About Workshop

about

Summer of Games 2018

What is workshop for?

The word ‘game’ refers to one’s understanding of following things: environment, players (single or multiple), primary motivation behind the game as purpose of the game, levels of the game from simpler to complex situations, rewards as feedback at each level. From more technical point of view, any game (or game project) refers to a set of persons to perform following roles: director (internal and external), developer and tester, designer and visual artist, sound engineer and graphic expert. In more simple terms, breakdown of game development yields three core areas to be understood: problem sphere, players and technology. By problem we mean that what actual problem is kept in mind while developing game, e.g., recreation, amusement, learning, commercial etc. Player refers to the users interacting with the game environment, i.e. designers, artists, developers, marketing agents etc. And, technology elaborates what specific programming paradigm and development framework is used, i.e. Unity 3D, AR/ VR (augmented reality / virtual reality) developing interfaces etc.

In sum, there are four important components for any simulation: foundations in a narrative either based on the idea of story-telling or getting from any particular discipline for solution of certain problems; modeling and evaluation of complex human endeavors and use of technological tools (software and hardware); to be an avenue for integration of knowledge disciplines from natural sciences to social sciences; and to launch one’s simulation in the gaming market.

Who’s Instructing

Workshop is dedicated to build remarkable developers.

speaker

Ms. Komal Syed

Ed. M from Harvard University, USA.

speaker

Mr. Shibli Mansuri

From Carnegie Mellon University, USA.

speaker

Mr. Ali Ayyaz

Founder of UET Game Studio

speaker

Waqas Abdul Majeed

Technical Director at PixelBug

speaker

Mr. Muhammad Naeem Sabir

Game graphic artist at UCP

speaker

Nabia Mansoor

Instruction Designer from Oxbridge

about

About Centre for Game Design

What is it for?

The Centre for Game Design is mandated to research, design and evaluate truly immersive learning experiences, delivered via inexpensive handheld devices for maximum accessibility. We work at the intersection of the humanities, the arts and the sciences, harnessing the incredible power of the computing revolution to create the new generation of immersive learning experiences for language learning and the sciences. We are game designers, instruction designers, graphic designers, user experience designers, game developers and play-testers. All of these roles are performed by instructors and students at the Faculty of Information Technology at UCP.

Achievements, 2016 - 2018:

The establishment of the Centre in 2016 has provided the impetus to teach undergraduate and graduates courses in creative graphics, game design and game development and the design of games for impact. As a result, faculty associated with the Centre have trained around 350 – 400 BS CS students and around 80 MS CS students. Further, our internship programs provide an intense learning experience in game design, development and graphics for games, as students work on live game design projects. market.

Design and development:

In one year of operation, we have developed four learning games:

  • Peggy’s Labs – science-based puzzle game for classes 4 – 5, under review for publication at Legends of Learning™
  • SafeLand – calculus and geometry help solve a national emergency, for classes 5 – 8, version 1.0 developed, ready for field-testing
  • Red Chilli Game – exploring the mathematical structures of algorithms, for classes 9 and above, deployed to UCP Zero Semester platform
  • Solar System – word game for vocabulary and spellings improvement, for classes 8 and above, designed to support a language-learning application

Another two games focused on mathematics are currently in development.

Future plans:

  • First National Workshop on Game Design, Summer 2018
  • Commercial release in 2018 of at least five educational and commercial casual games through game design internship program
  • Methodical field-testing of educational games for iterative improvement of their design
  • Bench-marking and qualitative evaluation of existing game development engines and environments
  • Publication of the results of field-testing