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FLYING BY THE SEAT OF YOUR PANTS: DON’T
Jose P. Zagal
Entertainment Arts &
Engineering
University of Utah
Experiences Experimenting with Games Education
WHO AM I? (GAMES ED CV
“HIGHLIGHTS”)
2000 – 2003
Taught “Videogame Design and Development” at Universidad Catolica (Chile)
Context: College of Engineering, Computer Science Department
2008-2015 Faculty at DePaul University
Context: Bona Fide Game Program, College of Computing and Digital Media
2013- Present Faculty at University of Utah’s EAE Program
Context: Bona Fide Game Program, Highly Ranked by Princeton Review
OUTLINE / AGENDA
How do game programs / courses of study change or evolve over the
years?
What role do we, as faculty, play in that evolution?
Today’s perspective: Exploring those questions via course/module
design
GAME PROGRAMS AS
SOFTWARE PRODUCTS
The
Development
Lifecycle of a
Game Program
GENESIS OF A GAME PROGRAM
(APOCRYPHAL)
Waterfall Model
THE TRUE LIFECYCLE OF A
PROGRAM
The “real” model…
Maintenance
What does this
mean?
What does this look
like?
(NOT SCIENTIFIC) SURVEY
Which of these happens more
often?
You create a new degree OR An existing degree is eliminated
You create a new track/specialization OR An existing track/specialization is
eliminated
A new course is added/created OR A course is eliminated from your
catalog
Game faculty are hired OR Game faculty are “let go” / contract
not renewed
(NOT SCIENTIFIC) SURVEY
Raise your hand if you have seen the following happen (maybe even been
responsible)
Created an “advanced” class for an existing course already offered
Created a “new” course that’s a variant/offshoot of an existing class
Created an “updated” version of an old class that’s still on the books
Taught a section of an existing class in a totally new way, but the other sections
stayed the same
Lock = Module/Course
Game Program
Years 1-3 (or so)
Game Program
After a few years
Still pretty neat and organized!
Game Program
Years: Forever After(?)
WAIT, THIS IS A GOOD THING!
“Core Classes” “Electives” – Usually gets longer over the years…
Curricular Offerings
(Courses/Classes/Modules)
Over the years:
The long tail
grows…
Are you aware of your tail?
How does your tail grow?
Are you grooming your tail
appropriately?Courses/Mo
LESSON #0 (WHY YOUR TAIL
MATTERS)
The tail is where you
innovate and experiment
Maintenance
MAINTENANCE IS
EXPERIMENTING
MAINTENANCE IS
INNOVATING
In our context, games education….
AVOIDING THIS:
While…
LESSONS FROM MY
TRENCH
YMMV
LESSON #1
Find experiential gaps in
your program
UNIVERSITY OF UTAH’S EAE
MASTERS PROGRAM
2-year Masters Program
Cohort-based
 Admissions are once a year
Yearly enrollment +/- 60 Students
4 tracks
- Arts, Technical Arts, Production, Engineering
EAE MASTERS – PROGRAM OF
STUDY
Fall Spring Summer Fall Spring
Design
Design
Elective
Elective Elective
Track I Track II Track III
Track IV or
Elective
Rapid
Prototypin
g
Project I Project II Project III
Optional
Internship
Academic Classes
EAE MASTERS – PROGRAM OF
STUDY
Fall Spring Summer Fall Spring
Design
Design
Elective
Elective Elective
Track I Track II Track III
Track IV or
Elective
Rapid
Prototypin
g
Project I Project II Project III
Optional
Internship
Industry Experience
Taught by Industry Professionals
Specialization (in track)
Socialization (learn to walk/talk like a pro)
Alternate grading scheme
(promote, retain, probate)
EAE MASTERS – PROGRAM OF
STUDY
Fall Spring Summer Fall Spring
Design
Design
Elective
Elective Elective
Track I Track II Track III
Track IV or
Elective
Rapid
Prototypin
g
Project I Project II Project III
Optional
Internship
Project-Driven
Faux-Studio Model
Soft Skills
Coached not “Taught”
“Large” Team – 10+ students
GAP IN THE PROGRAM?
EAE emphasizes teamwork/collaboration
Lacking opportunities to design and develop games solo
We need a course that provides this opportunity….
LESSON #2
Draw from what
motivates and inspires
you
INSPIRATIONS
Running (almost) continuously since 2002 @ GDC….
WOULDN’T IT BE COOL IF MY
STUDENTS…
…made cool stuff like what they show at GDC?
…got really excited about weird/wacky zany
games?
…blew my mind more often?
…whined less about how other people (e.g.
teammates) got in the way of them making
really cool games?
INSPIRATION
2005 – ETC at Carnegie Mellon University
“The Experimental Gameplay Project began as a student pitched project at
the Entertainment Technology Center at Carnegie Mellon University. The
project started in Spring 2005 with the goal of discovering and rapidly
prototyping as many new forms of gameplay as possible.”
“A team of four grad students, we locked ourselves in a room for a semester
with three rules:”
http://experimentalgameplay.com/blog/about/
RULES
1. Each game must be made in less than seven days,
2. Each game must be made by exactly one person,
3. Each game must be based around a common theme
http://experimentalgameplay.com/blog/about/
SPRING SEMESTER 2016 –
EXPERIMENTAL GAMES
“In this course students will explore, examine, and discover new
forms of gameplay by rapidly developing small experimental games.
Students will be expected to individually design and develop games in
under 7 days and will develop 8 games over the course of the
semester. Each game will be based on a predetermined theme and
restrictions discussed in class. Class sessions will alternate between
discussions, playtest sessions (of student games as well as other
currently available ones), and presentations.”
LESSON #2 (COROLLARY)
Draw from what motivates
and inspires you
If you’re not that
motivated/inspired find
someone else who is (and
help them out as much as
LESSON #2 (COROLLARY TO THE
COROLLARY)
If you’re not that
motivated/inspired find someone
else who is (and help them out as
much as possible)
Find someone who’s better than
you to teach that course
COURSES I HELPED CREATE, BUT
NEVER TAUGHT…
GAM 201 – History of Videogames
 Person who taught it had been editor of Computer Gaming World for several
years…
GAM 231 – History and Design of Role Playing Games
 Person who taught it was a co-founder of Paizo publishing and had played D&D
with Gygax
GAM 312 – Playtesting
 Person who taught it had worked at Microsoft Games User Research!
EXPERIMENTAL GAMES, AVOIDING
THIS:
While…
LESSON #3
Articulate course goals
and align them with
student goals
GOALS – 1ST DAY
OF CLASSTheir goals, not mine!
Discussed as a group
Refined a little
LESSON #4
Align assessment with
student expectations
WHAT ARE YOU SUPPOSED TO DO (IN
THIS CLASS)?1. Form Hypothesis
2. Test It
3. Analyze
4. Conclusion + Share/Report
Deliverables?
Formal Assessment
Success: Pick apart your “failure”
Failure: Didn’t do it / Doesn’t run/work
Mediocre: Lack of effort, Didn’t Reflect/Learn
Stuff I didn’t explicitly discuss: What happens when stuff is late?
LESSON # 5
Ending the course is just
as important as the
beginning
IN-CLASS POST-MORTEM REVIEW /
REMINDER
1. Revisited everything we talked about on day 1.
1. What were the learning goals?
2. Had a class discussion about what went well, what could
be improved
1. By them
2. By me
3. Distributed self-assessment “forms”
1. Half-sheet of paper with two questions:
1. What grade do you deserve
2. Why do you deserve that grade
LESSON #6
Don’t be afraid to leave
your comfort zone
If you don’t feel a bit scared/worried/excited, you’re probably not experimenting enough.
THEMES
Pointillism
Wetness
Roll and Move
Envy
Social Connections
Platformer with a Twist
Sanctity
2 Hour Time Limit
In-Class
I Also Made a Game
LESSON #7
Don’t ask your students
to do things you wouldn’t
be willing to do yourself
LESSON #8
You don’t have to cater to
everyone.
After the first day of class, half the students dropped out.
I survived to tell this tale.
LESSON #8 (COROLLARY)
You don’t have to cater to
everyone
Everyone should be
catered to (see Lesson
#1)
RESULTS?
Students blew my mind.
(every other week)
Students blew each other’s minds.
(every other week)
LESSON #9
Treat your students like
junior colleagues rather
than just junior
Their help will guide you along the way.
Trust them!
CONCLUSIONS
Lesson #1 – Find Experiential Gaps in your Program
Lesson #2 – Draw from What Motivates and Inspires You
 Corollary a - …or find someone else who is
 Corollary b - …or find someone else who is better than you
Lesson #3 – Articulate Course Goals and Align them with Student Goals
Lesson #4 - Align Assessment with Student Expectations
Lesson #5 – Ending the Course is Just as Important as the Beginning
Lesson #6 – Don’t be Afraid to Leave your Comfort Zone
Lesson #7 - Don’t ask your students to do things you wouldn’t be willing to do
yourself
Lesson #8 – You Don’t Have to Cater to Everyone
 Corollary a – Everyone should be catered to (see Lesson #1)
LESSON #10
It doesn’t have to be
pretty, polished, slick, or
elegant. Rough around
the edges is probably
better.
CONCLUSIONS
Neither does anybody else.
So, listen to others, learn
from them, adapt, and adopt
what works for you and your
program.
THANK YOU!
Jose P. Zagal
 jose.zagal@utah.edu
 http://www.eae.utah.edu/faculty/
jzagal
Special thanks to my students and
colleagues over the years.
Anything smart or insightful I said
is thanks to them.
Images used in this presentation are the property of their respective owners.
Their use here qualifies as fair use under US copyright law for educational purposes and
critical commentary.
@JoseZagal

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Don't Fear Experimenting with Your Game Program

  • 1. FLYING BY THE SEAT OF YOUR PANTS: DON’T Jose P. Zagal Entertainment Arts & Engineering University of Utah Experiences Experimenting with Games Education
  • 2. WHO AM I? (GAMES ED CV “HIGHLIGHTS”) 2000 – 2003 Taught “Videogame Design and Development” at Universidad Catolica (Chile) Context: College of Engineering, Computer Science Department 2008-2015 Faculty at DePaul University Context: Bona Fide Game Program, College of Computing and Digital Media 2013- Present Faculty at University of Utah’s EAE Program Context: Bona Fide Game Program, Highly Ranked by Princeton Review
  • 3. OUTLINE / AGENDA How do game programs / courses of study change or evolve over the years? What role do we, as faculty, play in that evolution? Today’s perspective: Exploring those questions via course/module design
  • 4. GAME PROGRAMS AS SOFTWARE PRODUCTS The Development Lifecycle of a Game Program
  • 5. GENESIS OF A GAME PROGRAM (APOCRYPHAL) Waterfall Model
  • 6. THE TRUE LIFECYCLE OF A PROGRAM The “real” model… Maintenance What does this mean? What does this look like?
  • 7. (NOT SCIENTIFIC) SURVEY Which of these happens more often? You create a new degree OR An existing degree is eliminated You create a new track/specialization OR An existing track/specialization is eliminated A new course is added/created OR A course is eliminated from your catalog Game faculty are hired OR Game faculty are “let go” / contract not renewed
  • 8. (NOT SCIENTIFIC) SURVEY Raise your hand if you have seen the following happen (maybe even been responsible) Created an “advanced” class for an existing course already offered Created a “new” course that’s a variant/offshoot of an existing class Created an “updated” version of an old class that’s still on the books Taught a section of an existing class in a totally new way, but the other sections stayed the same
  • 9. Lock = Module/Course Game Program Years 1-3 (or so)
  • 10. Game Program After a few years Still pretty neat and organized!
  • 12. WAIT, THIS IS A GOOD THING! “Core Classes” “Electives” – Usually gets longer over the years… Curricular Offerings (Courses/Classes/Modules) Over the years: The long tail grows… Are you aware of your tail? How does your tail grow? Are you grooming your tail appropriately?Courses/Mo
  • 13. LESSON #0 (WHY YOUR TAIL MATTERS) The tail is where you innovate and experiment
  • 16.
  • 19. LESSON #1 Find experiential gaps in your program
  • 20. UNIVERSITY OF UTAH’S EAE MASTERS PROGRAM 2-year Masters Program Cohort-based  Admissions are once a year Yearly enrollment +/- 60 Students 4 tracks - Arts, Technical Arts, Production, Engineering
  • 21. EAE MASTERS – PROGRAM OF STUDY Fall Spring Summer Fall Spring Design Design Elective Elective Elective Track I Track II Track III Track IV or Elective Rapid Prototypin g Project I Project II Project III Optional Internship Academic Classes
  • 22. EAE MASTERS – PROGRAM OF STUDY Fall Spring Summer Fall Spring Design Design Elective Elective Elective Track I Track II Track III Track IV or Elective Rapid Prototypin g Project I Project II Project III Optional Internship Industry Experience Taught by Industry Professionals Specialization (in track) Socialization (learn to walk/talk like a pro) Alternate grading scheme (promote, retain, probate)
  • 23. EAE MASTERS – PROGRAM OF STUDY Fall Spring Summer Fall Spring Design Design Elective Elective Elective Track I Track II Track III Track IV or Elective Rapid Prototypin g Project I Project II Project III Optional Internship Project-Driven Faux-Studio Model Soft Skills Coached not “Taught” “Large” Team – 10+ students
  • 24. GAP IN THE PROGRAM? EAE emphasizes teamwork/collaboration Lacking opportunities to design and develop games solo We need a course that provides this opportunity….
  • 25. LESSON #2 Draw from what motivates and inspires you
  • 27. WOULDN’T IT BE COOL IF MY STUDENTS… …made cool stuff like what they show at GDC? …got really excited about weird/wacky zany games? …blew my mind more often? …whined less about how other people (e.g. teammates) got in the way of them making really cool games?
  • 28. INSPIRATION 2005 – ETC at Carnegie Mellon University “The Experimental Gameplay Project began as a student pitched project at the Entertainment Technology Center at Carnegie Mellon University. The project started in Spring 2005 with the goal of discovering and rapidly prototyping as many new forms of gameplay as possible.” “A team of four grad students, we locked ourselves in a room for a semester with three rules:” http://experimentalgameplay.com/blog/about/
  • 29. RULES 1. Each game must be made in less than seven days, 2. Each game must be made by exactly one person, 3. Each game must be based around a common theme http://experimentalgameplay.com/blog/about/
  • 30. SPRING SEMESTER 2016 – EXPERIMENTAL GAMES “In this course students will explore, examine, and discover new forms of gameplay by rapidly developing small experimental games. Students will be expected to individually design and develop games in under 7 days and will develop 8 games over the course of the semester. Each game will be based on a predetermined theme and restrictions discussed in class. Class sessions will alternate between discussions, playtest sessions (of student games as well as other currently available ones), and presentations.”
  • 31. LESSON #2 (COROLLARY) Draw from what motivates and inspires you If you’re not that motivated/inspired find someone else who is (and help them out as much as
  • 32. LESSON #2 (COROLLARY TO THE COROLLARY) If you’re not that motivated/inspired find someone else who is (and help them out as much as possible) Find someone who’s better than you to teach that course
  • 33. COURSES I HELPED CREATE, BUT NEVER TAUGHT… GAM 201 – History of Videogames  Person who taught it had been editor of Computer Gaming World for several years… GAM 231 – History and Design of Role Playing Games  Person who taught it was a co-founder of Paizo publishing and had played D&D with Gygax GAM 312 – Playtesting  Person who taught it had worked at Microsoft Games User Research!
  • 35. LESSON #3 Articulate course goals and align them with student goals
  • 36. GOALS – 1ST DAY OF CLASSTheir goals, not mine! Discussed as a group Refined a little
  • 37. LESSON #4 Align assessment with student expectations
  • 38. WHAT ARE YOU SUPPOSED TO DO (IN THIS CLASS)?1. Form Hypothesis 2. Test It 3. Analyze 4. Conclusion + Share/Report
  • 40. Formal Assessment Success: Pick apart your “failure” Failure: Didn’t do it / Doesn’t run/work Mediocre: Lack of effort, Didn’t Reflect/Learn Stuff I didn’t explicitly discuss: What happens when stuff is late?
  • 41. LESSON # 5 Ending the course is just as important as the beginning
  • 42. IN-CLASS POST-MORTEM REVIEW / REMINDER 1. Revisited everything we talked about on day 1. 1. What were the learning goals? 2. Had a class discussion about what went well, what could be improved 1. By them 2. By me 3. Distributed self-assessment “forms” 1. Half-sheet of paper with two questions: 1. What grade do you deserve 2. Why do you deserve that grade
  • 43. LESSON #6 Don’t be afraid to leave your comfort zone If you don’t feel a bit scared/worried/excited, you’re probably not experimenting enough.
  • 44. THEMES Pointillism Wetness Roll and Move Envy Social Connections Platformer with a Twist Sanctity 2 Hour Time Limit In-Class I Also Made a Game
  • 45. LESSON #7 Don’t ask your students to do things you wouldn’t be willing to do yourself
  • 46. LESSON #8 You don’t have to cater to everyone. After the first day of class, half the students dropped out. I survived to tell this tale.
  • 47. LESSON #8 (COROLLARY) You don’t have to cater to everyone Everyone should be catered to (see Lesson #1)
  • 48. RESULTS? Students blew my mind. (every other week) Students blew each other’s minds. (every other week)
  • 49. LESSON #9 Treat your students like junior colleagues rather than just junior Their help will guide you along the way. Trust them!
  • 50. CONCLUSIONS Lesson #1 – Find Experiential Gaps in your Program Lesson #2 – Draw from What Motivates and Inspires You  Corollary a - …or find someone else who is  Corollary b - …or find someone else who is better than you Lesson #3 – Articulate Course Goals and Align them with Student Goals Lesson #4 - Align Assessment with Student Expectations Lesson #5 – Ending the Course is Just as Important as the Beginning Lesson #6 – Don’t be Afraid to Leave your Comfort Zone Lesson #7 - Don’t ask your students to do things you wouldn’t be willing to do yourself Lesson #8 – You Don’t Have to Cater to Everyone  Corollary a – Everyone should be catered to (see Lesson #1)
  • 51. LESSON #10 It doesn’t have to be pretty, polished, slick, or elegant. Rough around the edges is probably better.
  • 52. CONCLUSIONS Neither does anybody else. So, listen to others, learn from them, adapt, and adopt what works for you and your program.
  • 53. THANK YOU! Jose P. Zagal  jose.zagal@utah.edu  http://www.eae.utah.edu/faculty/ jzagal Special thanks to my students and colleagues over the years. Anything smart or insightful I said is thanks to them. Images used in this presentation are the property of their respective owners. Their use here qualifies as fair use under US copyright law for educational purposes and critical commentary. @JoseZagal