com> Message-ID: I agree with you, there's rarely enough time to cover everything, and that the main thing is that the game actually works. It's great that you guys do manage to talk about it even if it is briefly. I suppose the best way (if there's no time) is to mention the issue just as an acknowledgement of where it should ideally be and what kind of adaptations/modifications a game might require, and the type of problems that may originate. Localisation would be better placed in a final year or advanced project (when you can safely assume they know the basics), specially if your cohort of students is multilingual. I am working on a little article for TIGA and ELSPA, with basic principles of good practice in game localisation, because they don't really have anything at all on it, which seems surprising since they often get 30-50% of their return from localised versions. But I think things will change as non-English markets keep on growing. Anyway, if you want some info on game localisation, I'll be happy to help. Kind regards Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Ian Schreiber [ai864 at yahoo.com] Sent: 25 October 2008 02:13 To: IGDA Game Education Listserv Subject: Re: [game_edu] Localisation I actually do mention this in my classes (in the same category as saving/loading functionality and audio pipeline) as things that tend to get forgotten or neglected early on and end up being a serious pain to shoehorn in at the end if the team hasn't been on top of them for the entire time. My students go off to the industry fully aware that these are issues that their first project is likely to get burned on :) In practical use for student projects, all three of these are difficult to fit in the schedule at all, simply because they are a bit of work and take time and focus away from the essential core gameplay. For student projects, just getting a single working game in their native language is challenge enough, and having multiple languages, the ability to save the game and having interactive audio are things that just aren't in the cards most of the time. In a curriculum where students have the time to work on multiple projects and multiple teams (which is rare -- in many cases, students get maybe one or two shots at this), I could see the case for devoting one project slot to a "maintenance" class. The idea would be to take a working project from a previous project that a totally different group worked on, learn the code, refactor it, and add this kind of functionality. The benefit to students would be exposure to real-world tasks, as well as experience working with someone else's code (which it's extremely likely that they'll be doing in their first job). - Ian --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk wrote: From: m.bernal at roehampton.ac.uk Subject: [game_edu] Localisation To: game_edu at igda.org Date: Friday, October 24, 2008, 3:15 PM Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. From kharmeyer at ubalt.edu Sun Oct 26 18:28:43 2008 From: kharmeyer at ubalt.edu (Kathleen Harmeyer) Date: Sun, 26 Oct 2008 18:28:43 -0400 Subject: [game_edu] Localisation References: <641159.8827.qm@web39703.mail.mud.yahoo.com><00ab01c936b8$52c87100$f8595300$@net><18ED3220C4923F458B59D80C72614A4C01A9F71B@UBEXCHANGE1.cis.ubalt.edu> <8062F87D-8F65-4170-BECD-F7FAAE7A2DC2@cct.lsu.edu> Message-ID: <18ED3220C4923F458B59D80C72614A4C01A9F722@UBEXCHANGE1.cis.ubalt.edu> Happy to chat off list - kharmeyer at ubalt.edu Kathleen Harmeyer, D.C.D. Director, Simulation & Digital Entertainment Program School of Information Arts & Technologies, Yale Gordon College of Liberal Arts, University of Baltimore AC113, 1420 N. Charles Street, Baltimore, MD 21201 Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu Website: http://iat.ubalt.edu/harmeyer ________________________________ From: game_edu-bounces at igda.org on behalf of Stacey Simmons Sent: Sun 10/26/2008 6:34 AM To: IGDA Game Education Listserv Subject: Re: [game_edu] Localisation Hi Kathleen, I am very interested to learn more about this shared experience! We teach a joint game course between LSU and UI-C. Can we chat off list? Stacey On Oct 25, 2008, at 8:38 PM, Kathleen Harmeyer wrote: > I suspect we have the most fortunate way to work Localization into a > project. Anibal Menezes' students at The Image Campus in Buenos > Aires and we at University of Baltimore are developing jointly a 3D > XBox game using XNA Game Studio. In this project we have split art, > audio, and programming tasks to develop the game during the various > semesters at the two institutions throughout 2008. We will have > Level 1 completed of Ancient Axes December 21 and will do the > remaining levels in the spring 2009. > > Anibal's students are handling the Spanish text and voices, our > folks are doing the English. They have learned how to develop and > link in XML files to swap, based on the optional selection of > language. > > It has been an exciting and sometimes difficult co-ordination task, > but we are working successfully as a team from both institutions. > And this has forced us into studying Localization. A lucky > happenstance for all of our students. > > Kathleen Harmeyer, D.C.D. > Director, Simulation & Digital Entertainment Program > School of Information Arts & Technologies, > Yale Gordon College of Liberal Arts, University of Baltimore > AC113, 1420 N. Charles Street, Baltimore, MD 21201 > Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu > > Website: http://iat.ubalt.edu/harmeyer > > > ________________________________ > > From: game_edu-bounces at igda.org on behalf of Tom Dowd > Sent: Sat 10/25/2008 11:42 AM > To: 'IGDA Game Education Listserv' > Subject: Re: [game_edu] Localisation > > > > I completely agree with Ian's perspective on this. We cover it as an > aspect of our fundamental game development course, primarily as an > information point, and then it comes up again a time or two again in > other classes. I know that the current Little Big Planet incident > was discussed in multiple classes, not only from the perspective of > technology, but of music licensing, content vetting, and cultural > considerations. The requirement to localize the current senior > capstone project into Spanish was part of their project spec this > year, but we have four concentrations of students working on the > project - design, programming, art/animation, and sound - so I think > it is more feasible for them, as per Ian's comments. > > > > That said, and don't tell them this, but given that they are already > having to deal with a somewhat overscheduled project I expect it to > be dropped as a feature at the last minute... or maybe not. A couple > of them are already working on a string management tool for the > designers to ease the pipeline. So, we shall see... > > > > Tom Dowd > > Columbia College Chicago > > > > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] > On Behalf Of Ian Schreiber > Sent: Friday, October 24, 2008 8:14 PM > To: IGDA Game Education Listserv > Subject: Re: [game_edu] Localisation > > > > I actually do mention this in my classes (in the same category as > saving/loading functionality and audio pipeline) as things that tend > to get forgotten or neglected early on and end up being a serious > pain to shoehorn in at the end if the team hasn't been on top of > them for the entire time. My students go off to the industry fully > aware that these are issues that their first project is likely to > get burned on :) > > > > In practical use for student projects, all three of these are > difficult to fit in the schedule at all, simply because they are a > bit of work and take time and focus away from the essential core > gameplay. For student projects, just getting a single working game > in their native language is challenge enough, and having multiple > languages, the ability to save the game and having interactive audio > are things that just aren't in the cards most of the time. > > > > In a curriculum where students have the time to work on multiple > projects and multiple teams (which is rare -- in many cases, > students get maybe one or two shots at this), I could see the case > for devoting one project slot to a "maintenance" class. The idea > would be to take a working project from a previous project that a > totally different group worked on, learn the code, refactor it, and > add this kind of functionality. The benefit to students would be > exposure to real-world tasks, as well as experience working with > someone else's code (which it's extremely likely that they'll be > doing in their first job). > > > > - Ian > > --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk > wrote: > > From: m.bernal at roehampton.ac.uk > Subject: [game_edu] Localisation > To: game_edu at igda.org > Date: Friday, October 24, 2008, 3:15 PM > > Hello everybody, > > I am glad to see that there is an important group here trying to > improve > standards in education by suggesting curriculums, modules, topics > and the > branching and pacing of the content delivered. > > I would like to participate with modules/sessions on game > internationalisation > and localisation. I believe this part of the globalised game > industry is often > neglected in development and production, creating more problems > than it should. > Just recently the issue with SCE "Little Big Planet". > A bit of planning and team awareness in time would eradicate such > issues and > smooth out localisation, as well as save time and money in testing, > etc. > > What do you guys think? > > > Miguel ?. Bernal-Merino > Lecturer in Media Translation > Roehampton University London > Roehampton Lane, Putney > SW15 5SZ > LONDON > Tel: (00 44) (0) 208 392 3799 > > Consider the environment. Please don't print this e-mail unless you > really > need to. > > This email and any attachments are confidential and intended solely > for the > addressee and may also be privileged or exempt from disclosure > under applicable > law. If you are not the addressee, or have received this e-mail in > error, please > notify the sender immediately, delete it from your system and do > not copy, > disclose or otherwise act upon any part of this email or its > attachments. > > Internet communications are not guaranteed to be secure or virus- > free. > Roehampton University does not accept responsibility for any loss > arising from > unauthorised access to, or interference with, any Internet > communications by any > third party, or from the transmission of any viruses. > > Any opinion or other information in this e-mail or its attachments > that does > not relate to the business of Roehampton University is personal to > the sender > and is not given or endorsed by Roehampton University. > > Roehampton University is a company limited by guarantee > incorporated in England > under number 5161359. Registered Office: Grove House, Roehampton > Lane, London > SW15 5PJ. An exempt charity. > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 13692 bytes Desc: not available Url : From C.Chandler at staffs.ac.uk Mon Oct 27 05:22:07 2008 From: C.Chandler at staffs.ac.uk (CHANDLER Clive) Date: Mon, 27 Oct 2008 09:22:07 -0000 Subject: [game_edu] Localisation References: Message-ID: <06E6AD23C0344E4897FB663C0786A77A014AE941@crwnmail3.staff.staffs.ac.uk> Hi, This is an interesting topic and one I feel is usually left as an addendum or an aside in the area of games design. In our Masters in Games Design curriculum it is covered in one of our core modules i.e. Ludology, here we consider such topics that affect the overall design, usability and game play of a game. We start at Staffordshire from the premise that there is no strict definition for a Triple "A" game until after the fact i.e. the number of sales, the amount of profit made etc. We then take our students (small groups of 10 - 16 deliberately) through the aspects of games analysis, usability, interface design etc and then introduce the more fundamental considerations of Ethics, globalisation / localisation, handicapping algorithms, modelling the gameplayer, behavioural design etc. I don't believe there is another course which attempts to approach the subject from this direction, but I would be interested in the opinions of the list on either other topics or other areas which can be developed to improve the curriculum. Best Regards Clive Dr Clive Chandler Sen Lecturer Entertainment Technology Staffordshire University UK -----Original Message----- From: game_edu-bounces at igda.org on behalf of game_edu-request at igda.org Sent: Sun 10/26/2008 10:38 AM To: game_edu at igda.org Subject: game_edu Digest, Vol 47, Issue 9 Send game_edu mailing list submissions to game_edu at igda.org To subscribe or unsubscribe via the World Wide Web, visit http://seven.pairlist.net/mailman/listinfo/game_edu or, via email, send a message with subject or body 'help' to game_edu-request at igda.org You can reach the person managing the list at game_edu-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of game_edu digest..." ---------------------------------------------------------------------- IGDA Education SIG ---------------------------------------------------------------------- Today's Topics: 1. Re: Localisation (Kathleen Harmeyer) 2. Re: Localisation (Stacey Simmons) 3. Re: Localisation (m.bernal at roehampton.ac.uk) ---------------------------------------------------------------------- Message: 1 Date: Sat, 25 Oct 2008 21:38:51 -0400 From: "Kathleen Harmeyer" Subject: Re: [game_edu] Localisation To: "IGDA Game Education Listserv" Message-ID: <18ED3220C4923F458B59D80C72614A4C01A9F71B at UBEXCHANGE1.cis.ubalt.edu> Content-Type: text/plain; charset="iso-8859-1" I suspect we have the most fortunate way to work Localization into a project. Anibal Menezes' students at The Image Campus in Buenos Aires and we at University of Baltimore are developing jointly a 3D XBox game using XNA Game Studio. In this project we have split art, audio, and programming tasks to develop the game during the various semesters at the two institutions throughout 2008. We will have Level 1 completed of Ancient Axes December 21 and will do the remaining levels in the spring 2009. Anibal's students are handling the Spanish text and voices, our folks are doing the English. They have learned how to develop and link in XML files to swap, based on the optional selection of language. It has been an exciting and sometimes difficult co-ordination task, but we are working successfully as a team from both institutions. And this has forced us into studying Localization. A lucky happenstance for all of our students. Kathleen Harmeyer, D.C.D. Director, Simulation & Digital Entertainment Program School of Information Arts & Technologies, Yale Gordon College of Liberal Arts, University of Baltimore AC113, 1420 N. Charles Street, Baltimore, MD 21201 Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu Website: http://iat.ubalt.edu/harmeyer ________________________________ From: game_edu-bounces at igda.org on behalf of Tom Dowd Sent: Sat 10/25/2008 11:42 AM To: 'IGDA Game Education Listserv' Subject: Re: [game_edu] Localisation I completely agree with Ian's perspective on this. We cover it as an aspect of our fundamental game development course, primarily as an information point, and then it comes up again a time or two again in other classes. I know that the current Little Big Planet incident was discussed in multiple classes, not only from the perspective of technology, but of music licensing, content vetting, and cultural considerations. The requirement to localize the current senior capstone project into Spanish was part of their project spec this year, but we have four concentrations of students working on the project - design, programming, art/animation, and sound - so I think it is more feasible for them, as per Ian's comments. That said, and don't tell them this, but given that they are already having to deal with a somewhat overscheduled project I expect it to be dropped as a feature at the last minute... or maybe not. A couple of them are already working on a string management tool for the designers to ease the pipeline. So, we shall see... Tom Dowd Columbia College Chicago From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Ian Schreiber Sent: Friday, October 24, 2008 8:14 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] Localisation I actually do mention this in my classes (in the same category as saving/loading functionality and audio pipeline) as things that tend to get forgotten or neglected early on and end up being a serious pain to shoehorn in at the end if the team hasn't been on top of them for the entire time. My students go off to the industry fully aware that these are issues that their first project is likely to get burned on :) In practical use for student projects, all three of these are difficult to fit in the schedule at all, simply because they are a bit of work and take time and focus away from the essential core gameplay. For student projects, just getting a single working game in their native language is challenge enough, and having multiple languages, the ability to save the game and having interactive audio are things that just aren't in the cards most of the time. In a curriculum where students have the time to work on multiple projects and multiple teams (which is rare -- in many cases, students get maybe one or two shots at this), I could see the case for devoting one project slot to a "maintenance" class. The idea would be to take a working project from a previous project that a totally different group worked on, learn the code, refactor it, and add this kind of functionality. The benefit to students would be exposure to real-world tasks, as well as experience working with someone else's code (which it's extremely likely that they'll be doing in their first job). - Ian --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk wrote: From: m.bernal at roehampton.ac.uk Subject: [game_edu] Localisation To: game_edu at igda.org Date: Friday, October 24, 2008, 3:15 PM Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/ms-tnef Size: 11356 bytes Desc: not available Url : ------------------------------ Message: 2 Date: Sun, 26 Oct 2008 05:34:27 -0500 From: Stacey Simmons Subject: Re: [game_edu] Localisation To: IGDA Game Education Listserv Message-ID: <8062F87D-8F65-4170-BECD-F7FAAE7A2DC2 at cct.lsu.edu> Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes Hi Kathleen, I am very interested to learn more about this shared experience! We teach a joint game course between LSU and UI-C. Can we chat off list? Stacey On Oct 25, 2008, at 8:38 PM, Kathleen Harmeyer wrote: > I suspect we have the most fortunate way to work Localization into a > project. Anibal Menezes' students at The Image Campus in Buenos > Aires and we at University of Baltimore are developing jointly a 3D > XBox game using XNA Game Studio. In this project we have split art, > audio, and programming tasks to develop the game during the various > semesters at the two institutions throughout 2008. We will have > Level 1 completed of Ancient Axes December 21 and will do the > remaining levels in the spring 2009. > > Anibal's students are handling the Spanish text and voices, our > folks are doing the English. They have learned how to develop and > link in XML files to swap, based on the optional selection of > language. > > It has been an exciting and sometimes difficult co-ordination task, > but we are working successfully as a team from both institutions. > And this has forced us into studying Localization. A lucky > happenstance for all of our students. > > Kathleen Harmeyer, D.C.D. > Director, Simulation & Digital Entertainment Program > School of Information Arts & Technologies, > Yale Gordon College of Liberal Arts, University of Baltimore > AC113, 1420 N. Charles Street, Baltimore, MD 21201 > Voice mail: 410 837-5473 email: kharmeyer at ubalt.edu > > Website: http://iat.ubalt.edu/harmeyer > > > ________________________________ > > From: game_edu-bounces at igda.org on behalf of Tom Dowd > Sent: Sat 10/25/2008 11:42 AM > To: 'IGDA Game Education Listserv' > Subject: Re: [game_edu] Localisation > > > > I completely agree with Ian's perspective on this. We cover it as an > aspect of our fundamental game development course, primarily as an > information point, and then it comes up again a time or two again in > other classes. I know that the current Little Big Planet incident > was discussed in multiple classes, not only from the perspective of > technology, but of music licensing, content vetting, and cultural > considerations. The requirement to localize the current senior > capstone project into Spanish was part of their project spec this > year, but we have four concentrations of students working on the > project - design, programming, art/animation, and sound - so I think > it is more feasible for them, as per Ian's comments. > > > > That said, and don't tell them this, but given that they are already > having to deal with a somewhat overscheduled project I expect it to > be dropped as a feature at the last minute... or maybe not. A couple > of them are already working on a string management tool for the > designers to ease the pipeline. So, we shall see... > > > > Tom Dowd > > Columbia College Chicago > > > > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] > On Behalf Of Ian Schreiber > Sent: Friday, October 24, 2008 8:14 PM > To: IGDA Game Education Listserv > Subject: Re: [game_edu] Localisation > > > > I actually do mention this in my classes (in the same category as > saving/loading functionality and audio pipeline) as things that tend > to get forgotten or neglected early on and end up being a serious > pain to shoehorn in at the end if the team hasn't been on top of > them for the entire time. My students go off to the industry fully > aware that these are issues that their first project is likely to > get burned on :) > > > > In practical use for student projects, all three of these are > difficult to fit in the schedule at all, simply because they are a > bit of work and take time and focus away from the essential core > gameplay. For student projects, just getting a single working game > in their native language is challenge enough, and having multiple > languages, the ability to save the game and having interactive audio > are things that just aren't in the cards most of the time. > > > > In a curriculum where students have the time to work on multiple > projects and multiple teams (which is rare -- in many cases, > students get maybe one or two shots at this), I could see the case > for devoting one project slot to a "maintenance" class. The idea > would be to take a working project from a previous project that a > totally different group worked on, learn the code, refactor it, and > add this kind of functionality. The benefit to students would be > exposure to real-world tasks, as well as experience working with > someone else's code (which it's extremely likely that they'll be > doing in their first job). > > > > - Ian > > --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk > wrote: > > From: m.bernal at roehampton.ac.uk > Subject: [game_edu] Localisation > To: game_edu at igda.org > Date: Friday, October 24, 2008, 3:15 PM > > Hello everybody, > > I am glad to see that there is an important group here trying to > improve > standards in education by suggesting curriculums, modules, topics > and the > branching and pacing of the content delivered. > > I would like to participate with modules/sessions on game > internationalisation > and localisation. I believe this part of the globalised game > industry is often > neglected in development and production, creating more problems > than it should. > Just recently the issue with SCE "Little Big Planet". > A bit of planning and team awareness in time would eradicate such > issues and > smooth out localisation, as well as save time and money in testing, > etc. > > What do you guys think? > > > Miguel ?. Bernal-Merino > Lecturer in Media Translation > Roehampton University London > Roehampton Lane, Putney > SW15 5SZ > LONDON > Tel: (00 44) (0) 208 392 3799 > > Consider the environment. Please don't print this e-mail unless you > really > need to. > > This email and any attachments are confidential and intended solely > for the > addressee and may also be privileged or exempt from disclosure > under applicable > law. If you are not the addressee, or have received this e-mail in > error, please > notify the sender immediately, delete it from your system and do > not copy, > disclose or otherwise act upon any part of this email or its > attachments. > > Internet communications are not guaranteed to be secure or virus- > free. > Roehampton University does not accept responsibility for any loss > arising from > unauthorised access to, or interference with, any Internet > communications by any > third party, or from the transmission of any viruses. > > Any opinion or other information in this e-mail or its attachments > that does > not relate to the business of Roehampton University is personal to > the sender > and is not given or endorsed by Roehampton University. > > Roehampton University is a company limited by guarantee > incorporated in England > under number 5161359. Registered Office: Grove House, Roehampton > Lane, London > SW15 5PJ. An exempt charity. > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu ------------------------------ Message: 3 Date: Sun, 26 Oct 2008 10:38:14 +0000 From: Subject: Re: [game_edu] Localisation To: Message-ID: Content-Type: text/plain; charset="iso-8859-1" I agree with you, there's rarely enough time to cover everything, and that the main thing is that the game actually works. It's great that you guys do manage to talk about it even if it is briefly. I suppose the best way (if there's no time) is to mention the issue just as an acknowledgement of where it should ideally be and what kind of adaptations/modifications a game might require, and the type of problems that may originate. Localisation would be better placed in a final year or advanced project (when you can safely assume they know the basics), specially if your cohort of students is multilingual. I am working on a little article for TIGA and ELSPA, with basic principles of good practice in game localisation, because they don't really have anything at all on it, which seems surprising since they often get 30-50% of their return from localised versions. But I think things will change as non-English markets keep on growing. Anyway, if you want some info on game localisation, I'll be happy to help. Kind regards Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Ian Schreiber [ai864 at yahoo.com] Sent: 25 October 2008 02:13 To: IGDA Game Education Listserv Subject: Re: [game_edu] Localisation I actually do mention this in my classes (in the same category as saving/loading functionality and audio pipeline) as things that tend to get forgotten or neglected early on and end up being a serious pain to shoehorn in at the end if the team hasn't been on top of them for the entire time. My students go off to the industry fully aware that these are issues that their first project is likely to get burned on :) In practical use for student projects, all three of these are difficult to fit in the schedule at all, simply because they are a bit of work and take time and focus away from the essential core gameplay. For student projects, just getting a single working game in their native language is challenge enough, and having multiple languages, the ability to save the game and having interactive audio are things that just aren't in the cards most of the time. In a curriculum where students have the time to work on multiple projects and multiple teams (which is rare -- in many cases, students get maybe one or two shots at this), I could see the case for devoting one project slot to a "maintenance" class. The idea would be to take a working project from a previous project that a totally different group worked on, learn the code, refactor it, and add this kind of functionality. The benefit to students would be exposure to real-world tasks, as well as experience working with someone else's code (which it's extremely likely that they'll be doing in their first job). - Ian --- On Fri, 10/24/08, m.bernal at roehampton.ac.uk wrote: From: m.bernal at roehampton.ac.uk Subject: [game_edu] Localisation To: game_edu at igda.org Date: Friday, October 24, 2008, 3:15 PM Hello everybody, I am glad to see that there is an important group here trying to improve standards in education by suggesting curriculums, modules, topics and the branching and pacing of the content delivered. I would like to participate with modules/sessions on game internationalisation and localisation. I believe this part of the globalised game industry is often neglected in development and production, creating more problems than it should. Just recently the issue with SCE "Little Big Planet". A bit of planning and team awareness in time would eradicate such issues and smooth out localisation, as well as save time and money in testing, etc. What do you guys think? Miguel ?. Bernal-Merino Lecturer in Media Translation Roehampton University London Roehampton Lane, Putney SW15 5SZ LONDON Tel: (00 44) (0) 208 392 3799 Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu Consider the environment. Please don't print this e-mail unless you really need to. This email and any attachments are confidential and intended solely for the addressee and may also be privileged or exempt from disclosure under applicable law. If you are not the addressee, or have received this e-mail in error, please notify the sender immediately, delete it from your system and do not copy, disclose or otherwise act upon any part of this email or its attachments. Internet communications are not guaranteed to be secure or virus-free. Roehampton University does not accept responsibility for any loss arising from unauthorised access to, or interference with, any Internet communications by any third party, or from the transmission of any viruses. Any opinion or other information in this e-mail or its attachments that does not relate to the business of Roehampton University is personal to the sender and is not given or endorsed by Roehampton University. Roehampton University is a company limited by guarantee incorporated in England under number 5161359. Registered Office: Grove House, Roehampton Lane, London SW15 5PJ. An exempt charity. ------------------------------ _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu End of game_edu Digest, Vol 47, Issue 9 *************************************** The information in this email is confidential and is intended solely for the addressee. Access to this email by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, distribution or any action taken or omitted to be taken in reliance on it, except for the purpose of delivery to the addressee, is prohibited and may be unlawful. Kindly notify the sender and delete the message and any attachment from your computer. From disvks at gmail.com Mon Oct 27 18:08:19 2008 From: disvks at gmail.com (David Schwartz) Date: Mon, 27 Oct 2008 18:08:19 -0400 Subject: [game_edu] Announcement: Tenure-Track Faculty Position in Game Design & Development (RIT) Message-ID: <3232eb010810271508n15642894ub509cb3657caa31c@mail.gmail.com> Game Design and Development Faculty Opening for Fall 2009 Rochester Institute of Technology Computer and Information Sciences The Department of Information Technology invites applications and nominations for one, and possibly two, tenure-track positions in Game Design & Development at RIT beginning Fall 2009. These positions require a terminal degree in the discipline or closely related field, or equivalent experience is required. Experience in the game industry is preferred. We will consider appointments at senior levels for highly qualified candidates. The department seeks candidates specifically with a background and interest in computer games and interactive entertainment, as demonstrated by published work in game related research, teaching experience in game related curricula, a portfolio of created works, or credited roles in commercial titles. Excellent teaching, scholarly activity, technical creativity, and university service are expected. We seek individuals who commit to contributing to RIT's core values, honor code, and statement of diversity. The Golisano College of Computing and Information Sciences houses the Computer Science, Information Technology, Software Engineering, and Networking, Security, and Systems Administration departments, as well as the Ph.D. in Computing and Information Sciences, the research arm of the college. The Information Technology Department houses the multi-disciplinary Masters of Science in Game Design & Development, the Bachelors of Science in Game Design & Development, a Minor in Game Design, and a Minor in Game Design & Development. RIT has been recognized on The Chronicle of Higher Education's inaugural "Great Colleges to Work For" list. Rochester ranked 7th among the "10 Best Cities to Raise a Family" by Child Magazine, 2003. In 2007, Rochester ranked 6th out of 79 metropolitan areas in "Best Places to Live in America" by Places Rated Almanac. To apply, please visit https://mycareer.rit.edu and search for IRC26160. Please upload a letter of interest, a current curriculum vitae, a one-page statement of teaching experience, a one-page statement of research experience/interests, and, if applicable, a portfolio of created works. In addition, please arrange to have at least three reference letters that indicate your application for IRC26160 sent directly to the Game Design and Development Search Committee c/o Karen Griffith at kdgvks at rit.edu. For more information, please visit http://www.gccis.rit.edu and http://games.rit.edu. You may also contact David I. Schwartz, Search Committee Chair, Information Technology Department (585-475-5521, dis at it.rit.edu). The department will accept applications until the position fills. From theerizman at yahoo.com Tue Oct 28 01:52:57 2008 From: theerizman at yahoo.com (erizman soib) Date: Mon, 27 Oct 2008 22:52:57 -0700 (PDT) Subject: [game_edu] (no subject) Message-ID: <537005.56845.qm@web52408.mail.re2.yahoo.com> From Mark_Onisk at elementk.com Tue Oct 28 04:03:22 2008 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Tue, 28 Oct 2008 04:03:22 -0400 Subject: [game_edu] AUTO: Mark Onisk is out of the office (returning 10/31/2008) Message-ID: I am out of the office until 10/31/2008. Please call my cell with any urgent matters. Note: This is an automated response to your message ",[game_edu] (no subject)" sent on 10/28/2008 1:52:57 AM. This is the only notification you will receive while this person is away. -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Oct 29 18:23:16 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 29 Oct 2008 15:23:16 -0700 Subject: [game_edu] CFP Message-ID: The research group Ludicin? from the University of Montreal, in collaboration with the Research Group on the Creation and Formation of Cinematographic and Theatrical Institutions (GRAFICS) from the University of Montreal and the NT2 Laboratory on Hypermedia Art and Literature from the University of Quebec in Montreal, solicits your proposals for the bilingual (French/English) international conference titled ?Thinking after Dark: Welcome to the World of Horror Video Games?. This conference will be held in Montr?al from April 23 to 25, 2009. Call for papers As fear is the oldest and strongest emotion of mankind (Lovecraft), human beings have always taken a malicious pleasure in frightening themselves. If literature and cinema were and still represent good means for the expression of horror, nowadays, the experience of fear is as intense in video games. While academia has been studying horrific literature and films for a few decades, such an interest for the videoludic side of horror has not, until now, showed up. Yet, since the cinematic staging of fear in Alone in the Dark in 1992, the Survival Horror has become a prolific genre offering a wide selection of significant games such as the Resident Evil, Silent Hill and Fatal Frame series. Because it is at the crossroads of diverse cultural heritages and the latest technological developments, and because it exhibits the ins and outs of the matrix that governs all but a few games (spatial navigation and survival), horror video games require a deeper study. This international conference wishes to study horror video games (not necessarily labeled survival horror) from an eclectic range of critical and theoretical perspectives. It aims to fill a gap in game studies between general theory and analysis of particular genres and games. Possible Topics Here are some examples of relevant themes we wish to explore in this conference: Historical approach - Origins and history of horror video games - Impact of the technological evolution on horror video games Theoretical approach - Simulation of horror, fear, terror - Narratives and themes of horror video games Transmedial approach - Transmedial study of horror video games (Games/Films/Literature) - Remediation in films, literature and video games Socio-cultural approach - Transnational analysis of horror video games (United States/Japan) - Social and cultural meanings of horror video games - Horror video games and censorship Analytical approach - Aesthetics of horror video games (lighting, sound, editing, 1st/3rd person perspective) - Study of specific games or series (Alone in the Dark, Resident Evil, Fatal Frame, etc.) The organizing committee remains open to proposals that respect the general spirit of this call for papers. Please submit your proposals no later than January 15, 2009 at the following e-mail address: . Acceptance and rejection notifications will be sent by the beginning of February. Your proposal must include: 1. The title of your paper and an abstract (no more that 500 words). 2. Your academic status, your institutional affiliation, your department and your contact information (mailing address, telephone number, fax number and e-mail address) 3. A short biography underlining your work related to the themes of the conference (no more than 250 words). A selection of papers will be published in a special issue of Loading?, the journal of the Canadian Game Study Association. For further information, please visit our website: . Organizing committee Bernard Perron, Conference Head, Associate Professor, Department of Art History and Film Studies, University of Montreal Martin Picard, coordinator, research group Ludicine, University of Montreal Richard B?gin, Invited Professor in Film Studies, Literatures Departement, Laval University. Carl Therrien, research group Ludicine, University of Montreal Dominic Arsenault, research group Ludicine, University of Montreal Guillaume Roux-Girard, research group Ludicine, University of Montreal -- Bernard Perron Professeur agr?g? Universit? de Montr?al D?partement d'histoire de l'art et d'?tudes cin?matographiques C.P. 6128 Succ. Centre-ville Montr?al (Qu?bec) H3C 3J7 CANADA T?l?phone : (514) 343-7384 T?l?copieur : (514) 343-2393 Courriel : bernard.perron at umontreal.ca ou perronb at total.net Site web : http://www.ludicine.ca/ -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From sswink at flashbangstudios.com Wed Oct 29 19:27:20 2008 From: sswink at flashbangstudios.com (Steve Swink) Date: Wed, 29 Oct 2008 16:27:20 -0700 Subject: [game_edu] Game Feel released Message-ID: Hi everybody, I just wanted to leave a quick note saying that my book "Game Feel: A Game Designer's Guide to Virtual Sensation" was released on Friday. It was through a cfp from this listserv that I had the opportunity to publish, so it felt right to complete the circle by posting about it. I put the intro and first chapter here: http://steveswink.com/preview/ So, um, yeah...thanks! :D If you want to use it for a class or have feedback generally, I'd love to hear from you. Best, -Steve ______________________________________ Steve Swink Game Designer, Flashbang Studios Coordinator, Independent Games Festival 209 E. Baseline Suite 201 Tempe, AZ 85283 (480) 393-0885, Phone | (480) 626-5992, Fax (480) 353-6763, Mobile www.flashbangstudios.com www.steveswink.com -------------- next part -------------- An HTML attachment was scrubbed... URL: