1 00:00:05,180 --> 00:00:07,770 SARA VERRILLI: So the course evolution 2 00:00:07,770 --> 00:00:10,020 has actually been more a refinement 3 00:00:10,020 --> 00:00:12,720 than any really big evolution. 4 00:00:12,720 --> 00:00:16,670 We've always had the four project structure. 5 00:00:16,670 --> 00:00:19,760 We have done some juggling of the amount of time 6 00:00:19,760 --> 00:00:23,450 allotted to each project, and what we're asking 7 00:00:23,450 --> 00:00:25,230 for the goals for each project. 8 00:00:25,230 --> 00:00:26,960 The first year we ran the course we 9 00:00:26,960 --> 00:00:30,550 were kind of asking for a full game prototype 10 00:00:30,550 --> 00:00:32,670 from each of the iterations. 11 00:00:32,670 --> 00:00:34,550 And we were asking them to do everything 12 00:00:34,550 --> 00:00:38,070 for every project, which was a little much to ask them, 13 00:00:38,070 --> 00:00:39,920 although they did it. 14 00:00:39,920 --> 00:00:41,540 I mean, they did it. 15 00:00:41,540 --> 00:00:44,160 We've been refining each of the projects 16 00:00:44,160 --> 00:00:49,057 as it goes to try to emphasize a particular thing we're 17 00:00:49,057 --> 00:00:51,390 trying to teach, especially in the first three projects. 18 00:00:51,390 --> 00:00:53,410 So the first project is prototyping, 19 00:00:53,410 --> 00:00:55,900 and the second project is project management, 20 00:00:55,900 --> 00:00:59,520 and the third project is now user interface 21 00:00:59,520 --> 00:01:02,180 and interactions, feedback especially. 22 00:01:02,180 --> 00:01:05,220 And then the fourth project remains tie it all together 23 00:01:05,220 --> 00:01:10,330 into one overall synthesis. 24 00:01:10,330 --> 00:01:12,240 Also, I think that our use of guest lecturers 25 00:01:12,240 --> 00:01:14,210 has gotten better over the years. 26 00:01:14,210 --> 00:01:16,170 We've been able to reach out to more people 27 00:01:16,170 --> 00:01:18,630 and we've realized more and more the value 28 00:01:18,630 --> 00:01:20,790 that they bring into the course, having people 29 00:01:20,790 --> 00:01:24,875 to come in and talk, often agreeing with what we've said, 30 00:01:24,875 --> 00:01:26,360 but giving a different perspective 31 00:01:26,360 --> 00:01:28,459 and rooting it back into the game industry. 32 00:01:28,459 --> 00:01:31,000 The students really like to hear that this is actually what's 33 00:01:31,000 --> 00:01:31,980 going on in the game industry. 34 00:01:31,980 --> 00:01:34,440 They're not just being taught this stuff in a course. 35 00:01:37,462 --> 00:01:39,670 PHILIP TAN: When we first started teaching this class 36 00:01:39,670 --> 00:01:42,780 we were primarily looking at the skills 37 00:01:42,780 --> 00:01:45,260 that MIT students had and didn't have 38 00:01:45,260 --> 00:01:48,560 when they came and joined our lab as undergraduate research 39 00:01:48,560 --> 00:01:49,620 assistants. 40 00:01:49,620 --> 00:01:52,850 And we found that there was a certain skill gap of things 41 00:01:52,850 --> 00:01:55,530 that we had to teach every single new student who came. 42 00:01:55,530 --> 00:01:58,210 Even though they may have been very skilled programmers, 43 00:01:58,210 --> 00:02:00,980 they didn't understand what it was like to work in a team. 44 00:02:00,980 --> 00:02:04,020 And so a lot of the genesis of this particular course 45 00:02:04,020 --> 00:02:07,990 comes from just us trying to increase that pool of students 46 00:02:07,990 --> 00:02:10,949 that we could hire as undergraduate researchers. 47 00:02:10,949 --> 00:02:12,990 And of course, in the process of teaching a class 48 00:02:12,990 --> 00:02:15,200 about making video games, a lot of the students 49 00:02:15,200 --> 00:02:18,030 taking the class were also interested 50 00:02:18,030 --> 00:02:21,060 in working professionally in the game industry. 51 00:02:21,060 --> 00:02:25,300 And so we expanded the content on the skills 52 00:02:25,300 --> 00:02:27,550 that you're going to need outside of MIT. 53 00:02:27,550 --> 00:02:29,280 But we've always been very, very careful 54 00:02:29,280 --> 00:02:32,990 to make sure that a student who comes out of that class 55 00:02:32,990 --> 00:02:36,850 is in good shape to be able to get a research internship here 56 00:02:36,850 --> 00:02:38,720 in our lab. 57 00:02:38,720 --> 00:02:41,680 RICHARD EBERHARDT: So this semester, product three 58 00:02:41,680 --> 00:02:43,920 is different than last year. 59 00:02:43,920 --> 00:02:47,470 Last year the focus was on the aesthetics, so 60 00:02:47,470 --> 00:02:52,160 think about how art and sound and visual combine to make it 61 00:02:52,160 --> 00:02:54,730 an aesthetic experience. 62 00:02:54,730 --> 00:02:58,310 That's not as important this year for our final project. 63 00:02:58,310 --> 00:02:59,811 So we changed it to something that's 64 00:02:59,811 --> 00:03:02,351 actually going to help them with their final project a little 65 00:03:02,351 --> 00:03:03,050 better. 66 00:03:03,050 --> 00:03:05,800 So this case it's user interface. 67 00:03:05,800 --> 00:03:08,080 We're asking them to make these decision making 68 00:03:08,080 --> 00:03:09,260 strategy-like games. 69 00:03:09,260 --> 00:03:11,540 There's going to be a lot of elements on the screen 70 00:03:11,540 --> 00:03:15,770 that a player is going to have to understand immediately 71 00:03:15,770 --> 00:03:17,960 what they do and how they interact with each other. 72 00:03:17,960 --> 00:03:19,959 So focusing on that user interface and that user 73 00:03:19,959 --> 00:03:22,030 experience is important for us, and in 74 00:03:22,030 --> 00:03:23,640 particular, feedback systems. 75 00:03:23,640 --> 00:03:26,730 So because our theme is meaningful decision making, 76 00:03:26,730 --> 00:03:28,230 if I'm making a decision, part of it 77 00:03:28,230 --> 00:03:32,060 is I should know what the decision was that I just made 78 00:03:32,060 --> 00:03:33,850 and how it affected the rest of the world 79 00:03:33,850 --> 00:03:36,070 and how it affected my own play. 80 00:03:36,070 --> 00:03:38,742 So that kind of reinforcement, that kind of feedback loop 81 00:03:38,742 --> 00:03:40,950 is going to be very important for that third project. 82 00:03:40,950 --> 00:03:42,824 PHILIP TAN: We've also brought back something 83 00:03:42,824 --> 00:03:45,740 that we temporarily departed from, 84 00:03:45,740 --> 00:03:50,430 and that's the idea of having a client, a real client who 85 00:03:50,430 --> 00:03:53,070 has a need for the games that need to be made. 86 00:03:53,070 --> 00:03:55,500 In reality, if you go out and work in the game industry, 87 00:03:55,500 --> 00:03:57,750 you're not making games for yourself most of the time, 88 00:03:57,750 --> 00:03:59,540 you're making games for someone else. 89 00:03:59,540 --> 00:04:01,998 So in this case, we're going to be working with the Climate 90 00:04:01,998 --> 00:04:03,900 Center and the Humanitarian Response Lab 91 00:04:03,900 --> 00:04:08,860 here at MIT to talk about issues of climate change, 92 00:04:08,860 --> 00:04:13,441 and more importantly about preparing for disasters. 93 00:04:13,441 --> 00:04:15,660 We feel this kind of topical relevance 94 00:04:15,660 --> 00:04:19,240 will make this class additionally more interesting 95 00:04:19,240 --> 00:04:23,160 for certain students who aren't just 96 00:04:23,160 --> 00:04:27,235 enamored with the technical challenges of making a game. 97 00:04:27,235 --> 00:04:29,330 But I think this might also be the first time 98 00:04:29,330 --> 00:04:35,240 that we specifically had the client give us 99 00:04:35,240 --> 00:04:38,631 a design theme as opposed to a technology to work with. 100 00:04:38,631 --> 00:04:39,630 RICHARD EBERHARDT: Yeah. 101 00:04:39,630 --> 00:04:44,980 PHILIP TAN: So it's a departure, but in many ways 102 00:04:44,980 --> 00:04:47,910 it's taking what we've learned from the previous two 103 00:04:47,910 --> 00:04:51,390 iterations of this class when we didn't have a client 104 00:04:51,390 --> 00:04:54,690 or when we had students working on a design theme rather 105 00:04:54,690 --> 00:04:58,280 than a technology and putting it together this year.