Recently in Video Game Design Category


The National STEM video game competition supports the potential of video game design as a tool for STEM education and rewards and encourages the learning process for emerging student video game developers. Science Buddies' video game design resources can help students get started on a path of game design and development that transforms a love of video game playing into an innovative process of game creation. What kind of video game will you build?

2013-video-contest-videos-past-winners2.png
Click the image above to view video samples from winners of last year's National STEM Video Game Challenge.

The 2013 National STEM Video Game Challenge is on! Video game designers in middle and high school are invited to create a STEM-centered video game that shows off their video game design skills through the creation of an engaging game. The game can be educational in theme. Your game might revolve around a science concept or require the use of math to succeed, but games for the STEM Video Game Challenge to do not have to be educational. Building the game, in and of itself, is educational and is one way of putting science, technology, engineering, and math (STEM) into action and into real-world scenarios.

Players can create entries using their choice of a range of game design applications, including popular free tools and sites like Gamestar Mechanic, Scratch, GameMaker, and Kodu. Each of those tools is a separate entry category, and prizes are awarded for middle and high school winners in each category. Students who are game building using other tools or program languages submit their games in the "Open Platform" category.

The deadline for entries is April 24, 2013, which means you still have plenty of time to whip up your own awesome video game project and show your stuff. Whether it is your very first attempt at video game creation or the next in an impressive string of epic games you've been tweaking, playtesting, and sharing with your friends, take a step toward the public light and put your game out there! There are great prizes up for grabs along with plenty of gamer bragging rights for the winning student video game developers.


Getting Started

If you are interested in the STEM Video Game Challenge but are not sure how to get started with your first game, the following resources and Project Ideas at Science Buddies walk you through some basics, open your eyes to what is possible, and may help get you started on an exciting path of video game and computer innovation! Many aspiring game designers first make the leap from playing to creating by solving crossover challenges at Gamestar Mechanic and then building their own Gamestar Mechanic games. Scratch can also be a great first step for students interested in video game design and/or computer programming. GameMaker offers a different environment and may be a next step in a game coder's evolution.

Scratch tutorials / screenshot
Working through game design tutorials and hands-on projects lets you dive in and get started! Above: a Scratch tutorial being explored and tweaked. As you customize a sample, you become more familiar with how blocks and commands are used.

If the National STEM Video Game Challenge is your goal, the following resources may be helpful as tutorials rather than projects, but as you read through the materials, be sure and load up your game design environment and try some of these ideas hands-on. The best way to learn to make a video game is to make one, and the best way to refine and advance your know-how is to continue to try new things and add to your video game design toolbox. The more you know about how things work in a video game, why they work, and what makes a great game, the stronger your own games may be, so give these projects and resources a look:


If you enter the National STEM Video Challenge, we want to know! Please leave a comment or email blog@sciencebuddies.org to tell us about your game. We would love to feature your work here at Science Buddies, too!

 

Rising sixth-grade student weighs in on the first week of Gamestar Mechanic's summer video game design camp. The first week was all about platformers. Do you know what it takes to make a top-notch platformer like Super Mario or Donkey Kong?


2012-gamestar_week1_250px.png

Unit 1 of the Gamestar Mechanic Summer Program focused on platformer games. Students were presented with an engaging set of challenges and materials within a special section of the Gamestar Mechanic environment (screenshot above shows a portion of Unit 1's interface). The program from E-Line Media offers an immersive summer game design experience, one that may parlay into further school-year science, technology, math, and engineering (STEM) exploration based on video game design projects—or even participation in competitions like the National STEM Video Game Challenge.

Related posts and resources at Science Buddies:

Gamestar Mechanic's online summer video game design program is underway! Geared specifically for students ages 10-14, the virtual summer "camp" gives students who love video games, or who have already begun exploring video game design, a chance to level up their knowledge of video game history, major game styles, and core design elements. As they work through four weekly units and tackle various activities, assignments, and challenges, participants will get plenty of fun and focused hands-on game design practice. Budding game designers will also benefit from feedback from other student designers, their instructor, and, in the end, an industry pro.

On paper, a camp that involves four weeks of making and playingvideo games sounds like a great opportunity for the student video game enthusiast. Not only does the student get to spend a month playing games and tackling video game design challenges, but the course is flexible in timing and can be worked in and around other summer activities and programs. What's it like from the student perspective?


One Designer's Experience

Science Buddies is taking a hands-on, behind-the-scenes look at the Gamestar Mechanic Summer Program by peeking over the shoulder of Matthew, a student designer taking the course. Soon to be a middle school student, Matthew particularly enjoys math and science, reads manga, plays soccer, is a visual artist, and has a deep affinity for video games, especially one for iOS, Nintendo DS, Wii, and Facebook. Before he could read, he was telling people he wanted to be a video game designer.

In past summer experiences, Matthew has used Stagecast Creator and Multimedia Fusion. After learning about Gamestar Mechanic from Science Buddies, he worked through the quests there. He also recently explored Yoyo's GameMaker. This summer's Gamestar Mechanic program is a next step in the exploration of video game design for Matthew. He's already a fan of the Gamestar Mechanic platform, so at the outset of Week 1, he was excited about the course and hoping to both learn more, encounter some new challenges. In short, he's looking at this summer camp experience as a way to level up!


Unit 1: The Platformer

The first week of the course focuses on platformer games. Whether they know the terminology or not, most gamers are probably familiar with games in this genre. Classic games like Donkey Kong, Mario, and even early Sonic all exemplify the platformer format.

The first week's course materials kick off with an excellent and engaging video in which a headset-wearing guide walks users through the key elements of a platformer game. From perspective to gravity, students get a video-based crash course in what really "matters" in this genre—and a look at plenty of examples of games that demonstrate these key elements. Did you know that being able to "jump" is particularly important in a platformer? Couple that fact with the importance of perspective, and you've got the foundation for a game. "Jumping is what makes a platformer a platformer," says Matthew. "If your character can't jump, you'd have a top-down," he explains.

Being a veteran at Gamestar Mechanic, Matthew was familiar with much of the material for week one, but the videos, game samples, and challenges helped review and reinforce key concepts. Differentiating between the platformer and another core style, he continues, "In a top-down game, bird's-eye view, you can't jump, and you don't change gravity. But in a platformer, you can control gravity." Gravity makes a huge difference in game play, says Matthew. "Set it to six, and you feel like you have a 1,000 pound boulder on your back."

In addition to perspective and gravity, students learned about various jumps that can be used to navigate the spatial elements of a platformer. "I learned what all the jumps are called—hook, horizontal, and vertical—and how to use them to their highest potential inside of my games." He says that the examples helped him think about the importance of using the various jumps effectively.

After completing his first game assignment, a platformer, he moved on to one of the extra-credit challenges for the first week—design a re-make of a retro classic platformer. "That was really cool," says Matthew, who admits to searching for his old copy of Super Mario for the Gameboy to relive the fun after watching the Super Mario video in the course. "That assignment was cool because you were able to see you can make games like Sonic using Gamestar Mechanic," he says. "Sometimes, you can even make them better!"

When asked about the importance of a young designer going back and looking at a timeline of video games, Matthew notes that he hadn't heard of all the games he learned about in the first week of camp. Games that are familiar and nostalgic for older gamers are sometimes games younger games don't know at all. The course's careful attention to the history of design and gaming upon which tomorrow's games will build is a cool stepping stone for the participants and helps connect what they are learning to the video gaming industry at large.


Moving Ahead

Matthew is now working on Unit 2—the Action Game. Stay tuned as we check in with him next week to see how it's going.


Sign-ups are now open for the next sessions of the Gamestar Mechanic Online Learning Program, with six-week sessions beginning September 10, 2012.

 

A new online video game design program from the makers of Gamestar Mechanic offers video game enthusiasts the chance to move from player to designer—with the help of industry pros.


2012-blog-gamestar-screen-200px.png

"Whether you're a beginning game designer or have some prior experience, the key way to 'level up' is to keep making games and getting feedback on your work."
~ Brian Alspach, E-Line Media

Virtual "Summer Camp" for Student Video Game Designers

A new four-week summer program for students combines the power and fun-factor of Gamestar Mechanic with customized feedback and mentoring from industry professionals. With this new program, E-Line Media, the company behind Gamestar Mechanic, hopes to create a new learning pathway for student video game designers. Game on! (Four-week sessions begin July 2, 2012! Learn more.)


Supporting the Science of Video Game Design

The following Science Buddies resources and Project Ideas help students turn an interest in video game design into a science project:

Xavier / Student Success Story
Students Succeeding with Video Game Design Projects

More and more students, like Xavier (pictured above), are exploring video game design angles in projects for schools, local fairs, and competitions like the National STEM Video Game Challenge and the Scholastic Art & Writing Awards. Check these two recent success stories:

Are your students enrolled in camps this summer? From camps that triangulate art, science, and physical play to create a multi-faceted day-to-day experience to specialized camps that offer the ability to focus on a particular subject, hobby, or skill over an extended set of days, summer camps invite exploration through hands-on projects and activities. While lanyard-making still makes an appearance at some camps, the "meat" of many camps lies in their ability to enable an immersive subject- or theme-oriented experience that lets students explore new fields or dive further into areas of high interest.

Offering an à la carte approach to summer, camps have cropped up en masse in recent years to intersect with a wide range of student interests, including LEGO, robotics, science, art, music, cooking, and even skateboarding. In short, if your student has a particular interest or passion, there is likely a camp—even for video game design and programming.


Virtual Summer Camp

E-Line Media, the company behind Gamestar Mechanic, a popular online video game design environment, is giving summer camp a virtual boost with the introduction of a new four-week, online video game design program. Created for students ages 10-14, the flexible program combines the appeal of the Gamestar Mechanic interface as a fun, engaging, and easy-to-learn entry point for kids interested in gaming or game design with the expertise of professional video game designers who will work with and mentor the young game makers. Through a series of exercises and challenges, students will, over the course of the four-week program, further their own design portfolio as they explore and create platform games, adventure games, and action games. The program culminates with each student's creation of a final project, a game that showcases the student's growing skills as a video game designer.


The Story Behind the Virtual Summer Program

Science Buddies caught up with Brian Alspach, Executive Vice President and General Manager for E-Line, to find out more about the summer program.

Q: Gamestar Mechanic does a great job, year-round, of introducing students to fundamental video game design concepts—and hooking them on making their own games. What was the inspiration behind creating a more "class-like" virtual summer program extension and experience?

A: We see lots of young people with an interest in making games. For some, that interest is just beginning, and we think Gamestar Mechanic and the self-moderated learning experience you can have there can help a student with a burgeoning interest get started on a learning pathway in game design. But we do see it as only the start of a pathway, and for kids who want explore that interest more deeply, we want to build out the entire ecosystem around game design. That includes deeper learning experiences like the online summer program.


Q: The summer course is designed with students ages 10-14 in mind. How flexible, or extensible, is the learning opportunity in terms of skill level? Will the course scale and provide both challenge and room to grow for someone who has been building games for a while using Gamestar Mechanic? Or is the course primarily for the beginning game designer?

A: Whether you're a beginning game designer or have some prior experience, the key way to 'level up' is to keep making games and getting feedback on your work. One of the unique things that the summer program offers is an opportunity to do this in a highly scaffolded environment with instructors and game industry pros who are dedicated to working with the young designers and giving them that kind of feedback. It creates a unique opportunity for growth and self-expression around the areas that the aspiring young designer is interested in.


Q: Does the course use Gamestar Mechanic as the sole development environment?

A: It does. At this stage of the online learning, we're trying to keep the focus on game design, both because it's the area where we have the most experience but also because the skills that make someone a good designer tend to be underrepresented in approaches that, say, have kids jump into the technical side of game creation right away. Over time, we'll be expanding our online learning program to include courses that focus on other topics and disciplines within game design—programming, art creation, other game genres, etc..—so this course will serve as a nice entry point to set kids up for those future experiences, too.


Q: By approaching video game design as a 'game,' Gamestar Mechanic makes it easy—and fun—for 'players' to get started with game design. To what degree do you feel the environment prepares students to jump to the next level in game design (e.g., more object-oriented design and programming)?

A: I think approaching it as a game is a great way to build motivation, keep kids engaged, and create opportunities to learn from examples, especially at an early stage. But it really is an entry point to a learning pathway of increasing flexibility in game making, more technical skill being required. If you don't have a solid grounding in design concepts and skills, it's easy to lose your way. These online courses are one way we're approach building out that pathway, and I think this first one in the summer program provides a good starting point.


Q: Based on how the course is structured, what will a typical student exit with in terms of a portfolio of games she has designed?

A: There is a mixture of optional and required game making projects in the course, so students can exit with a portfolio of something like a dozen games by the time they complete the course, with a combination of instructor, pro-designer and peer feedback on all of them.


Q: Pairing aspiring game designers with industry experts is an exciting aspect of the program. How will this component work? Who will the students be working with, and what kinds of interaction can they expect?

A: We think it's a really transformational thing. The kids will have personal instructors, who are educators and students of game design, who will provide coaching and feedback throughout the course. In addition, a subset of their game design assignments will be reviewed by 'game pros'—real folks working in the game industry as designers, producers, artists, etc.... We've got a really neat format where the pros playtest the students' games and video capture their play along with a PIP window with them giving their feedback. The kids get to see a pro react to their game in real time and get suggestions on how to improve it.


Q: What is most exciting to you about this new summer program?

A: For me, the opportunity to connect kids with mentorship and coaching from the instructors and pros is really compelling. If you're a kid with an interest in, say, sports or music, there are tons of support structures you can draw on to help you along the way. That doesn't exist for the most part if your interest is in making games, so we're excited to be taking our first steps to help create some of them.

 
thumbnail
Geodesic dome math project: A model dome like this can be made in any size (as long as you figure out the relative lengths of the struts). This one is pretty big!

Born on May 15, 1863: Frank Hornby, an inventor whose "toys" included Meccano, an engineering construction set of nuts, bolts, and strips of sheet metal. Hornby first devised the system for his children. When he moved on to mass produce...

thumbnail
Christina Ren, a high school junior and founder of Science Alliance Network believes student-to-student mentorship is key to keeping young kids excited about science.

thumbnail
School and family science weekly spotlight: use paper chromatography to see what makes up the colors of flowers.

thumbnail
A swarm of "scientists" ran the streets of Chicago in celebration of science and science education, thanks to Astellas Pharma US, Inc. Bystanders in the Chicago area a few weeks ago may have caught an unusual site—a swarm of scientists...



Your Science!
What will you explore for your science project this year? What is your favorite classroom science activity? Email us a short (one to three sentences) summary of your science project or teaching tip. You might end up featured in an upcoming Science Buddies newsletter!


Kit Image

Science Buddies Kits

Science Buddies' convenient project kits contain everything you need to perform one of our Project Ideas—all in one box!


Help With Your Science Project

The following popular posts are designed to help students at critical stages of the science project process.

Family Science

Archives




You may print and distribute up to 200 copies of this document annually, at no charge, for personal and classroom educational use. When printing this document, you may NOT modify it in any way. For any other use, please contact Science Buddies.