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Creating a Platformer for Steam In Unreal Engine with High School Students

,
Colorado Convention Center, 205

Listen and learn: Edtalk
Recorded Session
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Presenters

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Teacher
Ottawa Carleton District School Board
@MarcDubeau
@Anik Trottier
24 Years High School Teaching Experience with OCDSB Work on Contract for Epic Games since 2020 Winner of Prime Minister's Award for Excellence in STEM 2022 Graduate of Unreal Engine Fellowship Program- A Paid Internship Recipient of Epic Mega Grant (34000$). Built VR game Taught Integrating Tech at University of Ottawa for 5 Years Cesium Certified Developer Partnered with IBM Space, Epic and Space X in 2022 Chief Education Officer at www.inspiretech.ca Run the First Virtual Production and VR/Game Design SHSM in Ontario

Session description

In this workshop I will explain what it took to get my Game Design class to build a fully functionning game and publishing it on STEAM. Participants will learn the hard skills and soft skills used to develop our game using industry leading tool Unreal Engine.

Purpose & objective

The goal of the presentation is to show participants what is possible with game engine tools like Unreal Engine. My regular group of students who worked passionately where able to create a fully functional games without a regular school environment. This was an engaging, rewarding and challenging authentic taks which can be replicated in any school environment. Evidence of success see the game live! https://store.steampowered.com/app/2486400/Lil_Johnny_Goes_Home/

SLIDE SHOW: https://docs.google.com/presentation/d/1nsxD2--oTPxDiKXS47WacY-WzwekfvwqhVRFv25pdPY/edit?usp=sharing

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Outline

It is setup as a presentation laying out the process and work which was involved. It includes several video, screenshots and examples of student work. The final product will be briefly showcased, but more importantly participants will get a glipse of what was required to take on such a large task. Throughout the year, the students have engaged in countless hours of brainstorming, designing, programming, and testing to ensure a high-quality gaming experience for players. Their relentless pursuit of excellence has resulted in an immersive and entertaining gameplay experience, featuring stunning visuals, captivating levels, and challenging gameplay across the 18 meticulously crafted levels.

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Supporting research

https://slejournal.springeropen.com/articles/10.1186/s40561-022-00188-9

https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-023-00424-9

https://today.tamu.edu/2021/09/06/5-reasons-video-games-should-be-more-widely-used-in-school/

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Session specifications

Topic:
Games for learning & gamification
Grade level:
6-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Laptop: PC, Chromebook, Mac
Participant accounts, software and other materials:
It is not a requirement for the workshop, but if participants want they should install Epic Game Launcher and Unreal Engine before the workshop.
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Collaborator
  • Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Analyst
  • Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session