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. • Started programming my own games, using Torque in 2007 • Started teaching game development at RMIT in 2009
Torque • 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.
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. Why develop games in the classroom?
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.” Example of levels of understanding
Level 2 - Mathematical Example of levels of understanding
Level 3 – Intuitive Playing “Osmos” by Hemisphere games. hemispheregames.com Example of levels of understanding
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. Example of levels of understanding
Can game development be of use in non-mathematical subjects like... Social studies Environmental sciences Music What about non-mathematical subjects?
Ban This Game www.banthisgame.com Social studies
Harpooned www.harpooned.org Environmental Sciences
Go Beryllium www.cokane.com/games/beryllium Music
Other benefits of student game development • Proactive learning – seeking new information • Ancillary subjects (math, programming, art, music, planning, problem-solving) • Ownership and pride • Teamwork and collaboration
Benefits of iPhone/iPod platform • 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 • 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 • iPad – US$499 *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. Example of cross-platform development – Heat Shield
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. Examples of student games
RMIT – 12 day course – June 2010 VITTA – 10 day evening course possibly in the 2nd half of 2010 Upcoming courses
Torque Engine: www.torquepowered.com TorqueDev script editor: www.torquedev.com Apple Developer Center: developer.apple.com Conor O'Kane: cokane.com Links