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“You Made a Game…Now What?”:
Industry Awareness in the Classroom
Christopher W. Totten
Founder & Creative Director, Pie for Breakfast Studios
Jerry Belich
Armstrong Professor in College of Creative Arts, Miami
University of Ohio
● Game design instructor
● Cleveland Institute of Art
● Kent State University
● Founder and Creative Director, Pie for Breakfast Studios
● Executive Organizer Smithsonian American Art Museum
Arcade
● Author/editor
● An Architectural Approach to Level Design
● Level Design: Processes and Experiences
● Community organizer
Christopher Totten
● Armstrong Professor in College of Creative Arts, Miami
University of Ohio
● Indie game developer and designer
● Creates storytelling experiences in real-world spaces
● Designer
● Choosatron
● Please Stand By
● Utopia Room
● Author: Burn your Keyboard: Alternate Controller Bootcamp
Jerry Belich
Combined experience
● 12+ years game design
● Dozens of festivals and exhibitions
● 12+ Commercially released games
● Kickstarter
● Steam Greenlight
● 9 “serious games”
● 13 art/exhibition games
● 4 books on game development/design
Topics
● Background and methodology
● What can we teach beyond game making?
● Internal-facing exercises
● External-facing exercises
● “You Made a Game, Now What?” The Class!
Background and methodology
“Professional practice?
I’d like to hear more
about that…”
Professional practice poll
● Marketing, outreach, social media, festival submissions, releasing on marketplaces, and so on.
● “If your program teaches post-production as defined in the survey intro, when in your curriculum is it first
taught?”
● “We cover playtesting and feedback in these ways as part of our program's curriculum (choose all that apply)”
● “We ask the students to provide the following with their games or create these in our program”
● “Do you or someone in your program teach your students about the requirements for submitting to commercial
marketplaces?”
● Do students in your program submit games to festivals, showcases, mega-booths, exhibitions, etc.?
Teaching goals beyond game making
● Design culture
● Work is expected to be shared/displayed
● Students expect (and eventually seek out) regular feedback
● Students learn from one another’s assignments
● Making press-kits
● Screenshots that show important game features
● Trailers that grab attention and demonstrate game features
● Writing about your game
● Submitting to festivals
● Posting to marketplaces
● Building an audience
Design culture: “insight
rituals”
● Formal public presentations
(students, faculty, guests) at all
levels
● Teach students to participate in
others’ critiques
● Post-mortems of every
assignment/project
Making press kits
● Consistent material requirements
● At least 5 screenshots
● 0:30 – 1:00 trailer
● Descriptive game text
● Assignments based on industry
standard formats
● Presskit()
● Festival submission pages
● Marketplace game profiles
● Recruit “game journalists” to
review student games
Submitting to festivals
● Have students find 3 festivals that
would fit their game
● Types of games shown
● Medium (Digital? Non-digital?)
● Size of project
● Run an internal “mini-con”
● Require students enter like a festival
● Design/build a 10’x10’ booth
● Coordinate with on-campus sites
● Internal competition
● Promotional booths
● School’s festival submission
Marketplaces and building
an audience
● Professional identity-building
● Studio logo
● Business cards
● Social media accounts
● raison d'etre – reason for being
● Marketplaces with audience feedback
● Itch.io
● GameJolt
● Social media plan
● Schedule for postings
● Hashtags to use (#ScreenshotSaturday)
“You Made a Game, Now What?” The Class!
● Cleveland Institute of Art, GAME 421
Game Media Production IV
● Once a week, 5 hours
● 4th year students - supplement to BFA
Thesis
● Content
● Production methods (Scrum, Agile, etc.)
● Scope management
● Marketing, outreach, booths, etc.
● Assignments from this talk
“You Made a Game, Now What?” The Class!
● “Really helpful, makes me feel
prepared”
● “Builds our games up instead of
tearing them down”
● “Helps to know others struggle
with these issues.”
Thank you
Christopher Totten
E-mail: ctotten@pfbstudios.com
Twitter: @PFBStudios
Company: PFBStudios.com
Personal: ChrisTotten3D.com
Jerry Belich
E-mail: jerry@monkeytheater.com
Twitter: @jerrytron
Jerrytron.com

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GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in the Classroom

  • 1. “You Made a Game…Now What?”: Industry Awareness in the Classroom Christopher W. Totten Founder & Creative Director, Pie for Breakfast Studios Jerry Belich Armstrong Professor in College of Creative Arts, Miami University of Ohio
  • 2. ● Game design instructor ● Cleveland Institute of Art ● Kent State University ● Founder and Creative Director, Pie for Breakfast Studios ● Executive Organizer Smithsonian American Art Museum Arcade ● Author/editor ● An Architectural Approach to Level Design ● Level Design: Processes and Experiences ● Community organizer Christopher Totten
  • 3. ● Armstrong Professor in College of Creative Arts, Miami University of Ohio ● Indie game developer and designer ● Creates storytelling experiences in real-world spaces ● Designer ● Choosatron ● Please Stand By ● Utopia Room ● Author: Burn your Keyboard: Alternate Controller Bootcamp Jerry Belich
  • 4. Combined experience ● 12+ years game design ● Dozens of festivals and exhibitions ● 12+ Commercially released games ● Kickstarter ● Steam Greenlight ● 9 “serious games” ● 13 art/exhibition games ● 4 books on game development/design
  • 5. Topics ● Background and methodology ● What can we teach beyond game making? ● Internal-facing exercises ● External-facing exercises ● “You Made a Game, Now What?” The Class!
  • 7. “Professional practice? I’d like to hear more about that…”
  • 8. Professional practice poll ● Marketing, outreach, social media, festival submissions, releasing on marketplaces, and so on. ● “If your program teaches post-production as defined in the survey intro, when in your curriculum is it first taught?” ● “We cover playtesting and feedback in these ways as part of our program's curriculum (choose all that apply)” ● “We ask the students to provide the following with their games or create these in our program” ● “Do you or someone in your program teach your students about the requirements for submitting to commercial marketplaces?” ● Do students in your program submit games to festivals, showcases, mega-booths, exhibitions, etc.?
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  • 14. Teaching goals beyond game making ● Design culture ● Work is expected to be shared/displayed ● Students expect (and eventually seek out) regular feedback ● Students learn from one another’s assignments ● Making press-kits ● Screenshots that show important game features ● Trailers that grab attention and demonstrate game features ● Writing about your game ● Submitting to festivals ● Posting to marketplaces ● Building an audience
  • 15. Design culture: “insight rituals” ● Formal public presentations (students, faculty, guests) at all levels ● Teach students to participate in others’ critiques ● Post-mortems of every assignment/project
  • 16. Making press kits ● Consistent material requirements ● At least 5 screenshots ● 0:30 – 1:00 trailer ● Descriptive game text ● Assignments based on industry standard formats ● Presskit() ● Festival submission pages ● Marketplace game profiles ● Recruit “game journalists” to review student games
  • 17. Submitting to festivals ● Have students find 3 festivals that would fit their game ● Types of games shown ● Medium (Digital? Non-digital?) ● Size of project ● Run an internal “mini-con” ● Require students enter like a festival ● Design/build a 10’x10’ booth ● Coordinate with on-campus sites ● Internal competition ● Promotional booths ● School’s festival submission
  • 18. Marketplaces and building an audience ● Professional identity-building ● Studio logo ● Business cards ● Social media accounts ● raison d'etre – reason for being ● Marketplaces with audience feedback ● Itch.io ● GameJolt ● Social media plan ● Schedule for postings ● Hashtags to use (#ScreenshotSaturday)
  • 19. “You Made a Game, Now What?” The Class! ● Cleveland Institute of Art, GAME 421 Game Media Production IV ● Once a week, 5 hours ● 4th year students - supplement to BFA Thesis ● Content ● Production methods (Scrum, Agile, etc.) ● Scope management ● Marketing, outreach, booths, etc. ● Assignments from this talk
  • 20. “You Made a Game, Now What?” The Class! ● “Really helpful, makes me feel prepared” ● “Builds our games up instead of tearing them down” ● “Helps to know others struggle with these issues.”
  • 21. Thank you Christopher Totten E-mail: ctotten@pfbstudios.com Twitter: @PFBStudios Company: PFBStudios.com Personal: ChrisTotten3D.com Jerry Belich E-mail: jerry@monkeytheater.com Twitter: @jerrytron Jerrytron.com