![]() ![]() There’s one side of the discussion I haven’t really seen come up yet that I encountered first hand in the classroom: the fact that the overwhelming number of students who enter game development programs have no idea what the everyday work of game development actually entails. The point across these responses: teaching game development is hard and educators and institutions alike are still trying to figure out how the heck you even do this while, at the same time, the global game industry is dramatically restructuring itself. Anna Anthropy wrote this good thread about balancing soft/hard skills in games education. I wrote this thread about how lacking a broad knowledge of game development disciplines is a problem in countries without large studios. Innes McKendrick wrote these good thoughts in a thread. Robert Yang wrote these good reflections in response about some of the challenges of teaching game development. This started with this Twitter thread by Danette Beatty from ustwo. There’s been a lot of discussion this past week about how universities should approach teaching videogame development and even just what the basic responsibility of game schools even is. So essentially the world is a golf course, you can play a full round of golf, but you have to walk everywhere yourself rather than getting teleported to where the ball landed on your last swing, and if you wanted you could just wander off and see what else is out there. But then I decided to take a small golf prototype I already had sitting on my computer and combine the two together into a ‘golf game with the boring bits left in’. ![]() So then I decided I’d just make a big world to explore in Pico-8 because at least that’s doable for me. After a little while I realised I really wasn’t in a position to return to Unity, that any Unity project was just going to be too intensive for me at the moment, and also that such a project, even if I was to use ‘bad art’, would still need art way better than I could produce. ![]() Like an enchanted forest where you just walk forever in one direction and then just find some kids smoking at a skate park or something. This project started with me wanting to return to Unity to make a large map that you could explore and just find a whole bunch of stuff in. The title is both a reference to that Simpson’s episode, and also following the excellent 2018 tradition of Australian gamemakers putting their name on their games ( Getting Over It With Bennett Foddy, Grace Bruxner Presents The Haunted Island, A Frog Detective Game). This past weekend I released a new game, Brendan Keogh’s Putting Challenge.
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