My colleague Chris Stubbs and I had the opportunity to visit the NMSU Learning Games Lab recently.
Wow - what a fantastic experience. This visit really opened my eyes
to some directions we can shoot for. It will take several years to
reach their level of design and development, and Chris and I walked
away with some good ideas on how to get there.
I believe they have two big strengths - the ability to use
continuous rapid prototyping to develop games, and a strong ability to
write and pull in grants to support projects they are interested in.
They really have a living lab, where they bring in students to test
prototypes and have the developers observe reactions. I can't think of
a better way to do game development. In many ways, development in this
area is more of a black art than a science. While one can strive to
design everything "correctly," until you test your ideas out you just
can't be certain of success.
The lab itself has a soft, coffee cafe-like feel. Indirect lighting,
soft chairs and couches, etc. I believe we've done as much as we can
for our lab to emulate this, with the exception of indirect lighting.
That should be easy to remedy.
One concern they have is lack of PR. Enough people just don't know
they exist. Lessons learned here are we have to continually push on
several fronts:
• Exposure at national conferences.
• Exposure to game companies.
• Assist faculty in publishing venues, formal and informal.
• Develop white papers made freely available.
This is a place we could collaborate on/subcontract to for large
development projects beyond our current capability. They are a bunch of
fine, caring people.
Below are notes I jotted down throughout the day.
Operational Setup
• Soft money. Only director is on hard money. Good at receiving grants, but these are drying up, and more competitive.
• Main thrust is developing games for middle schools.
• They use outside and inside faculty for SMEs. Outside SMEs are
part of the grant. Inside ones do work for Games Lab on an informal
basis.
Game Development
• Fairly traditional CRP model.
• Work with client, brainstorm initial storyboard. Looks like Barbara comes up with specific learning objectives.
• Rapid prototype, revise, revise. Lots of trial and error.
• They have ~five developers on any given project. No IDs, all game designers.
• Settle on finished product.
They all work in a common open room, computers around the edges, table in the middle.
Student Testing
• 2 days, 1/2 day each
• Do it at all stages, alpha, beta.
• Testing is useful to justify uses of media to teachers.
• Use of fresh subjects at each stage.
• Use middle-skill gamers.
• Also used as bug testers.
• They develop the kids to be better testers as they are testing stuff.
• Pull the best testers over time for advanced work.
• The game developers do direct observation, think-alouds, etc. with the testers.
• Taught programming - SCRATCH. From MIT, for kids.
Kids design a game.
- In groups
- PPT
- Developers listen, pick up ideas
Lab Setup
• Mobility is key - ability to move furniture.
• Coffee-room feel.
• Everything on wheels.
• Special tables that can be broken apart and reconfigured for special situations
We should add to EGC Lab - Sign that explains what the lab is really for.
Misc Interesting Things
• Video Closet - like a videoed SRDP, with just one question
at a time. Young students like it. I can't see it for college students.
Might be useful to the DC. I am scratching my head on this - can;t
imagine why students would like to have a non-anonymous taping of their
criticisms of a game.
• Also for blogging - doing a cafe, raised chair computer setup helps students to blog.
• They are far ahead of us in the game development area. The director wishes she had more time to publish.
• Our lab setup is unique. It looks like PSU is the only place to approach security, etc. in this manner.
Future Outcomes
This would be a great group to collaborate with on game development.
They have the expertise and staff to develop mid to large games, far
exceeding current capacity of the EGC.