1 00:00:05,017 --> 00:00:06,850 PHILIP TAN: So when students come into class 2 00:00:06,850 --> 00:00:08,720 on their first day, they usually expect 3 00:00:08,720 --> 00:00:11,590 to walk in and start working on their dream game right away, 4 00:00:11,590 --> 00:00:14,360 and that's just not going to happen. 5 00:00:14,360 --> 00:00:15,940 They have a lot to learn. 6 00:00:15,940 --> 00:00:19,442 Simply to learn about working with their teammates-- 7 00:00:19,442 --> 00:00:20,900 figure out who else is in the class 8 00:00:20,900 --> 00:00:22,720 and what skills they bring to bear. 9 00:00:22,720 --> 00:00:25,150 And chances are they haven't really 10 00:00:25,150 --> 00:00:27,940 thought all that much about the game design 11 00:00:27,940 --> 00:00:29,070 that they want to make. 12 00:00:29,070 --> 00:00:30,837 And usually their very first idea, 13 00:00:30,837 --> 00:00:33,170 the idea that you've been nursing ever since high school 14 00:00:33,170 --> 00:00:37,970 or something, isn't the best idea for a single semester 15 00:00:37,970 --> 00:00:38,565 project. 16 00:00:38,565 --> 00:00:39,940 RICHARD EBERHARDT: Students often 17 00:00:39,940 --> 00:00:43,996 want to make the big expansive epic RPG. 18 00:00:43,996 --> 00:00:45,370 We get a lot of students who want 19 00:00:45,370 --> 00:00:49,400 to make the next Legend of Zelda-- maybe trying 20 00:00:49,400 --> 00:00:51,152 to remake Skyrim but in 2D, and they 21 00:00:51,152 --> 00:00:53,110 think they're scoping it down, but they're not. 22 00:00:53,110 --> 00:00:55,440 So it's one of the first things we're 23 00:00:55,440 --> 00:00:58,170 doing-- especially the first couple weeks of the class-- 24 00:00:58,170 --> 00:01:00,110 are just getting them to understand 25 00:01:00,110 --> 00:01:03,580 what is the scope of the game development project, but also 26 00:01:03,580 --> 00:01:06,760 just getting them to understand how difficult it 27 00:01:06,760 --> 00:01:09,370 is to work in a team. 28 00:01:09,370 --> 00:01:11,440 How much effort an individual needs 29 00:01:11,440 --> 00:01:16,080 to put forward in order to work efficiently as part of a team, 30 00:01:16,080 --> 00:01:18,420 especially when it comes to a creative thing like game 31 00:01:18,420 --> 00:01:20,820 development and game design. 32 00:01:20,820 --> 00:01:23,220 A lot of students want to make their personal project. 33 00:01:23,220 --> 00:01:24,730 And the first thing they need to do 34 00:01:24,730 --> 00:01:30,397 is realize that there are other opinions on the team that 35 00:01:30,397 --> 00:01:31,230 should be respected. 36 00:01:31,230 --> 00:01:32,690 And there are some opinions that are 37 00:01:32,690 --> 00:01:34,690 going to be stronger because there's more design 38 00:01:34,690 --> 00:01:35,590 experience there. 39 00:01:35,590 --> 00:01:38,000 So figuring out how to balance those teams 40 00:01:38,000 --> 00:01:41,102 is a big, big step for them to take when they start. 41 00:01:41,102 --> 00:01:42,560 SARA VERRILLI: The biggest thing we 42 00:01:42,560 --> 00:01:44,190 want them to learn when they come in 43 00:01:44,190 --> 00:01:47,470 and take the course is how to work 44 00:01:47,470 --> 00:01:50,820 as a group on a creative project. 45 00:01:50,820 --> 00:01:54,120 Almost everybody's worked on creative project before. 46 00:01:54,120 --> 00:01:56,100 People have worked in groups before, 47 00:01:56,100 --> 00:01:59,660 but working on a project where the group together is setting 48 00:01:59,660 --> 00:02:02,106 the goal and the goal is fluid. 49 00:02:02,106 --> 00:02:03,480 Because, with a creative project, 50 00:02:03,480 --> 00:02:06,100 with a game design project, what you're making 51 00:02:06,100 --> 00:02:08,990 is always evolving as you keep working on it. 52 00:02:08,990 --> 00:02:13,210 And so being able to, as a group, discuss those changes, 53 00:02:13,210 --> 00:02:15,080 acknowledge those changes, work together 54 00:02:15,080 --> 00:02:17,550 to get to something that everybody wants to work on 55 00:02:17,550 --> 00:02:19,550 and everybody is capable of working on, 56 00:02:19,550 --> 00:02:22,240 and you are all capable of getting done in the very 57 00:02:22,240 --> 00:02:26,090 short amount of time you have to work on these complex projects. 58 00:02:26,090 --> 00:02:29,480 That's actually one of our biggest goals. 59 00:02:29,480 --> 00:02:32,080 PHILIP TAN: One thing about creative projects 60 00:02:32,080 --> 00:02:34,885 is there aren't right answers. 61 00:02:34,885 --> 00:02:36,260 There are a lot of different ways 62 00:02:36,260 --> 00:02:39,456 that a project can go when you are basically 63 00:02:39,456 --> 00:02:41,330 just trying to create an aesthetic experience 64 00:02:41,330 --> 00:02:43,150 for the players. 65 00:02:43,150 --> 00:02:47,000 And so multiple people with different viewpoints 66 00:02:47,000 --> 00:02:49,140 can all be right at the same time. 67 00:02:49,140 --> 00:02:51,200 And it's not like you're designing a machine 68 00:02:51,200 --> 00:02:54,210 to solve a specific problem, and if the problem is solved, 69 00:02:54,210 --> 00:02:57,500 you know that you've done your job. 70 00:02:57,500 --> 00:03:02,990 And this can lead to a lot of ego and clashes and arguments 71 00:03:02,990 --> 00:03:08,710 over basically something that is already difficult to implement. 72 00:03:08,710 --> 00:03:11,160 And every time you get into those arguments, 73 00:03:11,160 --> 00:03:12,570 you are actually taking time away 74 00:03:12,570 --> 00:03:15,930 from the actual development of the game. 75 00:03:15,930 --> 00:03:18,410 RICHARD EBERHARDT: We try to give the students the tools 76 00:03:18,410 --> 00:03:22,130 and methods they can use if they have an argument to provide 77 00:03:22,130 --> 00:03:23,900 evidence for the argument. 78 00:03:23,900 --> 00:03:27,320 And often it comes down to testing out ideas, rather than 79 00:03:27,320 --> 00:03:30,150 having those discussions as a team. 80 00:03:30,150 --> 00:03:34,104 Using prototyping methods, using either paper-- 81 00:03:34,104 --> 00:03:36,520 if they just got the paper right there before they've even 82 00:03:36,520 --> 00:03:37,370 written code. 83 00:03:37,370 --> 00:03:39,970 Just throw something on paper, get another person look at it, 84 00:03:39,970 --> 00:03:41,610 and then to see, did it work or not? 85 00:03:44,210 --> 00:03:47,860 Getting away from having the personalities 86 00:03:47,860 --> 00:03:49,460 involved, getting away from having ego 87 00:03:49,460 --> 00:03:52,720 involved in all this. 88 00:03:52,720 --> 00:03:58,140 For first-time designers, for the students that we have, 89 00:03:58,140 --> 00:04:00,140 if they don't have the evidence, the first thing 90 00:04:00,140 --> 00:04:03,286 they're going to go back to it is personal ego, which is not 91 00:04:03,286 --> 00:04:04,410 the way to do these things. 92 00:04:04,410 --> 00:04:06,780 It will just cause further problems down the line. 93 00:04:06,780 --> 00:04:08,570 SARA VERRILLI: So the course is overall 94 00:04:08,570 --> 00:04:12,700 organized with four projects. 95 00:04:12,700 --> 00:04:16,079 All of our work is group work because we are emphasizing 96 00:04:16,079 --> 00:04:17,510 how do you work together on a team 97 00:04:17,510 --> 00:04:19,160 to solve a creative problem. 98 00:04:19,160 --> 00:04:21,260 All of our projects are group projects. 99 00:04:21,260 --> 00:04:25,800 And we grade primarily as a group. 100 00:04:25,800 --> 00:04:29,280 Our projects start from very small and scale up to big. 101 00:04:29,280 --> 00:04:31,400 So we have our opening project, which 102 00:04:31,400 --> 00:04:33,640 is just doing a paper prototype-- even 103 00:04:33,640 --> 00:04:35,850 a fraction of a paper prototype-- not a full game. 104 00:04:35,850 --> 00:04:38,830 It's just what are the main actions in the game? 105 00:04:38,830 --> 00:04:41,070 And that's about a two-week project. 106 00:04:41,070 --> 00:04:43,520 And then we build up to, OK, you've got a prototype. 107 00:04:43,520 --> 00:04:46,590 Form a new group, a bigger group this time, 108 00:04:46,590 --> 00:04:49,870 about double our group in size from three to six, 109 00:04:49,870 --> 00:04:53,740 and turn that into a digital game. 110 00:04:53,740 --> 00:04:57,180 For the third project, you, once again, have that two-week time 111 00:04:57,180 --> 00:04:59,940 period, but during the second project, 112 00:04:59,940 --> 00:05:01,880 we taught you our basic project management 113 00:05:01,880 --> 00:05:03,490 schemes and some project management 114 00:05:03,490 --> 00:05:06,580 skills-- using that second project as an example of how 115 00:05:06,580 --> 00:05:07,519 to do that. 116 00:05:07,519 --> 00:05:09,060 And on the third project we're asking 117 00:05:09,060 --> 00:05:12,210 you to come up with your own game design idea, 118 00:05:12,210 --> 00:05:17,230 prototype it out, and finish it as a group using 119 00:05:17,230 --> 00:05:22,410 all those project management techniques that we taught. 120 00:05:22,410 --> 00:05:24,280 It's sort of our test run project 121 00:05:24,280 --> 00:05:26,570 for the fourth project, which is the final project. 122 00:05:26,570 --> 00:05:30,690 It lasts, I think, seven and a half weeks, 123 00:05:30,690 --> 00:05:34,529 and we double the group size again up to eight. 124 00:05:34,529 --> 00:05:36,570 We are actually intentionally giving the students 125 00:05:36,570 --> 00:05:39,629 large groups that are harder to work with. 126 00:05:39,629 --> 00:05:41,920 And their first thought is "we've got all these people, 127 00:05:41,920 --> 00:05:44,630 we can make a huge project." 128 00:05:44,630 --> 00:05:47,154 And our response is "you've got all these people. 129 00:05:47,154 --> 00:05:48,570 You're going to have to figure out 130 00:05:48,570 --> 00:05:50,653 how you're all going to communicate well together, 131 00:05:50,653 --> 00:05:53,570 so you can actually get something done." 132 00:05:53,570 --> 00:05:55,140 And that's sort of the final capstone 133 00:05:55,140 --> 00:05:57,014 project where we give them a fairly tight set 134 00:05:57,014 --> 00:05:57,810 of constraints. 135 00:05:57,810 --> 00:06:00,920 But other than that, they are designing the design. 136 00:06:00,920 --> 00:06:03,830 They're planning out the project management. 137 00:06:03,830 --> 00:06:06,360 They're in charge of planning their testing sessions 138 00:06:06,360 --> 00:06:09,000 and their polishing sessions. 139 00:06:09,000 --> 00:06:11,650 And we use that time to check in with them 140 00:06:11,650 --> 00:06:13,640 and give them feedback along the way. 141 00:06:13,640 --> 00:06:16,000 But it really is like, OK, we've given you 142 00:06:16,000 --> 00:06:19,750 the tools, time to really practice using them.