(competition not available)
1st place - Video Game Development
2nd place - Video Game Development
1st place - Video Game Development
4th place - Video Game Development
1st place - Adobe Graphic Design
5th place - Adobe Graphic Design
5th place - Extemporaneous Speaking
1st place - Video Game Development
2nd place - Video Game Development
1st place - 3D Modeling & Animation
2nd place - Video Game Development
1st place - Video Game Development
1st place - (post secondary) Video Game Development
2nd place - 3D Modeling & Animation
3rd place - Adobe Graphic Design
5th place - Adobe Graphic Design
9th place - Video Game Development
16th place - 3D Modeling & Animation
TBD! - Video Game Development
TBD! - (post secondary) Video Game Development
SGD 111 - Introduction to SGD
SGD 111 is an entry level class, meant to teach students about the basics of the games industry and prepare them for advanced classes. Faculty noted a lack of experience when students were required to work in game engines in later classes. I added this assignment to help bridge this gap, without requiring prerequisite knowledge of Unity or programming. It introduces students to the concept of scripts, game objects, components, and variables. This assignment gets them to create a functioning game where previously, students were creating levels that could not be played.
This assignment is followed by a whiteboxing assignment wherein students design a level for their prototype, and later by an assignment in which students flesh out their level with game assets.
SGD 111 - Introduction to SGD
Faculty noted that many students enter our program without a strong understanding of writing academic papers and citing their sources. This course requires students to write two papers on topics related to the game industry. I designed a short assignment that precedes each paper to prepare them to properly quote from and cite sources.
Students are directed to find two sources for their paper, cite each source in MLA format, and find a quote from each source that they can use in their paper. To support this assignment, I also created a guide to MLA formatting and a short lecture on academic integrity. As a result of these resources, instances of plagiarism in these assignments has declined.
Prototyping is a key part of the game design process. It allows designers to test out how their mechanics work, how the game feels, and if the core concept is even fun, before putting in the time and effort of development.
Establish a plan for your level. Create a word document named lastname_UnityPlan.docx and include the following:
How should the player move through and interact with the space? Describe this without comparing your game to existing games.
Add your level sketch and description from this week’s discussion board.
Find an image or two that you can use as concept art. You can find existing art, game screenshots, or draw something yourself, that helps establish a plan for what your final game will look like.
Create a new project using the 3D URP template. Name it lastname_UnityPrototype. Import the package provided on blackboard to your project. If you need help with this step, see the “Project Setup Demo Video” linked below in Additional Resources.
Use the “Unity Prototyping Components Guide” for an explanation on all components of the package and what features of each you can modify. You do not need to modify the meshes, colliders, materials, or colors of anything for this lab; that will come later.
Set up your character controller
Your player must be able to move, jump, take damage, and collect coins
Add the components from the package to your player and make adjustments to the default values, to execute on your plan. You should not keep the default values for most things. For example, the default look sensitivity is very low and the jump is very floaty. Modify those values to make the player’s movement feel better.
Using Probuilder, create a testing playground that you can use to experiment with your game’s movement and mechanics. This testing playground should be a precursor to your final plan, so that you can test that everything works as expected and feels right, before you take the time to flesh out the final level. You may need platforms, walls, stairs, ramps, etc. to test your desired movement. Make sure the player cannot escape your test area, as this would result in them being softlocked.
Populate your test level with hazards, projectiles, and coins, so you can test all of these mechanics.
Set up your canvas with the components you need, based on your plan.
Add the audioController to your scene. Add sounds to all available sound slots. You can change these sounds later, but every action must have a sound.
Remember to test your game regularly, including building and testing! Sometimes things will function/move differently in build.
Your plan document
Your game build
A video walkthrough with an explanation for what values you modified and why.
A video of or YouTube link to your walkthrough named lastname_UnityPrototypeVideo.mp4
Before you begin your paper, start collecting your sources. For this paper you will need at least two sources. Pick your topic and find your two sources. You must cite these sources in MLA format.
In your post tell us what organization you will be analyzing. Next pick a quote from each of your sources and cite it using in-text citations. Then paraphrase something from each source and cite it using in-text citations. Remember that any time you directly copy someone else’s work or paraphrase their ideas, you must cite it.
Finally, cite both sources as you would in a works-cited page.
Notes:
It’s ok if you don’t end up using the exact quotes/paraphrasing when you write your paper, this is just to get you started.
Remember that Wikipedia is not a valid source, but it can be a good starting point. Check the sources at the bottom of the page for sources that you can use.
Example Post:
Organization: Nintendo
In 2008 “[the] Wii became the first system purchased by more than 10 million Americans in a single year” (“About Us”).
“As Nintendo prepared to release the Famicom in the United States, it decided to change the console’s name to NES, or Nintendo Entertainment System” (Pace).
Nintendo started out manufacturing playing cards for a game called Hanafuda in 1889 (“About Us.”).
Nintendo was founded in 1889 by Yusajiro Yamauchi (Pace).
“About Us.” Nintendo , www.nintendo.com/us/about/. Accessed 10 Jan. 2024.
Pace, Lisha. “Nintendo: Complete Guide – History, Products, Founding, and More.” History-Computer , 8 Sept. 2023, history-computer.com/nintendo-history/. Accessed 10 Jan. 2024.
Interactive Blackboard Resource: MLA Checklist
Special Topics in Art & Design Instructor
Based on the following provided course goals, I was tasked with creating a project for a 5 week studio course.
Use visual language to solve problems, experiment, and tell stories
Present and document work in an appealing way
Practice prototyping techniques in a design process
Produce creative work that demonstrates the ability to work in 2D, 3D, physical, and digital
Become comfortable experimenting with tools, software, and media
Learn how to learn new skills quickly
Learn to make by breaking larger projects into smaller parts
Throughout the course I had students maintain a sketchbook of all warmups, sketching, planning, and research they did on their project.
The first assignment was to create a plan for their final interactive scene. In class we discussed environmental storytelling and began developing their stories.
All assignments lead up to their final interactive scenes (shown below). The scene could be fixed camera or first person, and had to have some element of interactivity for their player.
As I demoed each step of the project, I created an example project alongside students. Rather than several disjointed demos with throwaway content, this allowed me to show them how each step of the design process connects together.