1 00:00:05,660 --> 00:00:08,440 PROFESSOR: The students spend about six hours in class 2 00:00:08,440 --> 00:00:09,260 each week. 3 00:00:09,260 --> 00:00:11,460 And right at the beginning of the semester, 4 00:00:11,460 --> 00:00:15,520 most of those six hours are either lectures or activities 5 00:00:15,520 --> 00:00:16,970 or workshops that we have planned 6 00:00:16,970 --> 00:00:19,360 to have inside the class. 7 00:00:19,360 --> 00:00:21,890 It's very, very tightly programmed. 8 00:00:21,890 --> 00:00:24,770 This may involve, say, brainstorming for the team 9 00:00:24,770 --> 00:00:27,390 projects, or forming up with teams, 10 00:00:27,390 --> 00:00:30,020 going through the project constraints, 11 00:00:30,020 --> 00:00:32,600 or teaching them the techniques that we want them to learn. 12 00:00:32,600 --> 00:00:34,650 Near the end of the semester, we heavily 13 00:00:34,650 --> 00:00:36,870 scale back the program content. 14 00:00:36,870 --> 00:00:39,530 We give students a lot of class time 15 00:00:39,530 --> 00:00:40,890 just to meet up with the teams. 16 00:00:40,890 --> 00:00:42,306 Because for many, many teams, it's 17 00:00:42,306 --> 00:00:46,570 difficult enough to gather six people in the same room, 18 00:00:46,570 --> 00:00:48,230 in the same place, at the same time. 19 00:00:48,230 --> 00:00:50,000 To get eight of them in the same room, 20 00:00:50,000 --> 00:00:51,960 well, they're doing it during class time. 21 00:00:51,960 --> 00:00:54,090 At least you know everybody's going to be there. 22 00:00:54,090 --> 00:00:58,270 So we try to give as much time as possible 23 00:00:58,270 --> 00:01:00,570 later in the semester for teams to actually work 24 00:01:00,570 --> 00:01:01,710 on their project. 25 00:01:01,710 --> 00:01:04,470 But sometimes that is planned out, like playtest sessions, 26 00:01:04,470 --> 00:01:07,740 for instance, where students play each other's games. 27 00:01:10,630 --> 00:01:13,070 PROFESSOR: In the first half of the semesters, 28 00:01:13,070 --> 00:01:17,130 all the lectures and workshops are given by the staff. 29 00:01:17,130 --> 00:01:19,780 But by the second half of the semester, 30 00:01:19,780 --> 00:01:23,250 we're getting them to see other aspects of game development. 31 00:01:23,250 --> 00:01:25,440 So within MIT students-- and actually, 32 00:01:25,440 --> 00:01:28,860 this year, a few Wellesley students-- most of our students 33 00:01:28,860 --> 00:01:31,550 are going to be coming to us with a programming background. 34 00:01:31,550 --> 00:01:34,817 A few might have some design classes under their belt. 35 00:01:34,817 --> 00:01:36,900 Maybe they've taken one of our game design classes 36 00:01:36,900 --> 00:01:39,740 or another design class offered at MIT. 37 00:01:39,740 --> 00:01:41,750 Some of the students are going to have some art 38 00:01:41,750 --> 00:01:43,560 aptitude, visual art aptitude. 39 00:01:43,560 --> 00:01:48,130 Some, a little bit more a sound design or music composition 40 00:01:48,130 --> 00:01:48,640 aptitude. 41 00:01:48,640 --> 00:01:50,599 But for the most part, they don't know 42 00:01:50,599 --> 00:01:51,890 what it's like to be an artist. 43 00:01:51,890 --> 00:01:54,098 They don't know what it's like to be a sound designer 44 00:01:54,098 --> 00:01:55,392 on a game development project. 45 00:01:55,392 --> 00:01:57,100 And they might actually not know anything 46 00:01:57,100 --> 00:01:58,680 about the business of games. 47 00:01:58,680 --> 00:02:01,990 So the last half of the semester is bringing in guest lecturers 48 00:02:01,990 --> 00:02:03,320 from the industry. 49 00:02:03,320 --> 00:02:05,970 We've got a great network here in Boston, an independent game 50 00:02:05,970 --> 00:02:08,000 developer network. 51 00:02:08,000 --> 00:02:11,270 Also, quite a few of the AAA larger studios are here. 52 00:02:11,270 --> 00:02:13,740 So we mine our network in each year. 53 00:02:13,740 --> 00:02:16,780 We get new speakers to come talk to them 54 00:02:16,780 --> 00:02:18,450 about how to work with an artist, 55 00:02:18,450 --> 00:02:20,730 how to work with a sound designer, what it actually 56 00:02:20,730 --> 00:02:23,601 means to be an art director in a game company, 57 00:02:23,601 --> 00:02:25,600 or what actually does it mean to even be a level 58 00:02:25,600 --> 00:02:29,256 designer on a large project? 59 00:02:29,256 --> 00:02:30,880 But then also, we're bringing people in 60 00:02:30,880 --> 00:02:33,230 to talk about business models. 61 00:02:33,230 --> 00:02:35,000 Kickstarter is often an interesting topic 62 00:02:35,000 --> 00:02:36,500 for the students. 63 00:02:36,500 --> 00:02:38,400 We try to balance it between here's 64 00:02:38,400 --> 00:02:39,870 what the industry what looks like, 65 00:02:39,870 --> 00:02:41,370 and here's the things that are going 66 00:02:41,370 --> 00:02:44,260 to help you, right now, with the game that you're working on 67 00:02:44,260 --> 00:02:44,760 now. 68 00:02:44,760 --> 00:02:47,051 And if you wanted to take the game a little bit further 69 00:02:47,051 --> 00:02:49,500 after the course, here's the things that you could do. 70 00:02:49,500 --> 00:02:53,560 Things like fundraising, submitting it to festivals, 71 00:02:53,560 --> 00:02:57,110 marketing it, and just getting other people to play it.