[game_edu] game_edu Digest, Vol 71, Issue 4

Michael Lubker snowballz.game at gmail.com
Thu Aug 12 17:03:23 EDT 2010


How about "Student and Teacher Editions" of games that include design
docs, videos, etc. ?

~M

On Thu, Aug 12, 2010 at 2:50 PM, <game_edu-request at igda.org> wrote:

> Send game_edu mailing list submissions to

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>

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> than "Re: Contents of game_edu digest..."

>

>

> ----------------------------------------------------------------------

>              IGDA Education SIG

> ----------------------------------------------------------------------

>

> Today's Topics:

>

>   1. Re: What would you want from a game company? (Gregory Walek)

>   2. Re: What would you want from a game company? (Anthony Hart-Jones)

>   3. Re: What would you want from a game company? (Rob Holt)

>   4. Re: What would you want from a game company? (Ian Schreiber)

>

>

> ----------------------------------------------------------------------

>

> Message: 1

> Date: Thu, 12 Aug 2010 13:18:00 -0400

> From: "Gregory Walek" <gwalek at ccsnh.edu>

> Subject: Re: [game_edu] What would you want from a game company?

> To: "IGDA Game Education Listserv" <game_edu at igda.org>

> Message-ID: <AEDAE4F3E9FF654BB9EC9EADA82BC4540243DA26 at ex5.tec.nh.us>

> Content-Type: text/plain; charset="us-ascii"

>

> A lot of what I'm writing deals with school-studio relations. Where I

> think what Ian is trying to leverage the IGDA for is to break open door

> and change expectations from studios. (If I got this wrong Ian, please

> clarify ) What we need to bang into their heads: We're building their

> future employees. They should have a stake in this.

>

>

>

>

>

> The best use of their time (for us) is we need to have them share their

> knowledge.

>

> How does take place?

>

>

>

> * Having representatives on an industry board to review and overview

> curriculum and technology. Things change. 3 years ago Zynga was hatching

> from its shell. 2 years before that We were looking at the 360, Wii, and

> PS3 launches. Just before that, Per-Pixel-Lighting and normal map

> goodness was the big change. Z-brush and then mudbrush would gain

> traction as artist tools. (This is not intended as a complete history

> lecture, but examples). We need them to inform us what is going on and

> adapt to it.

>

>

>

> * Supporting Faculty with how they use technology. This is critical for

> faculty with no (or very little) industry experience. It's also needed

> for experienced faculty as well. For experience faculty, they might have

> a large amount of experience in an engine which is  under a lock and key

> and unavailable in any form for non-commercial or academic use. That's

> time and effort to get back up to speed with a new engine, or to pave

> over the potholes in their knowledge. Better to have support, than to do

> it alone.

>

>

>

> * Evaluating student work and providing feedback to students and

> faculty. One way to facilitate that is work with them to schedule "show

> of games" at the end of the term. Be flexible! You'll most likely get

> the majority of your industry guests after they get off work. Again,

> work with them on time.

>

>

> * Having them come talk to students. There's experts out there. It's

> really helpful to hear a topic from someone OTHER than the normal

> lecturer.  Hearing from HR about how to get in the door is great. (And

> HR is going to ask for resumes!). If you do game jams (like the Global

> Game Jam) or other events having someone to give the kick

> off\keynote\rah-rah let's get going speech in person is helpful.

>

>

>

>

>

> Greg Walek

>

> NHTI - AGGP

>

>

>

>

>

> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On

> Behalf Of Ian Schreiber

> Sent: Wednesday, August 11, 2010 8:40 PM

> To: game_edu at igda.org

> Subject: [game_edu] What would you want from a game company?

>

>

>

> Hi everyone,

>

> Just had an interesting discussion with a colleague about potential

> value that a large game company (something like EA, Blizzard, Zynga,

> etc.) could offer schools on a large scale.

>

> I realize there is always the danger that the "value" could be a

> thinly-veiled sales pitch for "how to educate your students to get hired

> at our studio, screw liberal arts and screw the rest of the industry"...

> but for the purposes of this discussion, let's assume it's not like

> that, that this would be a genuine offer of assistance.

>

> This could be anything: resources for students, resources for faculty,

> whatever. Assume an offer of time, not money. (Saying "they could give a

> generous grant to our institution" is too easy and too obvious :-)

>

> What kinds of things could a game company offer that would make you

> absolutely thrilled if you saw it on, say, this mailing list? I had my

> own ideas, but would be interested in seeing other opinions.

>

> If you're wondering why I'm asking, it's because I get the feeling that

> a lot of things that would be of huge value to us collectively are

> things that some companies would be very willing to give in the name of

> improving game education, and it's just a matter of using the strength

> of our numbers (and the numbers of the IGDA in general) to make it

> happen. So far most of these sorts of academic-industry collaborations

> have been between a single school and a single studio, which just means

> that every one of us has to reinvent the wheel with every studio. It'd

> be nice to find a better way.

>

> Thanks,

> - Ian

>

>

>

> -------------- next part --------------

> An HTML attachment was scrubbed...

> URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100812/086898cc/attachment.htm>

>

> ------------------------------

>

> Message: 2

> Date: Thu, 12 Aug 2010 18:39:54 +0100

> From: Anthony Hart-Jones <tony at dragonstalon.co.uk>

> Subject: Re: [game_edu] What would you want from a game company?

> To: IGDA Game Education Listserv <game_edu at igda.org>

> Message-ID: <4C6431EA.3060402 at dragonstalon.co.uk>

> Content-Type: text/plain; charset=ISO-8859-1

>

>   You can sometimes get hold of them (like the infamous Planescape:

> Torment pitch document), if you know where to look.  More interesting is

> the Valve approach of including a developer commentary within the game.

> Actually, Monkey Island 2 has that too on Steam.

>

>  It feels like cheese, but I actually think they are quite an

> accessible way of learning about the game.

>

> On 12/08/2010 16:55, Michael Lubker wrote:

>> Would be very interesting to see games release with "design doc

>> attached" in DOC or whatever other digital forms are appropriate.

>>

>> Now that would be a collector's edition worth buying!

>>

>> ~M

>>

>> On Thu, Aug 12, 2010 at 10:26 AM,  <game_edu-request at igda.org> wrote:

>>> 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. What would you want from a game company? (Ian Schreiber)

>>>   2. Re: What would you want from a game company? (Dan Carreker)

>>>   3. Re: What would you want from a game company? (Simon Rozner)

>>>

>>>

>>> ----------------------------------------------------------------------

>>>

>>> Message: 1

>>> Date: Wed, 11 Aug 2010 17:39:46 -0700 (PDT)

>>> From: Ian Schreiber <ai864 at yahoo.com>

>>> Subject: [game_edu] What would you want from a game company?

>>> To: game_edu at igda.org

>>> Message-ID: <258762.38248.qm at web39702.mail.mud.yahoo.com>

>>> Content-Type: text/plain; charset="us-ascii"

>>>

>>> Hi everyone,

>>>

>>> Just had an interesting discussion with a colleague about potential value that a

>>> large game company (something like EA, Blizzard, Zynga, etc.) could offer

>>> schools on a large scale.

>>>

>>> I realize there is always the danger that the "value" could be a thinly-veiled

>>> sales pitch for "how to educate your students to get hired at our studio, screw

>>> liberal arts and screw the rest of the industry"... but for the purposes of this

>>> discussion, let's assume it's not like that, that this would be a genuine offer

>>> of assistance.

>>>

>>> This could be anything: resources for students, resources for faculty, whatever.

>>> Assume an offer of time, not money. (Saying "they could give a generous grant to

>>> our institution" is too easy and too obvious :-)

>>>

>>> What kinds of things could a game company offer that would make you absolutely

>>> thrilled if you saw it on, say, this mailing list? I had my own ideas, but would

>>> be interested in seeing other opinions.

>>>

>>> If you're wondering why I'm asking, it's because I get the feeling that a lot of

>>> things that would be of huge value to us collectively are things that some

>>> companies would be very willing to give in the name of improving game education,

>>> and it's just a matter of using the strength of our numbers (and the numbers of

>>> the IGDA in general) to make it happen. So far most of these sorts of

>>> academic-industry collaborations have been between a single school and a single

>>> studio, which just means that every one of us has to reinvent the wheel with

>>> every studio. It'd be nice to find a better way.

>>>

>>> Thanks,

>>> - Ian

>>>

>>>

>>>

>>>

>>> -------------- next part --------------

>>> An HTML attachment was scrubbed...

>>> URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100811/c6091b25/attachment.htm>

>>>

>>> ------------------------------

>>>

>>> Message: 2

>>> Date: Thu, 12 Aug 2010 02:05:57 -0700

>>> From: "Dan Carreker" <DanC at NarrativeDesigns.com>

>>> Subject: Re: [game_edu] What would you want from a game company?

>>> To: "'IGDA Game Education Listserv'" <game_edu at igda.org>

>>> Message-ID: <FB1B11E038764A37A4356B73508F5A87 at DanPC>

>>> Content-Type: text/plain; charset="us-ascii"

>>>

>>> Hey Ian,

>>>

>>>

>>>

>>> I'll tell you the one thing that's been on my mind re: resources: Sample

>>> games.

>>>

>>>

>>>

>>> I would love to see many of the classic and pioneering games bundled for use

>>> by schools. And I believe there are two feasible means for this to come

>>> about.

>>>

>>>

>>>

>>> One is to release education bundles. In 2000, PC Gamer Magazine released a

>>> free CD in one of their issues with 12 classic games (X-Com, Ultima I, Wing

>>> Commander, Duke Nuke-em, etc.) Each of these were tested by the developers

>>> to make sure they were compatible with modern hardware and treated -- by

>>> Activision (where I worked at the time) at least -- as an OEM product. I see

>>> no reason why a curriculum publisher could not arrange a similar deal. It

>>> would likely be easiest to release one bundle per company, i.e. an EA pack,

>>> an Activision pack, etc. but as long as the games are older than 3-5 years I

>>> doubt it would be very expensive. Furthermore, it could be done as a license

>>> agreement based on the number of computers encouraging bulk sales of games

>>> that are doing nothing but sitting in a vault somewhere.

>>>

>>>

>>>

>>> Alternatively, a service such as Steam could host games that the schools'

>>> could license. Of course they do this now, but most of the games are 1)

>>> fairly new and 2) priced a little more expensive than I think most schools

>>> could afford (once you start talking about multiple accounts for dozens of

>>> games.)

>>>

>>>

>>>

>>> The REAL crown though would be samples of builds at various stages. I know

>>> these are usually VERY guarded by the companies, but you can learn a lot

>>> about the design challenges and the design process when you see how the game

>>> evolve over their development and having various sample buggy versions of a

>>> the level from game would be fantastic.

>>>

>>>

>>>

>>> There are plenty of other things I think would be beneficial to school I

>>> teach at, but this would be the one thing that would get me the most

>>> excited. I've even been toying with the idea of looking for investors to

>>> pursue this, but all the entrepreneurs I know are very tight with their

>>> finances right now.

>>>

>>>

>>>

>>> --Dan Carreker

>>>

>>>

>>>

>>>

>>>

>>>

>>>

>>>

>>>

>>>  _____

>>>

>>> From: Ian Schreiber [mailto:ai864 at yahoo.com]

>>> Sent: Wednesday, August 11, 2010 5:40 PM

>>> To: game_edu at igda.org

>>> Subject: [game_edu] What would you want from a game company?

>>>

>>>

>>>

>>> Hi everyone,

>>>

>>> Just had an interesting discussion with a colleague about potential value

>>> that a large game company (something like EA, Blizzard, Zynga, etc.) could

>>> offer schools on a large scale.

>>>

>>> I realize there is always the danger that the "value" could be a

>>> thinly-veiled sales pitch for "how to educate your students to get hired at

>>> our studio, screw liberal arts and screw the rest of the industry"... but

>>> for the purposes of this discussion, let's assume it's not like that, that

>>> this would be a genuine offer of assistance.

>>>

>>> This could be anything: resources for students, resources for faculty,

>>> whatever. Assume an offer of time, not money. (Saying "they could give a

>>> generous grant to our institution" is too easy and too obvious :-)

>>>

>>> What kinds of things could a game company offer that would make you

>>> absolutely thrilled if you saw it on, say, this mailing list? I had my own

>>> ideas, but would be interested in seeing other opinions.

>>>

>>> If you're wondering why I'm asking, it's because I get the feeling that a

>>> lot of things that would be of huge value to us collectively are things that

>>> some companies would be very willing to give in the name of improving game

>>> education, and it's just a matter of using the strength of our numbers (and

>>> the numbers of the IGDA in general) to make it happen. So far most of these

>>> sorts of academic-industry collaborations have been between a single school

>>> and a single studio, which just means that every one of us has to reinvent

>>> the wheel with every studio. It'd be nice to find a better way.

>>>

>>> Thanks,

>>> - Ian

>>>

>>>

>>>

>>> -------------- next part --------------

>>> An HTML attachment was scrubbed...

>>> URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100812/05366526/attachment-0001.html>

>>>

>>> ------------------------------

>>>

>>> Message: 3

>>> Date: Thu, 12 Aug 2010 23:19:59 +0800

>>> From: Simon Rozner <infonaut at gameonaut.com>

>>> Subject: Re: [game_edu] What would you want from a game company?

>>> To: IGDA Game Education Listserv <game_edu at igda.org>

>>> Message-ID: <75F4B964-37DF-4517-836C-7F163F63BED9 at gameonaut.com>

>>> Content-Type: text/plain; charset="cp932"; Format="flowed";

>>>        DelSp="yes"

>>>

>>> Hi Ian,

>>> thanks for bringing this up. And Dan, gret suggestion.

>>>

>>> One thing I think would be hugely interesting to have are design and

>>> technical docs at various stages. Even though same great ones are out

>>> there many are either incomplete and never show their evolution. To my

>>> students this would be fantastic to see and discuss and show design

>>> decisions. Also pre beta builds before and after a change was made

>>> would be superb so show changes in action. Now surely that would be

>>> difficult for copyrights and licensing etc issues.

>>>

>>> Will think of more.

>>>

>>> Cheers

>>> Simon

>>>

>>> DigiPen Singapore

>>>

>>>

>>>

>>> Sent from my iPhone

>>>

>>> On 12-Aug-2010, at 17:05, "Dan Carreker" <DanC at NarrativeDesigns.com>

>>> wrote:

>>>

>>>> Hey Ian,

>>>>

>>>> I?ll tell you the one thing that?s been on my mind re: resources: Sa

>>>> mple games.

>>>>

>>>> I would love to see many of the classic and pioneering games bundled

>>>> for use by schools. And I believe there are two feasible means for

>>>> this to come about.

>>>>

>>>> One is to release education bundles. In 2000, PC Gamer Magazine

>>>> released a free CD in one of their issues with 12 classic games (X-

>>>> Com, Ultima I, Wing Commander, Duke Nuke-em, etc.) Each of these

>>>> were tested by the developers to make sure they were compatible with

>>>> modern hardware and treated -- by Activision (where I worked at the

>>>> time) at least -- as an OEM product. I see no reason why a

>>>> curriculum publisher could not arrange a similar deal. It would

>>>> likely be easiest to release one bundle per company, i.e. an EA

>>>> pack, an Activision pack, etc. but as long as the games are older

>>>> than 3-5 years I doubt it would be very expensive. Furthermore, it

>>>> could be done as a license agreement based on the number of

>>>> computers encouraging bulk sales of games that are doing nothing but

>>>> sitting in a vault somewhere.

>>>>

>>>> Alternatively, a service such as Steam could host games that the

>>>> schools? could license. Of course they do this now, but most of the

>>>> games are 1) fairly new and 2) priced a little more expensive than I

>>>>  think most schools could afford (once you start talking about multi

>>>> ple accounts for dozens of games.)

>>>>

>>>> The REAL crown though would be samples of builds at various stages.

>>>> I know these are usually VERY guarded by the companies, but you can

>>>> learn a lot about the design challenges and the design process when

>>>> you see how the game evolve over their development and having

>>>> various sample buggy versions of a the level from game would be

>>>> fantastic.

>>>>

>>>> There are plenty of other things I think would be beneficial to

>>>> school I teach at, but this would be the one thing that would get me

>>>> the most excited. I?ve even been toying with the idea of looking for

>>>>  investors to pursue this, but all the entrepreneurs I know are very

>>>>  tight with their finances right now.

>>>>

>>>> --Dan Carreker

>>>>

>>>>

>>>>

>>>>

>>>> From: Ian Schreiber [mailto:ai864 at yahoo.com]

>>>> Sent: Wednesday, August 11, 2010 5:40 PM

>>>> To: game_edu at igda.org

>>>> Subject: [game_edu] What would you want from a game company?

>>>>

>>>> Hi everyone,

>>>>

>>>> Just had an interesting discussion with a colleague about potential

>>>> value that a large game company (something like EA, Blizzard, Zynga,

>>>> etc.) could offer schools on a large scale.

>>>>

>>>> I realize there is always the danger that the "value" could be a

>>>> thinly-veiled sales pitch for "how to educate your students to get

>>>> hired at our studio, screw liberal arts and screw the rest of the

>>>> industry"... but for the purposes of this discussion, let's assume

>>>> it's not like that, that this would be a genuine offer of assistance.

>>>>

>>>> This could be anything: resources for students, resources for

>>>> faculty, whatever. Assume an offer of time, not money. (Saying "they

>>>> could give a generous grant to our institution" is too easy and too

>>>> obvious :-)

>>>>

>>>> What kinds of things could a game company offer that would make you

>>>> absolutely thrilled if you saw it on, say, this mailing list? I had

>>>> my own ideas, but would be interested in seeing other opinions.

>>>>

>>>> If you're wondering why I'm asking, it's because I get the feeling

>>>> that a lot of things that would be of huge value to us collectively

>>>> are things that some companies would be very willing to give in the

>>>> name of improving game education, and it's just a matter of using

>>>> the strength of our numbers (and the numbers of the IGDA in general)

>>>> to make it happen. So far most of these sorts of academic-industry

>>>> collaborations have been between a single school and a single

>>>> studio, which just means that every one of us has to reinvent the

>>>> wheel with every studio. It'd be nice to find a better way.

>>>>

>>>> Thanks,

>>>> - Ian

>>>>

>>>> _______________________________________________

>>>> 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: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100812/4315af6d/attachment.htm>

>>>

>>> ------------------------------

>>>

>>> _______________________________________________

>>> game_edu mailing list

>>> game_edu at igda.org

>>> http://seven.pairlist.net/mailman/listinfo/game_edu

>>>

>>>

>>> End of game_edu Digest, Vol 71, Issue 2

>>> ***************************************

>>>

>>

>>

>

>

> ------------------------------

>

> Message: 3

> Date: Thu, 12 Aug 2010 15:31:42 -0400

> From: Rob Holt <autodot at gmail.com>

> Subject: Re: [game_edu] What would you want from a game company?

> To: game_edu at igda.org

> Message-ID:

>        <AANLkTimTNNsCNDp0T7=c0GHqEWFRUWaUugrF_0H4SPsj at mail.gmail.com>

> Content-Type: text/plain; charset=ISO-8859-1

>

> Re: What would you want from a game company? (Dan Carreker)

>

> Actually joining SourceU is VERY reasonable for schools & comes with

> the Source Code for both the Source Engine

> and Alien Swarm (L4D engine round one / free for everyone now anyway).

>

> The only downside is the students get all the Valve published games

> too...quite a distraction.

>

> http://source.valvesoftware.com/sourcesdk/sourceu.php

>

>

> -Robertson Holt

> TriOS College

>

>

> ------------------------------

>

> Message: 4

> Date: Thu, 12 Aug 2010 12:50:09 -0700 (PDT)

> From: Ian Schreiber <ai864 at yahoo.com>

> Subject: Re: [game_edu] What would you want from a game company?

> To: IGDA Game Education Listserv <game_edu at igda.org>

> Message-ID: <37552.15344.qm at web39708.mail.mud.yahoo.com>

> Content-Type: text/plain; charset="utf-8"

>

> Hi Greg (and all),

>

> Based on some of the responses so far, I'd like to clarify something.

>

> A lot of requests are along the lines of "we would like it if more individual

> developers/studios built individual relationships with our school." This

> includes everything from guest speakers, to advisory board members, to judges of

> local competitions. This is great, and I'm sure it is something all of us are

> working on for our respective schools. But it's not what I'm looking for,

> because it doesn't scale. In fact, it's zero-sum: if EA's university outreach

> department can only visit 20 schools per year (or whatever) and you take up one

> of those slots, that's one less for the rest of us.

>

> So what I'm hoping to find here is something where one individual developer or

> one studio can do something that benefits ALL of us, all 100+ schools at the

> same time, from their one single action. The difference between an

> unlimited-seat online webinar versus a site visit, for example.

>

> I actually think there are some studios (and individuals) out there who really

> want to contribute to education. They don't need convincing; they know this is a

> win-win. But they ARE short on time, they have little or no experience in

> understanding the differences between industry and academia, and what they need

> from us is two things: guidance for HOW to contribute, and a conduit that lets

> them contribute to a lot of people (i.e. all of us, not just one of us) without

> having to repeat their efforts hundreds of times. IGDA can provide the conduit,

> but I'm looking for ideas on how to best leverage our "strength in numbers"

> here.

>

> Does that make it more clear, where I'm going with this?

>

> Thanks,

> - Ian

>

>

>

>

> ________________________________

> From: Gregory Walek <gwalek at ccsnh.edu>

> To: IGDA Game Education Listserv <game_edu at igda.org>

> Sent: Thu, August 12, 2010 1:18:00 PM

> Subject: Re: [game_edu] What would you want from a game company?

>

>

> A lot of what I?m writing deals with school-studio relations. Where I think what

> Ian is trying to leverage the IGDA for is to break open door and change

> expectations from studios. (If I got this wrong Ian, please clarify ) What we

> need to bang into their heads: We?re building their future employees. They

> should have a stake in this.

>

>

>

> -------------- next part --------------

> An HTML attachment was scrubbed...

> URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100812/21e25188/attachment.html>

>

> ------------------------------

>

> _______________________________________________

> game_edu mailing list

> game_edu at igda.org

> http://seven.pairlist.net/mailman/listinfo/game_edu

>

>

> End of game_edu Digest, Vol 71, Issue 4

> ***************************************

>




--
~ "Democracy is two wolves and a lamb voting on what to have for
lunch. Liberty is a well-armed lamb contesting the vote!" - Benjamin
Franklin

~ "In conflict, straightforward actions generally lead to engagement,
surprising actions generally lead to victory." - Sun Tzu

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