Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme

Petri Lankoski and Mirjam P. Eladhari Paper presented at Teaching Games: Pedagogical Approaches – DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019) August 6, 2019, Kyoto, Japan. Abstract This paper presents a case study of a Bachelor level game research methods course (15ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows constructive alignmentContinue reading “Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme”

Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme

Lankoski & P Eladhari A paper to be presented at Teaching Games: Pedagogical Approaches (at DiGRA 2019 Conference) This paper presents a case study of a Bachelor level game research methods course (15 ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows constructive alignment design where the aim isContinue reading “Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme”

Analysis for design

A lecture about who to analyse (board) games using statistics, probability theory and simulations. Link to the slides if Slide Share plugin does not work: http://www.slideshare.net/lankoski/analysis-for-design Scripts used to analyse games and visualise data:  http://www.mediafire.com/download/whucaos4v9chv40/AnalysisForDesignScripts.zip

An Experiment in Teaching Level Design

I wanted to introduce some unconventional design approaching while teaching level design. I have had an idea to do a game with using a surrealist  approach. For that I designed a game stub and coded the base functionality on the top of Unity. The student are tasked to do level design using that design, code,Continue reading “An Experiment in Teaching Level Design”

Introduction to Unity

  Unity 1 from Petri Lankoski The introduction tutorial uses accompanied Unity packages: http://www.mediafire.com/file/y5i38txo42fj8i3/escape.unitypackage.zip (requires Pro, as it uses Image Effects and Sound Effects). http://www.mediafire.com/file/2bdmrn5j4vcikpa/escape_stripped.unitypackage.zip (work in the free version of  Unity). Update 2013/01/07. file hosting changes and URLs changes to point to the new location. Update 2012/10/27: The slides and packages now include GameManager and MainScreenGUI prefabs. GameAgentsContinue reading “Introduction to Unity”

Level Design

This is a reading I used in my course Level Design. These were used in one-day workshop where we did go through students design and discussed them based on the themes presented in these pieces. Stage Lighting Design: http://www.stagelightingprimer.com/slfs-poc.html#poc, http://www.stagelightingprimer.com/slfs-functions.html, http://www.stagelightingprimer.com/slfs-qualities.html An Architect’s Perspective On Level Design Pre-Production, http://www.gamasutra.com/view/feature/2848/an_architects_perspective_on_.php GDC 2001: Interactive Theme Park Rides,Continue reading “Level Design”

Perception System Explained

Here is a bit explanation how the perception system code works. Basic features of the code is as follows If the player object is behind some other object, it is not seen. This is tested with Physics.Linecast from the center of perceiving object to the center of the player object. If player object is reallyContinue reading “Perception System Explained”

Simple Perception System (Unity, C#)

Here is a very simple perception C# code that I used my lecture today for Unity. Function that can be added to the Enemy class to check if the enemy sees the player object or not (the code for other functionality can be found on the post /2011/10/29/intro-to-gameplay-programming-with-unity/). With this code, an enemy can perceiveContinue reading “Simple Perception System (Unity, C#)”

Intro to Gameplay Programming with Unity

This post contains an solutions  to my Unity programming exercises and classes I showed at the lectures. This post cover coding following game logic: a waypoint track an agent following a waypoint track display two meters  for energy and health collectable powerups for gaining health and power