Conor O'Kane www.cokane.com iPhone and iPad Game Development in the Classroom Overview Using Torque 2D to make iPhone and iPad games Why use this in the classroom? Requirements and costs. My Background Worked as an artist making graphics for console games for 10 years.
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Playing can bring an intuitive understanding of complex interactions.
There are multiple levels of understanding, with verbal repetition being only the beginning.
Recreating something shows a very high level of understanding of the subject.
Level 1 - Verbal
Newton's law of universal gravitation:
“The force between two bodies is directly proportional to the sum of their masses and inversely proportional to the square of the distance between them.”
Level 2 - Mathematical
Level 3 – Intuitive
Playing “Osmos” by Hemisphere games.
Level 4 – Creative
“What I cannot create, I do not understand”
- Richard Feynman
A student who can create a simulation of a gravitational system shows a thorough understanding of the subject.
Can game development be of use in non-mathematical subjects like...
Ban This Game
*Educational site licenses are available for Torque
You don't need to buy a room full of Macs.
You only need one Mac to deploy games onto the iPod or iPad.
The majority of student development time can take place on cheaper Windows PCs.
RMIT's iPhone game development course:
12 x 3 hour classes – 8 of which are lessons.
The final 4 classes are spent developing their own original games.
Aimed at 2nd year university students.
RMIT – 12 day course – June 2010
VITTA – 10 day evening course
possibly in the 2nd half of 2010
Torque Engine: www.torquepowered.com
TorqueDev script editor: www.torquedev.com
Apple Developer Center: developer.apple.com
Conor O'Kane: cokane.com