A. Eliëns, S.V. Bhikharie
goal(s)
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requirements game
requirements masterclass
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fig. 2(a) lecture room | (b) lecture room | (c) student office |
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fig. 3(a) student office | (b) student office | (c) student office |
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fig. 4(a) restaurant | (b) restaurant | (c) restaurant |
technical issues
level design
game modifications
importing models
assignment(s)
instruction(s)
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fig. 5(a) converter | (b) VMT tool | (c) camera |
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fig. 6(a) masterclass room | (b) room in Hammer editor |
hammer editor
Somewhat surprisingly, all students worked directly from the (paper) manual, rather than consulting the online documentation, or the help function with the tool.
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To stimulate the participants in their creativity, we awarded the best result, according to our judgement, with a VU-Life 2 T-shirt and a CD with Half-Life 2. The results varied from a music chamber, a space environment, a Matrix inspired room, and a messy study room. We awarded the Matrix room with the first prize, since it looked, although not very original, the most coherent.
In this paper, we reported our experiences in developing a moderately complex game environment and associated masterclass for highschool students, illustrating the effort needed to develop such an application in an educational setting, indicating technical constraints as well as the documentation requirements that must be met. Somewhat surprisingly, our target audience preferred a step-by-step approach, using the paper manual, over the use of the online material and help on a by-need basis. Finding a suitable range range of assignments, sufficiently variable in difficulty, however, will remain a challenge for future efforts.
We gratefully acknowledge the contribution of the following people to the development of the VU-life 2 game and the masterclass game development: Anthony Agustin (developer), Kin Hung Cheng (developer), Niels Rietkerk (documentation writer), Steve Stomp (character modeller), and Mikhail Zouskov (technical support)
(C) Æliens 27/08/2009
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