Implementation Strategies for Microsoft XNA Game Development in Academic Laboratory Environments
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Implementation Strategies for Microsoft XNA Game Development in Academic Laboratory Environments A Whitepaper describing the rationale, deployment, and operation of the Game Design & Development Laboratory at the Rochester Institute of Technology Andrew M Phelps Christopher A Egert Founding Director & Associate Professor Assistant Professor Game Design & Development Game Design & Development Golisano College of Computing & Information Sciences Golisano College of Computing & Information Sciences Rochester Institute of Technology Rochester Institute of Technology Rochester, NY, 14623 Rochester, NY, 14623 http://games.rit.edu/ http://andysgi.rit.edu/ http://www.it.rit.edu/~cae/ Gus D Weber Academic Developer Evangelist Microsoft 100 Corporate Woods, Suite 240 Rochester, NY 14623 http://www.microsoft.com/ Abstract This paper describes implementing an XNA Games with an initial course in graphics for game Studio (GS) based laboratory at the Rochester development. Over the next several years, careful Institute of Technology, with specific attention paid planning led to the development of academic to administrative and installation issues as they concentrations, the Masters in Game Design and relate to academic environments. This is in contrast Development, and the Bachelors in Game Design to most of the generally available material on XNA and Development. Most recently, the program has GS, which focuses on non-academic installations. proposed minors for computing as well as non- The experiences related in this paper should be computing students throughout the institute. The transferrable to other institutions, and it is our hope original expectation of the GD&D faculty was to that this information provides a platform of useful educate a handful of graduate students and a single material in incorporating XNA GS/XBOX 360 systems “cohort” of 30 undergraduates per year. However, at other academic institutions. the current reality is that the programs have grown to nearly 25 graduate students and an entering undergraduate class of over a hundred students per 1. Introduction year. These programs are a strategic focus of the Institute at this time, and have accrued a national The Game Design and Development (GD&D) reputation of quality: faculty are regularly sought program, a new area of study within the B. Thomas out to speak on the topic of games education, Golisano College of Computing and Information academic program development, and other similar Sciences at the Rochester Institute of Technology topics [8, 13-15, 25, 28, 32-36]. (RIT), is growing at an astonishing rate since its inception three years ago. Due to this growth in the In seeking to provide an adequate working program, the facilities footprint associated with environment for students studying topics in the student support is rapidly expanding. RIT entered design and development of interactive the domain of game programming in 2000 [11, 29], entertainment, a number of issues became apparent. Fundamental areas of study include, but are not limited to, computer science, programmatic doubles as our personal computer test system. For design, visual asset creation, software design, console development, we chose the XBOX360 [23] testing, human-computer interaction, game design, due to cost as well as ease-of-use of the XNA GS history of electronic entertainment, interactive development platform [24]. In fact, XNA GS allows media, web design, as well as additional relevant us to simultaneously develop games for both fields. As the needs of the programs escalate, a platforms, albeit with some marked differences in number of challenges have presented themselves approach in certain instances. relative to the creation of a suitable laboratory space. This paper is an attempt to describe our process in creating (and now administering) our In addition, the platform selection also allows us to new flagship facility: the Game Design and support both casual and hard-core development Development Laboratory at RIT. experiences: as students progress through their studies they are subject to a curricular design The curriculum for our program is well identified as scaffolding, meaning that the documented, both online [30, 31], and as a formal curriculum will cycle through topics over and over program with the New York State Education again, using concepts introduced at an earlier Department Office of College and University stages of the learning process to motivate difficult Evaluation [27]. This program of study, by its very and deeper concepts. Scaffolding reinforces prior nature, pushes the boundaries of both hardware learning, and when used effectively, can be and software in a manner very similar to the leveraged to provide more self-direction in terms of commercial games industry. The latest and guiding academic inquiry. To this end, the greatest is the “coin of the realm”, new packages development environment must accomodate the are released almost monthly, updates almost daily, following scheme: 1) beginning students explore and the state-of-the-art is constantly evolving. As XNA GS at a small scale,2) intermediate students part of the educational process, students actively create entire engines from scratch using DirectX explore such change, embracing fundamental and C++, and 3) advanced students explore XBOX concepts of analysis, adaptation, and dissemination. 360 multi-threading with XNA GS and compare it to They explore the changing technology landscape Windows threading in a variety of environments. noting how such differences impact the experiences they create. This model clashes with traditional academic computing environments, which tend to Another important educational mission is to allow “flow” around the academic calendar: updates students to experiences the differences when occur over the summer, installations are put off developing for personal computing hardware vs. during the semester, and upgrades occur when consoles. For personal computers, we felt it was grant funding or development monies are criticalthat the hardware in the lab not be identical: accumulated, or when a particular facility is every year a different subset of the hardware is updated by the central administration. Such upgraded to ensure that there is a constant mix of upgrade and administration paths do not map to processor types and speeds, various flavors of video the traditional cycles of development environments cards, monitors, and peripherals from multiple found in the production of commercial work. These vendors. This parallels the expectations of home issues are compounded by the fact that many computer game players: games must run anywhere systems administrators that work in academic on any reasonably configured system. To settings are likely to be unfamiliar with game accomodate this experience, RIT partnered with development as a practice, and may not recognize Alienware [3] (a Dell subsidiary specializing in high the needs and best practices of the field at first performance gaming equipment) to meet its glance. hardware needs based upon configurability, performance, compatibility and service-level agreements, although there is no reason that 2. Desired Laboratory Experience, suitable machines could not be purchased from Functionality, and Community another vendor or built from scratch. Another stated goal of the lab was to ensure that it 2.1 Laboratory Goals and Curriculum introduced students to professional development Requirements tools. In our curriculum, we use both Autodesk Maya [7] and Autodesk 3ds MAX [6], as well as the The major focus of our laboratory facility is to Adobe Master Collection [2]. These packages have provide a platform for game development for both stringent hardware requirements, which were taken personal computers and console systems. To into account when selecting the laboratory accomplish this, we use both Intel [16] and AMD [4] hardware. In addition, we use several of the processors running Microsoft Windows Vista [22] as Microsoft development envrionments (discussed a development platform. This same platform also later in Section 4), which also have stated system requirements, but these tend to be less demanding service, and RMA procedures was a critical than the graphics packages in general. component to keeping our lab operational. 4) Provide multiple room and workspace 2.2 Administrative Goals for the GD&D Lab configuration options. In learning from our first From an administrative point of vew, it was our goal laboratory design, we specifically chose open with the new laboratory facility to reduce the spaces in which workstations could be overall cost of the lab on an ongoing basis, and to reconfigured with relative ease. It is virtually specifically reduce the cost of deployment and staff impossible, in an academic setting, to foresee overhead. The GD&D Laboratory marks the second what projects might be undertaken in just a few attempt by RIT at creating a facility for game years, particularly in an area where the development – our first facility, the Entertainment curriculum and faculty interest is simply Technology Laboratory, was created 3 years ago but exploding. Thus, a reconfiguration capabilities was quickly outgrown due to the growth of the were considered paramount by our faculty and academic programs. However several lessons were students. learned during the development and deployment of the previous lab, which are summarized briefly 5) Provide a secure computer environment here: without foregoing usability, flexibility, and performance.