Building Virtual Worlds: Fall 2015 BVW Piazza: http:// piazza.com/cmu/fall2015/bvw2015/home - Announcements, general communication, help BVW Support Email: [email protected] - Official communication with instructors and TAs, submissions Professors Name Jesse Schell -----------------------------------------> Dave Culyba -----------------------------------------> TAs Room/Email Office: 5317 [email protected] Office: 2309 [email protected] Name TA Role Stephanie Fawaz Cheryl-Jean Leo Eric Tsai Brian Lin Brandon Kang Ariel Kuo Aurora Zheng Arim Yoon Mahardiansyah Kartika Zhetao Wang Joseph Chiang Larry Chang Laura Weber Head Head Pipeline Pipeline Pipeline/Shop Art Art Art/Props Programming Programming Programming/Web Sound Festival Course Description Due to the dynamic nature of both technology and our program, this is subject to change. This is a project-based course that helps define the beginning of the two-year ETC Masters of Entertainment Technology experience. In this course, interdisciplinary teams will build virtual worlds and other interactive content. The course will emphasize the technical mechanics of how to build virtual worlds, but will also cover the basics of environmental design, interactive game design, non-linear storytelling, virtual reality, and interdisciplinary teamwork. Students will have great latitude in the choice of worlds they create. Our only content restrictions are the ones Randy Pausch originally defined: 1. No shooting games 2. No pornography This is not because we object to them on moral or ethical grounds, but because those approaches have been overdone, and this course is meant to encourage innovation. In that spirit, we may sometimes give an award for the best failure on an assignment: for a group of students who pushed the medium hard, and made us all think in novel ways, even if the experience they built wasn’t successful by traditional standards. Students will work with a variety of technologies, including: head-mounted displays, six degree of freedom motion trackers, Phidgets, the Microsoft Kinect, Eye-tracking, PS Move controllers, various systems for audience interaction, and possibly others yet to be determined. Students in this Course Will Learn (In descending order of importance): 1. How to work in interdisciplinary teams towards a creative vision. 2. The mechanics of how to build interactive virtual worlds. 3. The basics of informal user testing and iterative redesign. Note that while this course USES technology, it is not ABOUT technology. Grades This is a project-based course. Most projects will last roughly two weeks, done in groups picked by the instructors and changing with each assignment. Under normal circumstances, all members of a group will receive the same grade, although the instructors reserve the right to decouple grades if necessary. Prompt class attendance is mandatory. Each student has two excused absences a semester that are allowed. Each late arrival to class will drop your overall class grade by 1 percentage point. Each unexcused absence OR absences in excess of two will drop your overall class grade by 2 percentage points. The TAs keep track of attendance at the beginning of each class, and being ‘on time’ is defined as being in the room when attendance is taken. If you are late it is your responsibility to see the TAs during class and let them know you are merely late and not absent. If you do not talk to the TAs you will be marked ‘absent’. For the semester, grades will be based: ● 45% on non-final projects (team groups assigned by instructor) ● 20% on the final Festival project (students may be allowed to form their own groups with instructor permission) ● 35% on instructor evaluation, based primarily on peer evaluations. Please take special note of the weight for this part of the class. On a typical project, 1/3rd of the grade will be given at the half-way progress point (typically after one week), and the other 2/3rd is given at the final showing of the work, typically after another week from the half-way point. All that said, your grades are ultimately irrelevant. All that is relevant is creating great things. Piazza and Email Most communication for and about this class will take place on Piazza. Students are encouraged to post questions, conduct discussions and seek input from their peers, TAs and instructors on Piazza. Additionally, email may be used at times for students to submit assignments or for important reminders. Students are required to check Piazza and email at least once every 24 hours, weekends included. Social Responsibility: Peer Evaluations and the Use of Your Work One theme of this course is that when an individual focuses on the group/society they live/work in, rather than on himself or herself, everybody can benefit. There are two concrete examples of this in BVW: First, you will be asked to evaluate your peers, both to assist in the course grading, and to provide feedback to them as human beings. We will cover the details of this in class; we realize it is uncomfortable, and you may not like doing it, but you must accept this responsibility to enjoy the benefits of being in the class. Second, your work will be on display in public (often through venues such as YouTube, Vimeo, and your classmates’ portfolios. Under Carnegie Mellon rules, you OWN any IP you create, which, in the case of this class, are the artifacts/worlds your teams build (not the ideas behind those artifacts – an important distinction). Since each one of you will ultimately benefit by public demonstration of these artifacts, we expect that all of you will, as good teammates, allow the public dissemination of these artifacts. If any of you have any issues with this policy, please see Dave or Jesse in private. How Class Time is Spent This is a class where you learn by doing , and as a result, lectures will be brief and to the point. Some students may not be used to a class where lectures are but a small % of class time. Please be aware this is BY DESIGN. This class, in the way it progresses through the semester, has oft-times more in common with an art studio class in CFA than it does a software engineering course. Again, this is BY DESIGN. Students taking this course should anticipate it being extremely time consuming, but also a terrific amount of fun! Most of the class time will be used to demonstrate and critique the worlds you have created. The critiques are where the majority of learning takes place. For students not from the art world, this can be very disconcerting. Again, BY DESIGN. Where and How You Should Work in This Class This course has traditionally had students from art, architecture, design, drama, computer science, electrical and computer engineering, human-computer interaction, music, social sciences, and a few other majors. These disciplines all have different standards for how they communicate, how they train their students, and how they evaluate the quality of work. It is extremely important that students in this course be tolerant of the different cultures that are represented. Based on experiences in the real world with these kinds of interdisciplinary teams, one of our goals is "getting through the semester without a fist fight occurring in a group." To help meet that goal, there are a few basic standards that all reasonable cultures have in common: ● Be honest. ● Treat everyone with respect ● Listen when it’s someone else’s turn to talk, and actively solicit input from each team member. ● Show up, on time , for any meetings you schedule. Finally, we expect you to do all work for this course in the ETC building. If you work by yourself, you will be missing the whole point of the course and you will often put your team’s success at risk. Roles within Building Virtual Worlds The goal of Building Virtual Worlds (BVW) is to take students with varying talents, backgrounds, and perspectives and put them together to do what they couldn't do alone. The BVW class is divided into an introductory round (Round 0), and team-based Rounds 1-5. At the beginning of every new round you will be placed in a different team of five students, each with one of the following assigned roles: ● Programmer (2) ● Artist (2) ● Sound Designer (1) Every student will be assigned a primary role. We assign roles to guarantee that every team has every skill needed to complete a successful world. You are responsible for filling the role you are assigned in a team, but you are NOT constrained to working within your assigned role only. There will be a few cases where, due to "talent shortages", some students will need to make use of their secondary skills on teams. We will make every effort to make sure no one gets stuck in roles they are not well-suited for, but students should expect to have to make occasional sacrifices, and step up to unexpected challenges. Although we hope to allow students the opportunity to perform each role they qualified for, there is no guarantee that this will be the case. The TAs and faculty have final decision-making powers over teams and roles.
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