emerging technology in K-16 education

 

Start-Up Costs

Page history last edited by jason ford 2 yrs ago

Start-up Costs

 

When you think about using video games for Higher Education, your initial reaction may be to create an original. Although there are many advantages to tailoring a game to meet your class needs, know that it requires much time, patience and, yes, money. We will discuss this in a moment. For gaming in higher education, I will focus more on PC games as they offer the most flexibility for learning and social networking. This is not to discount any console games, but requires more folks to have access to the same console, which isn't always feasible, thanks to the console wars. As stated before, any game has the potential to be used for education. It is not necessarily what the game is about, as much as it is in how it is used. With that said, any game has potential. For specific games that have been used for education, these will be mentioned in the "Sample" section. For now, let us look at general costs and some things you should understand.

 

OFF-THE-SHELF PC GAMES - $20-$60 per license

 

These by far are the easiest to use, because you do not have to create them. If you are playing games that offer you the chance to log in to a Network to play with other people, the potential becomes even greater for a social network of learning. These types of games are typically MMORPGs. They allow players to customize their avatar (virtual character the player assumes) which not only includes the look, but typically backstories and personalities. Each player has the chance to interact with the game and other gamers, providing a unique experience.

 

Not all off-the-shelf-games have an online component and sometimes, a player may be required to pay more for the additional service. These can generally cost (unless included in the purchase of the game) an additional $10 to $15 dollar per month, depending on the game. These are typically seen more for MMORPG.

 

As mentioned with the title of the subsection, you must think of the total cost for using a game as not just a one time purchase for multiple people to use. Many games have a one-user license and it is important to adhere to this. If you wish to work in a lab with twenty computer stations, you will need to multiply the game cost by the number of seats, unless you plan on students purchasing their own license. Keep in mind that if you do that, most schools have strict rules about what can be loaded on the campus's machine. This may work well for distance learning courses or courses with a web supplement, but not for traditional use. Play it safe and purchase multiple copies of the game to cover the seats or a multiple-user license if one is available, but this is not normally the case with off-the-shelf PC games.

 

Some game companies also offer additional updates to their games referred to as "expansion packs" which may include updates, or additional items such as missions/quests, weapons, characters, lands, vehicles, etc. You normally must have purchased the original game and then pay an additional $15 to $60 depending on the game.

 

Another advantage to using some off-the-shelf games is that, with some, the games provide you the chance to MOD, or modify, the actual levels within the games using their level editors. This can provide you the chance to customize a playable level specifically for your class. The easiness of being able to mod a game will depend on the complexity of the level editor. The good news is that many of the level editors are visual based with drag and drop options. Some games even offer tutorials or books to help you with the process. For a list of games that support level editors, visit http://en.wikipedia.org/wiki/List_of_level_editors.

 

 

COMPUTERS TO RUN OFF-THE-SHELF GAMES 

 

The good news is that most games have a list of minimum requirements to run the computer games and most computers on campus are good enough, yet could be better, I am sure. Keep in mind that the game will not typically be running on just any machine on campus. Your campus tech guys will more than likely keep it installed in a central computer lab that is capable of running the game. Game boxes have a list of minimum and recommended specs to run the game. If there is a game you are interested in, it is best to speak to your IT department first to make sure the computer lab you want to install it in is up to the game's standards. Here is an example of a spec list for the popular game Civilization IV retrieved from amazon.com:

 

 

MIMIMUM SPECS
    • Operating System: Windows 2000/XP
    • Processor: 1.2 GHz Intel Pentium 4 or AMD Athlon processor or equivalent
    • Memory: 256 MB RAM (Windows 2000) / 512 MB RAM (Windows XP)
    • Hard Disk Space: 1.7 GB Free
    • CD-ROM Drive: 4X Speed
    • Video: DirectX 9.0c-compatible 64 MB video card with Hardware T&L support (GeForce 2/Radeon 7500 or better)
    • Sound: DirectX 9.0c-compatible sound card
    • DirectX: DirectX version 9.0c (included) or higher
RECOMMENDED SPECS
    • Operating System: Windows 2000/XP
    • Processor: 1.8 GHz Intel Pentium 4 or AMD Athlon processor or equivalent
    • Memory: 512 MB RAM
    • Hard Disk Space: 1.7 GB Free
    • CD-ROM Drive: 4X Speed
    • Video: 128 MB Video Card w/ DirectX 8 support (pixel & vertex shaders)
    • Sound: DirectX 9.0c-compatible sound card
    • DirectX: DirectX version 9.0c (included) or higher
    • -- Supported Operating Systems
    • Windows 2000 Service Pack 1 or higher WITH Internet Explorer 6.0 or higher
    • Windows XP Home or Professional w/ Service Pack 1 or higher
    • NOTE TO CUSTOMERS: It is very important that you ensure that you are using the latest drivers and versions of all of your software. While doing this you might encounter some specific conflicts with the minimum specifications for Civ4. For example, if you have an ATI video card and you are using Windows XP you must (it says recommends but when problems are present and no solutions present themselves it is sometimes necessary to make recommended a requirement) have Service Pack 2 installed to meet the requirements  of the ATI driver.
 

 

When choosing game, make sure you read the operating system, especially if you are using a Apple computer. Do not assume it will just work.  Many games have to be ported over to play on different platforms.
 
BUILD YOUR OWN GAME

So you have a good idea for a game that isn't already out there? You want to build it yourself? Word of advice, know what you are getting into. The more complex the game, the more time it will take, and let's not forget money. If you have visions of grandeur, know that it will take much time. North Carolina's outstanding Econ 201 took roughly 18 months to complete with a full team (Econ 201, 2006). If you are that ambitious, you should read the following article about the Econ 201 project, http://www.campustechnology.com/article.aspx?aid=41156.

 
THE TEAM YOU WILL NEED
There is a lot involved in creating a game that requires a good amount of skill or understanding of both programming and game design. So many people participate in the creation of a game with a variety of skills that this has to be taken into consideration for a true quality product. It is not just about making a game that is pretty to look at; it involves immersive gameplay. Typical game companies have their teams broken down into the following groups and indviduals, as detailed in Novak's (2005), Game Development and Essentials:
 
PRODUCTION:
 
Executive Producer - Over sees production management, proposal and prototype management (p. 301).
 
Producer - Responsible for meeting project goals and establishing policies (p. 301).
 
Associate Producer - Assists the producer on a particular project - providing research, interfacing with the development team and making sure all projects are running smoothly (p. 302).
 
DESIGN:
 
Creative Director - Ensures overall style and game content is consistent with original vision for the project (p. 303).
 
Lead Designer - Usually supervises the game design team and is involved in the daily game design process (p. 303).
 
Interface Designer - Determines the layout, content, navigation, and usability features of the game interface (p. 304).
 
Level Designer - focus is on building the game environment or world (p. 305).
 
ART:
 
Art Director - Directs the style of the game's art, operates the art department, overseeing scheduling, development, budgeting and hiring (p. 306).
 
Lead Artist - Supervises the art team (p. 307).
 
Concept Artist - Creates drawings and sketches of the game environment, props, and characters (p. 307).
 
Modeler - Creates 3D assets from 2D drawings (p. 308).
 
Texture Artist - Generates 2D image maps that are applied to the 3D models (p. 310).
 
Animator - Applies movement to objects and characters in the game world and may include cinematics (p. 310).
 
PROGRAMMING:
 
Technical Director - Creates the technical design for the project, selects the tools, hardware, and code standards (p. 310).
 
Lead Programmer  - Supervises the programming team (p. 310).
 
Engine Programmer - Creates the core game engine, which handles graphics rendering and collision detection between game objects (p. 311).
 
Graphics Programmer - Responsible for programming solutions to specific graphical game issues (p. 312).
 
Networking Programmer - Programs the multiplayer component for online games (p. 314).
 
Artificial Intelligence (AI) Programmer - Makes the game "intelligent" using algorithms that makes seemingly intelligent decisions on a human scale (p. 314).
 
Audio Programmer - Implements sound and music into the game (p. 314).
 
Physics Programmer - Optimizes efficient physics, collision systems, particle systems, and body dynamics (p. 314).
 
Interface Programmer - Designs and creates expandable, customizable, graphical user interface systems (p. 314).
 
AUDIO
Audio Director - Manages the audio department and oversees the audio creation and implementation into the game (p. 315).
 
Composer - Writes the musical score for the game and is typically outsourced (p. 315).
 
Sound Designer - Creates the sound effects and ambient sounds (p. 315).
 
Voiceover Artist - Often outsourced, provides spoken-word narration and dialogue for the game (p. 315).
 
TESTING AND QUALITY ASSURANCE
 
Testing Manager - Oversees many game projects, with lead testers reporting to him/her (p. 316).
 
Lead Tester - Supervises the testing team (p. 316).
 
Compatibility Tester - Focuses on whether a game has cross-platform combatibility (p. 317).
 
Playabiltiy Tester - Tests games before it goes to Beta, making suggestions for improving, adding or deleting features (p. 317).
 
Beta Tester - typically volunteers to test the game and report any additional bug issues (p. 317).

 

 
As you can see, much talent is needed to help with the process. I do realize that the list above is for typical game companies; so what can colleges do? More than likely the college already has computer science and technology classes as wells as art or engineering programs that they can take advantage of in is using faculty expertise or a student body to help build games. Many community colleges and some four-year schools are beginning to offer degrees in gaming, providing colleges possible sources for actual game designers looking for hands-on experience. If this is truly and undertaking a college is wanting to explore, again, visit the Econ 201 article, http://www.campustechnology.com/article.aspx?aid=41156.

 

 HARDWARE
 
This will have to be a work in progress, or if there is a computer die-hard, feel free to edit this. In a nut shell, you really want to go after machines that are built for the type of work you are wanting to do. Having a computer to play games is not the same thing as having a computer to make them. If you plan on modeling and animating 3D objects and characters, you will need a machine with power that can handle it. Remember these four words: processor, RAM, storage, and graphics card. The hottest thing right now is the Dual-Core Processors. If you think of the processor as a brain, it is the equivalent of having two Einsteins on your team, thinking and working fast. With the types of programs you will be running and the amount of modeling, animation or programming you will be doing, you will appreciate the power stored inside.
 
Once you have your fast thinking brain or two, look at some muscle. RAM is essential to getting the potential out of your software applications. Do not skimp on this. In the past, 1 Gig was more than adequate; but, now it is considered to be 2 Gig. My recommendation is to go with at least 4 Gigs. If you plan on using Vista, one gig will be eaten up just to run your operating system.
 
For storage, you need to know that data files do not necessarily take up a lot of room, but the rendered files do, especially if you plan on doing cinematics. You can never go wrong with too much storage. I have 250 on my MAC and I do mainly graphic design and video editing and am constantly in need of space. Go big. Many times people forget about the amount of storage the applications take up. For my wife's Apple 80G laptop, almost half of it is taken up by operating system and applications. Again, go big. It is true that you can always buy externals as a fall back, but I recommend you get something big up front. Some computers even offer you the ability to have a second storage drive on board for additional secondary storage.
 
For graphics cards, if it's expensive, get it. Notice how I am not listing any specific devices or brands. This is a new area for me and my rule of thumb is if it costs more, it must be good. It is not the best way to shop, I know. Talk to your campus IT's and see what they recommend. Know that you will be handling a lot of visual 3D data and you want a card with the power to redraw those renders as fast as they can every second. If you plan on using a dual monitor, you will need to make sure you have a graphics card that supports it. You can also look at some of the specs for the software you are thinking of using to get an idea of what may be needed.
 
With all that said, there are some companies who build computers specifically for 3D modeling or Gaming. Again, understand that playing games is not the same as making them. Two companies you can look into are BoxxTech and Safe Harbor. Both seemed to be specialized for the type of work that game creation, modeling, animation and visual effects requires. Look at spending between $3000-$6000 for a quality machine, including monitor.
 
SOFTWARE
 
ADOBE MASTER COLLECTION - $999.98 (MAC/WIN)
All right, I could have listed the individual items with their cost, but by the time you add them up, they are more than the bundle. You can not beat the software bundle that Adobe has put together. Many of the programs in this suite can be used to create pieces for different types of games. I will list the all the software in the package, but will only highlight the ones that can used primarily for gaming. It is also good to note that the price of $999.98 is not what most institutions pay. Adobe has a system where the more licenses you purchase, the cheaper the cost. A website than can help with getting an idea on volume licensing is http://www.creationengine.com/html/volumelicensing.lasso. But even that may not be as accurate as speaking to Adobe Academic representative.
This suite can mainly handle a lot of the creative side, especially 2D type games. Here is a list of the software that comes bundled with the suite along with that softwares primary use. I will go into more detail with the software that can be used specifically for the gaming side. The following information was copied from http://journeyed.com/itemDetail.asp?ItmNo=20411033.
 
SOFTWARE PRIMARY USE
InDesign CS3 Graphic Design, page layout.
Photoshop CS3 Extended Graphic design, photo editing, digital image creation, 2D and 3D graphics
Illustrator CS3 Vector graphics
Acrobat 8 Professional Automated control of Adobe PDF files.
FLASH CS3 Professional 2D Animation and interactive multimedia
Dreamweaver CS3 Professional Web Design
Fireworks CS3 Creating an optimizing web images.
Contribute CS3 Website and blog management
After Effects CS3 Professional Motion graphics, animation, visual effects
Premiere Pro CS3 Non-linear dgital video editing
SoundBooth CS3 Audio Production
Encore CS3 DVD authoring
 
PHOTOSHOP for GAMING:

From 2D images to backgrounds to texturing for 3D models or Level Designing, Photoshop is a must know. One can learn how to use photoshop for digital image editing, but one must really pay attention to using it for Game Art. Games have their own standards and a knowledge in this area or time spent researching it will really help. Textures can help cover up bad models, but nothing can cover up a bad texture.

 

ILLUSTRATOR for GAMING

Illustrator works great with creating flat and 3D vector images which can be resized with no loss or resolution (unlike Photoshop images which are resolution dependent). It's drawing and art creation tools make it a for more superior tool than the art tools provided in Flash. Artwork created in Illustrator can easily be imported into Flash, which is a vector based animation program.

 

FLASH for GAMING

A powerful animation and multimedia tool for the web, Flash is used widely to create interactive games. Cartoon Network and many other websites use it exclusively for creating games. At a recent workshop in Austin, Flash was mentioned as great program for creating casual games. Note that game creation in Flash requires a pretty good knowledge of programming with Flash's Actionscripting.

 

PREMIERE PRO for GAMING

Most games include cut scenes - cinematics similar to a movie clip typically played at the beginning of a game and normally in between each level, rewarding the player for a job well done or preparing them for what is to come, or both. Because these mimic traditional editing of scenes for movies, Premiere Pro is a good choice for editing the rendered scenes or animations from 3D software packages. It is very user-friendly and works seemlessly with the other Adobe products.

 

 

AFTER EFFECTS for GAMING

Used most frequently in adding the visual effects to edited cut scenes - cinematics similar to a movie clip typically played at the beginning of a game and normally in between each level, rewarding the player for a job well done or preparing them for what is to come, or both.

 

 

SOUNDBOOTH for GAMING

What would a game be without sound? Sound is an important factor in creating immersion when it comes to video games. SoundBooth provides the opportunity to create and edit sounds from scratch in addition to creating music to be used as background noise.

 

 

AUDACITY - FREE (MAC/WIN) http://audacity.sourceforge.net

A free open-source video recorder and editor. This is great for teaching fundamentals of sound creation in gaming. With the aid of a USB microphone, users can foley their own sounds, record their own voices, and then manipulated them. Audacity is both user-friendly and budget friendly.

 

AUTODESK 3DS MAX 9 - $194.98 (Windows Only and a 1-year license)

 

One of the premiere 3D modeling tools used in game design. 3ds Max is used to create 3D characters, objects, animated bipeds and sequences for the game world or cut scenes. It has the capability of exporting out models, animations and bipeds to the most widely-used game engines. Information and pricing retrieved from http://www.journeyed.com/itemDetail.asp?ItmNo=32224843F.

 

AUTODESK MAYA 8.5 - $299.98 (MAC/WIN)
An additional 3D modeling animation program that was aquired by Autodesk in 2005. Often widely used in CGI for film and TV, it has made its way into gaming. Is 3ds Max or Maya better? That is debate fueled by personal preference. With Autodesk having ownership of both, one wonders if a merge won't somehow take place. Pricing for the educational version of Maya was retrieved from http://www.journeyed.com/itemDetail.asp?ItmNo=59126476

 

BLENDER - FREE (MAC/WIN) www.blender.org

Blender is an open source software that is gaining popularity. Because it is free, many schools struggling with budgets are looking into it. In regards to gaming, it is beginning to support 3D creation for games, but it has not seemed to have breached the gaming industry just yet. Time will tell though. If not in the gaming industry, it may have relevance for gaming in and education.

 

C and C++ - ?

Outside of knowing that this one of the most taught and used programming languages used in general and for video games, I am going to have to do some research to find out some more information on cost and the like.

 

GAMEMAKER - FREE (WIN) $20 for PRO EDITION www.yoyogames.com

Another FREE software that allows you to build arcade style games from scratch. The PRO version allows you to create 3D games that resemble the first-person shooter genre. YoYo Games supplies several tutorials to get you started in addition purchasing their book, The Game Maker's Apprentice, Game Development for Beginners.

 

PYTHON - FREE (MAC/WIN) www.python.org

A free open source programming language that although not used widely in the gaming community seems to work well for creating games with Blender. There are books out there that teach you how to create games using python, but my understanding is that it has been used mainly for small casual games, which is perfect if that is what you want to create for a low-cost of nothing with both Blender and Python.

 

TORQUE - $100 - $295 http://www.garagegames.com/makegames

This section is broken down into the different products you can get with Torque. The prices listed are for Indie Licenses. For education, they wish for you to call first.

 

Torque Game Builder - $100 This is for creating 2D arcade-style games

 

 

Torque Game Engine - $150 Extremely popular for independent gamers, Torque Game Engine allows you to create 3D games capable of running on both MAC and PC as well as the XBOX 360. I've heard it is very user friendly and will find out first-hand this fall and spring.

 

 

Torque Game Engine Advanced - $295

Extremely powerful and advanced version of their engine which also requires a bit more training. Recommended for advanced users.

 

 


 

Historical Background of Gaming 

Please follow this link for information on the Historical Background of Gaming in Higher Education

 

Relevance to education

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Glossary of Terms

Please follow this link for information on Glossary Terms for Gaming.

 

Start-up Costs

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Key-players, gurus, experts

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Sample Lesson Plans

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Tutorial

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Sources 

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