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# iPhone and iPad Game Development in the Classroom - PowerPoint PPT Presentation

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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www.cokane.com

iPhone and iPad Game Development in the Classroom

• Using Torque 2D to make iPhone and iPad games

• Why use this in the classroom?

• Requirements and costs.

• Worked as an artist making graphics for console games for 10 years.

• Started programming my own games, using Torque in 2007

• Started teaching game development at RMIT in 2009

• Torque 2D is a game engine which includes a graphical level editor and a scripting language.

• It runs on Windows, Mac and iPhone.

• It's cheap and relatively easy to learn.

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.

Why develop games in the classroom?

Level 1 - Verbal interactions.

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.”

Example of levels of understanding

Level 2 - Mathematical interactions.

Example of levels of understanding

Level 3 – Intuitive interactions.

Playing “Osmos” by Hemisphere games.

hemispheregames.com

Example of levels of understanding

Level 4 – Creative interactions.

“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.

Example of levels of understanding

Social studies

Environmental sciences

Music

Ban This Game like...

www.banthisgame.com

Social studies

Harpooned like...

www.harpooned.org

Environmental Sciences

Go Beryllium like...

www.cokane.com/games/beryllium

Music

• Proactive learning – seeking new information

• Ancillary subjects (math, programming, art, music, planning, problem-solving)

• Ownership and pride

• Teamwork and collaboration

• Many students will have an iPod touch

• Being able to take their game with them, to show to friends and family will increase their enthusiasm

• The small screen size and touch interaction encourages simple, achievable game designs.

Requirements and costs like...

• Torque 2D 'Indie' license – US\$100*, runs on Windows and Mac

• Torque 2D iPhone license – US\$750*

• An Intel CPU Mac ~ \$1,000

• Apple developer license – US\$100/year

• iPod touch – AU\$268

*Educational site licenses are available for Torque

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.

Example of cross-platform development – Heat Shield

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.

Examples of student games

VITTA – 10 day evening course

possibly in the 2nd half of 2010

Upcoming courses

TorqueDev script editor: www.torquedev.com

Apple Developer Center: developer.apple.com

Conor O'Kane: cokane.com