WAKE+TECH+DAY+FOUR

DAY ONE | DAY TWO | DAY THREE | DAY FOUR | DAY FIVE

=DAY FOUR=

9:30-10:30 Jack Spain or James Cowgill are recommended (but intro to game physics looks good) 10:45-11:45 Christine Heneghan Lunch will be provided (wear badge!) go see/hear Steve Reid from Red Storm (keynote speaker) 1-2 PM 2:15-3:15 Susan Gold or Marx Myth 3:30-4:30 Vincent Scheib or Kertis Henderson 9:30-10:30 - Suzanne Meiler 10:45-11:45 - Daniel Barbour or Takayoshi Sato Lunch provided (wear badge!) 1:00-2:00 - keynote Brenda Braithwaite
 * Storyboard Presentations** - be sure to send Mrs. Johnson a PowerPoint of my orientation game ideas; I presented one of my old keyboarding game ideas instead of the orientation one from yesterday; took pictures of storyboards to see how accurately I was remembering things from last year's work on those storyboards
 * Easy Icon Maker** - for making an icon to go with a game executable file; remember to change icon in global game settings under the Loading tab, then go to File > Create Executable
 * Super Jungle Trivia and Crazy Machines on CD** handed out
 * Notes for Expo -**
 * Friday Expo -
 * Saturday Expo -


 * New Wii game demo by Wake Tech student Ryan** - made in Flash 7, which will port to Wii using an API


 * Lee Sheldon talk** -
 * currently working on ARG (Alternate Reality Game) called Skeleton Chase, re: viral marketing surrounding AI movie and Halo3
 * also working on developing an MMO called Londontown
 * genre of "serious games" (educational games) is an emergent force (as is the casual game and indie game market), also handheld games
 * game education summit at SMU
 * //programming - art - story// are the three major cornerstones of game development, in the best case scenario
 * big game developers hire 70% programmers, 30% artists (in general) and don't look to hire writers nowadays
 * he teaches writing for video games (ie., mmo's)
 * storytelling in games now usually comes in the form of cutscenese
 * Half Life and Portal are exceptions, wherein storytelling comes in the midst of gameplay, not just in cutscenes
 * a lot grant money is being offered right now for educational game development
 * for educational game development, you can start from one of two points of view: curriculum (meeting benchmarks at all costs) or engaging storytelling (focus on fun/entertainment)
 * IF is not necessarily a good entry point for game developing
 * start with a simple concept and elaborate
 * need to be a programmer/writer, designer/writer, artist/writer to come into industry from a writing perspective (or be a tester who can help solve programmers' problems)
 * he has worked on Quest Atlantis
 * good approach to storytelling is to let it emerge through NPC's (like Final Fantasy)
 * the game needs to keep players active as much as possible - involved in playing the game, not stopping to watch cutscenes or read a bunch of text
 * GTA4 is a great example of non-linear storytelling (as is Half-Life, the story develops in-game)


 * "Proposed Game Art and Design Curriculum" by Phyllis Jones and Roy Kimmons from Guilford County**
 * Weaver and Page High Schools implementing a game design 1 level curriculum; it does have VoCATS that will be tied to it
 * a possible endorsement is coming to make this an inclusion to the standard course of study
 * level 1 and 2 curriculae is ready to be field tested in classrooms now for local inclusion
 * problem-solving and critical thinking skills are strongly developed when making games
 * a great way to impact student dropout rate
 * naturally includes core subjects of math, science, language arts (as well as technology)
 * totally project-based and student-centered, with teacher as facilitator
 * students learn how to manage project scope and benchmarks
 * will soon be running a workshop in CTE summer conference Greensboro in July to give teachers the endorsement to teach level 1 (right now they're only doing SciVis endorsement workshops)
 * Science and Visual Technology course 1 is going to probably be the pre-requirisite for students who want to take game design level 1 - "SciVis" is intended to address core curriculum through modeling and technology-based investigation and products; there is a VoCATS for it; they have a Quia account they use for quizzing and review; SciVis is tutorial-driven
 * //Curriculum framework for Level 1://
 * Leadership
 * History and Ethics of Game Design
 * Popular Game Culture - using board games (mod them)
 * Game Design (part 1) - create design document for board game (original from scratch) and create game
 * Visual Design - create environments that use appropriate visual theory (which can be used for computer-based game); this is why the course needs SciVis 1 as a pre-req
 * Game Design (part 2) - for computer-based game
 * Game Production - of computer-based game (using Game Maker)
 * Ignition Game Academy engine is recommended for use in the courses, which works very well with 3D Studio Max (the recommended 3D modeling program)
 * //Curriculum framework for Level 2://
 * Leadership
 * The Game Industry
 * Advanced Game Design
 * 3D Game Engines - mod a game (from Game Academy) and then create simple 3D game
 * Got card from Kimmons to pass along to Aleasa Glance
 * From Charles** - check out http://www.nctsa.org/
 * Completed course evaluation**


 * Did NOT get to Chapter 6 - Super Rainbow Reef** -