education

research

'Whose IP Is It, Anyway?': College Controversy

Posted by Maggie Greene at 3:30 AM on November 16, 2008

Recently, some controversy has popped up regarding who owns the IP of student-created work; recent events with the award-winning creation of some graduates of DigiPen Institute of Technology have highlighted the problematic nature of what is somewhat par for the course in design programs. On the one hand, while I can see some of the arguments for schools retaining the IP (and certainly, the policies are clear to students from day one), I find some of the arguments downright laughable. With the recent kerfluffle, are policy changes on the horizon?:


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game design

So You Wanna Be a Developer ...

Posted by Maggie Greene at 5:30 AM on November 10, 2008

Dave Perry, founder of Shiny Entertainment, sat down with Valve's Gabe Newell to talk about how to shoehorn your way into the industry — and what's the industry going to look like in a few years, anyways? Are game degrees a waste of time? Is specialisation going to be the name of the game, as in film ? And how can you avoid shooting yourself in the foot when trying to get said foot in the door? On specialisation, Newell had this to say:


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game design

AFTRS Game Course: Ian Brown Interview

Australian Post Posted by Seamus Byrne at 10:56 AM on October 30, 2008

Yesterday we had an interview with Gary Hayes from AFTRS about the new game courses launching next year (applications close November 7, people). Today we offer up an interview with Ian Brown, currently a lecturer in animation and visual effects. He has one hell of a track record, having worked at Animal Logic for ten years and had lead VFX roles on movies like Lord of the Rings. But he's also been making games since ye olde days, having even had a commercial release of a game for the Commodore 64!

We spoke with Brown more specifically about the game design side of the new AFTRS courses, exploring games like Portal, Braid, Flow, and God of War in a discussion of what games need to learn from film, how the game designer should be recognised like a film director, how gameplay and story should mix, and most importantly what a game design student at AFTRS can expect to take away at the end of the course.

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events

GAMEJAM: Pitch Game Ideas At AFTRS This Weekend

Australian Post Posted by Seamus Byrne at 11:45 AM on October 29, 2008

gamejam.jpgStill unsure about the AFTRS game courses? Don't have the time, the inclination, or the talent (oh snap!) to join a graduate course next year, but have what you think is a great idea for an original game? AFTRS is running GAMEJAM this Saturday, an event where anyone can come along and get 2-3 minutes to pitch game ideas to a panel of experts and do some rapid workshop work on their ideas, with prizes for the best idea of the day. A great line up of ten minute talks, with open slots for anyone to pitch their own talk. Sounds like a fantastic day for anyone who wants to explore fresh ideas in the Australian game development space. It's all happening 10.00am to 4.00pm this Saturday, November 1, at AFTRS. And did I mention it is FREE? Great value at twice the price. Lots more details at the official site.

GAMEJAM [AFTRS page]

game design

AFTRS Game Courses: Gary Hayes Interview

Australian Post Posted by Seamus Byrne at 10:16 AM on October 29, 2008


We recently mentioned the 2009 launch of Game Design and Virtual Worlds courses at the Australian Film Television and Radio School. If you are at all interested, remember applications close November 7 so you should be working on your applications now if you haven't already started.

We caught up with two of the key staff behind the courses and will be sharing those interviews today and tomorrow. First up is Gary Hayes, the Founding Head of LAMP and the leading light on the Virtual Worlds course. You can read his terribly impressive bio here. Tomorrow we speak with Ian Brown, with another ridiculously impressive bio (hello... Sequence Lead VFX Artist on Lord of the Rings), who shares more insights on the Game Design course.

Jump for the interview with Hayes, where we explore the general nature of the courses, the strengths of studying games in the AFTRS environment, and why it has taken so long for games to take story seriously.

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editorial

The Promises and Pitfalls of a Gaming Education

Posted by Maggie Greene at 6:30 AM on October 26, 2008

The LA Times had a nice industry-focused series of articles earlier this week, and the one that really caught my eye was on the increasingly common 'game degree' of a variety of stripes — as one person quoted in the article noted, games are 'the ultimate interdisciplinary art.' But one problem of (popular) emerging fields is schools that hop on the bandwagon to lure in bright-eyed and bushy-tailed students without really having adequate support for getting those students jobs (sounds like a lot of PhD programs I know):


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real world

Games and Literacy: The NYT Take

Posted by Maggie Greene at 4:30 AM on October 19, 2008

Last week, we mentioned a LiveScience article checking out the educational uses of WoW; in my never-ending attempt to catch up from a weekend off, there's another article (this one from the New York Times) on the links between gaming and literacy in kids. It's a decently balanced piece, from the skeptics to the supporters, and it tackles a selection of current issues and future possibilities for the medium:

... doubtful teachers and literacy experts question how effective it is to use an overwhelmingly visual medium to connect youngsters to the written word. They suggest that while a handful of players might be motivated to pick up a book, many more will skip the text and go straight to the game. Others suggest that video games detract from the experience of being wholly immersed in a book.

Some researchers, though, say that even when children don't read much text, they are picking up skills that can help them thrive in a visually oriented digital world. And some educational experts suggest that video games still stimulate reading in blogs and strategy guides for players.

To be sure, some of the experiments pairing electronic games with books will be little more than marketing gimmicks. But publishers and authors suggest that some projects may push creative boundaries, helping to extend storytelling beyond the traditional covers of a book.

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industry news

Microsoft, Sony and Nintendo Talk Edutainment

Posted by Brian Crecente at 4:00 AM on October 15, 2008

So last month I picked a pet peeve to harp on and on and on about. I wanted to know why it is we don't see more educational video games for this next-generation of consoles. Why no awesome Math Blasters or Reader Rabbits or Typing of the Deads for the Playstation 3, Wii or Xbox 360. One thing I learned is that there are a few of those out there, but I still wanted to hear from the three console holders on the top. So I emailed Microsoft, Nintendo and Sony to see their take on number of prepared questions. All of which lead to my final question: Why not give away an educational game on your console?

Hit the jump to read the answers from Denise Kaigler, Nintendo of America's vice president of Corporate Affairs; John Koller, director of hardware marketing, SCEA; and XNA General Manager Boyd Multerer.

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real world

WoW Making Learning Fun

Posted by Maggie Greene at 2:30 AM on October 13, 2008

Surprise! WoW may be good for you (or rather, good for kids): LiveScience has a nice little piece up on the myriad uses of WoW in educational settings, from getting kids to up their reading and writing ability to parents who use it as part of homeschooling. Constance Steinkuehler of Pop Cosmopolitanism organized a group of middle school-aged boys to play WoW after school (for educational purposes, natch), and the benefits derived from the social community that sprung up were obvious:


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real world

Microsoft Want To Use Games To Teach

Posted by Stuart Houghton at 12:20 PM on October 9, 2008

Microsoft is co-funding a research institute aimed at finding ways to use videogames to teach maths, science and engineering to children.


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