*Reign of Fire* Concept Album on Youtube

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“Regulus”: Image of Leo constellation from Johannes Hevelius’ Firmamentum Sobiescianum sive Uranographia (c. 1690) atlas

Engineered by Jimmy Street at Sunburst Studios (Culver City, CA).
Mastered by Mark Waldrep at Pacific Coast Soundworks.

All music composed and performed by Jeannie Novak.

(P)(C)1997 Jeannie Novak 
Novy Unlimited, Inc.

Available as a playlist on Youtube

track list

spring

  • regulus (arrival)
  • mizar (discovery)
  • algol (shadow)
  • spica (magic
summer
  • vega (carnival)
  • altair (friendship)
  • deneb (passion)
  • antares (wave)
autumn
  • polaris (vision)
  • fomalhaut (solo)
  • alpheratz (duet)
  • aldebaran (night)
winter
  • bellatrix (horizon) 
  • capella (reflection)
  • mira (freedom)
  • achernar (transformation)

*Reign of Fire* Concept Album on Soundcloud

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Image from Johannes Hevelius’ Firmamentum Sobiescianum sive Uranographia (c. 1690) constellation atlas

Engineered by Jimmy Street at Sunburst Studios (Culver City, CA).
Mastered by Mark Waldrep at Pacific Coast Soundworks.

All music composed and performed by Jeannie Novak.

(P)(C)1997 Jeannie Novak 
Novy Unlimited, Inc.

Available as a set on Soundcloud

track list

spring

  • regulus (arrival)
  • mizar (discovery)
  • algol (shadow)
  • spica (magic
summer
  • vega (carnival)
  • altair (friendship)
  • deneb (passion)
  • antares (wave)
autumn
  • polaris (vision)
  • fomalhaut (solo)
  • alpheratz (duet)
  • aldebaran (night)
winter
  • bellatrix (horizon) 
  • capella (reflection)
  • mira (freedom)
  • achernar (transformation)

Moonrise Collection on Youtube

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“Undying”: Original photo © 2012 Jeannie Novak

Eight original vocal/piano songs recorded live in studio by Jeannie Novak. All music composed by Jeannie Novak. Lyrics written by Jeannie Novak & Luis Levy. “Lost” lyrics written by Jeannie Novak. Original photographs by Jeannie Novak.

Available as a playlist on Youtube
Lyrics available on Facebook (“Notes” section)

track list

  • lost
  • belle (our city waits)
  • spectre
  • treehouse
  • photograph
  • undying
  • lightning
  • preview

Moonrise Collection on Soundcloud

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“Moonrise”: Original photo © 2011 Jeannie Novak

Eight original vocal/piano songs recorded live in studio by Jeannie Novak. All music composed by Jeannie Novak. Lyrics written by Jeannie Novak & Luis Levy. “Lost” lyrics written by Jeannie Novak. Original photographs by Jeannie Novak.

Available as a set on Soundcloud
Lyrics available on Facebook (“Notes” section)

track list

  • lost
  • belle (our city waits)
  • spectre
  • treehouse
  • photograph
  • undying
  • lightning
  • preview

*The Official GameSalad Guide to Game Development* is Now Available!

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The Official GameSalad Guide to Game Development is now available! This is the only textbook written in collaboration with the GameSalad development team; it focuses on using GameSalad Creator as a tool in high school and college courses covering a wide range of topics (gameplay, interface, prototyping, Mac/Windows desktop, mobile, online/HTML5, social, and serious). Contributors include Bharat Battu, Caleb Garner (Part12 Studios), Thomas Wagner (Gamesmold), Jonathan Mulcahy (How I Hate the Night), Jon Draper (Stormy Studio), Nicolas Palacios (ePig Games), Dan Caldwell (Power Up Education), George Kotsiofides (Quantum Sheep), Marcin Makaj (The Moonwalls), Darren Spencer (Utopian Games/Deep Blue Apps), John Papiomitis (Papio Games), Ace Connell (Mynameisace), Jenny McGettigan (Beansprites/Hamster Wheel Studios), David Javelosa (Santa Monica College), and David Conover (Connolly High School). Special thanks to Kimberly Unger (Bushi-go) for her invaluable contributions to this book—including research, writing, diagrams, illustrations, screenshots, and tutorials. This project would not have been possible without her!

*Mobile Game Development* Wins About.com Reader's Choice Award!

*Game Development Essentials: Mobile Game Development* (by Kimberly Unger and me) has won the 2013 About.com Reader’s Choice award for the best book on mobile game app development! Thanks to all of you for your support :)

Best Mobile Game Dev Book

Vote for *GDE: Mobile Game Development* - About.com Readers' Choice finalist!

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Game Development Essentials: Mobile Game Development by Kimberly Unger & Jeannie Novak has been nominated for “Best Book on Mobile Game App Development” in the 2013 About.com Readers’ Choice Awards! 

Please access the following link to cast your vote:

http://mobiledevices.about.com/library/rca2013/bl-best-game-app-dev-book.htm

The last full day of voting is March 18th. 

Thanks for your support :)

“Tips for Students: Is a Career in Game Development Right for You?”

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My publisher asked me to provide some advice for students hoping to enter the field of game development. Here are my tips:

1. Stay informed. Follow industry blogs and other outlets such as Develop Magazine, Edge Online, Gamasutra, and GamesIndustry.biz. Keep up with the current trends, game launches, and all the “players”—including publishers, development studios (large and small), and hardware manufacturers.

2. Know yourself. Explore different game development roles—such as artist, designer, programmer, sound designer, tester, and producer. Understand why you decided to study game development in the first place. What are your strengths? The game development process can be a grueling experience at times—so you’d better love what you do! Don’t pursue just any game development position; only focus on those you can imagine doing everyday.

3. Explore more. This might seem like it’s diametrically opposed to #2 above, but consider expanding your horizons by stepping out of the box and trying something new. If you’ve never experimented with sound, make some field recordings and edit them. If you’ve never written dialogue, create a scene featuring two characters that are extremely different from you. Take a chance on something new.

4. Show off. When you’re ready to knock on doors, so to speak, you’d better have something that will “wow” prospective employers. Make sure your online portfolio is impeccable—and devoid of spelling errors and clunky layout snafus. Don’t create a “cookie cutter” system that looks like every other game portfolio out there. This is the time to focus on your strengths—while letting your personality shine through!

5. Don’t wait. Why wait until you graduate when you can get a head start with an internship or project? If your school has an internship program, participate in it. If there’s a special course that allows you to work on a real-world team project, take it. If there’s a game development club at school, join it. If none of the above is readily available, create your own opportunities. Participate in a contest such as the Independent Games Festival. Start a side project and scout for team members online. Make it happen!

(A version of this article was originally published in the Cengage Learning Blog on March 8, 2012.)

“Playing to Learn: Tales from the Trenches”

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In 2003, while speaking at the University of Southern California’s Teaching, Learning & Technology conference, I noticed more than a few visibly uncomfortable educators in the audience. I had recently completed my Master’s thesis on using massively multiplayer online games (MMOs) as online distance learning applications—and I was providing a summary of my findings. The notion of any game posing as a learning management system (LMS) was difficult enough for most to parse—especially at the time—but those who weren’t well versed in the workings of MMOs were even more bewildered. The idea involved simple economics: using one solution to address the following two problems: 

1)   Online distance learning tools were cumbersome at best—and clunky at worst. Although billed as “interactive,” these LMS platforms weren’t living up to the promise of providing immersive, experiential learning to students who had foregone the face-to-face interaction associated with onground classroom instruction.

2)   MMOs attracted players who were willing to sacrifice much of their personal lives to ensure their availability 24/7 to complete quests, manage character stats, and confront “griefers.” This also posed an obvious problem: How many MMOs could possibly compete in the marketplace after just one (e.g., World of Warcraft) attracted the majority of players?

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South Park’s Emmy award-winning “Make Love, Not Warcraft” (left) and popular web series The Guild (right) provide a glimpse into the traditional MMO gamer lifestyle.

The solution?

Turning the online classroom into an MMO would allow students to log onto an LMS that behaved like a game—and in turn, more game developers would have the opportunity to develop various MMOs for specific courses, programs, and educational institutions—thereby widening the MMO market.

A few years later, I attempted to address these issues in a project that involved Second Life (SL) and a team of educators, students, and industry volunteers. The idea was to create a virtual environment that could be accessed by students as a course. In that environment, students would become players—focusing on solving narrative mysteries tied to gameplay systems that were quite sophisticated at the time … especially when embedded in a multi-user virtual environment (MUVE) such as SL. Our team pushed the envelope—from the art to the scripting. The project was ahead of its time; again, the notion of learning within a game environment was beyond comprehension—even though our tech team provided a “bridge” by writing code that allowed results from SL to feed into the LMS.

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Our Second Life project (exterior of building during construction, left; interior portion of one floor during polish, right) pushed the MUVE envelope in 2007. 

To this day, the two problems outlined above have not been resolved—for the most part. Even though I’m no longer actively directing or teaching online programs, I hear complaints from students worldwide on their extreme disappointment with the online distance learning process. These concerns are the same as they were 10 years ago: copious onscreen text, arcane file incompatibility issues, and unnecessary “busy work” leading to participation points. Some students will “cheat” the system by simply logging on for the required length of time, waiting for others to make comments, and chiming in with brief platitudes of mutual agreement.

The good news is that many developers and educators alike have embraced in the alternately lauded and derided term, gamification—incorporating its associated toolset into the onground classroom. My hope is that this state of mind will fuel a paradigm shift to online distance learning solutions as well.

Here are some thoughts on how educators can use games as instructional tools in all types of classrooms: 

Level 1: Playing to Teach: Educators should play games in a variety of genres—becoming sleuths as they uncover engaging elements of play. Consider these questions: What keeps you relentlessly and repeatedly launching those birds toward their snorting foes? What compels you to play several word games simultaneously—with friends or total strangers? What makes you dream of orcs and miniature army men in combat? Now consider this: Assume that every game is a teaching tool … even if by accident. Take a look at any game. What are you learning at every turn—even if it’s “stealthy” or covert? If you can figure this out, you’re in the right mindset. 

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Angry Birds: soaring toward a destination? (left; Black Panther 55, aka Albert Junior Joliffe); why do I dream of miniature army men? (Advance Wars 2: Black Hole Rising)

Level 2: Learning to Game: Educators must think like game designers. In fact, educators in all disciplines should take game design classes focusing specifically on gameplay and game mechanics. (Narrative is part of all this, but that’s an entirely separate blog post!) Even when limited by the tools at their disposal, educators should explore engaging alternatives involving game design principles.

Level 3: Creating the Experience: Educators should consider creating serious games for their students. At the risk of bringing up the term again, an initial step might involve gamifying the classroom—which has actually been accomplished by many successful educators long before the word was coined; this might involve a reward system and team competition (including coopetition within teams—where interdependency and cooperation are required to define a single winner). Tools might include anything from collecting, gifting, prizes, and resource management to higher-level challenges involving leadership skills and problem solving. The final step would involve creating an original, customized serious game—taking into account the needs associated with the students and subject matter. In the Summer of 2011 and 2012, I worked with groups at Lehigh Carbon Community College and the University of Southern California’s Information Sciences Institute, respectively (both of which received National Science Foundation grants for these activities and related research), to help educators (primarily in mathematics) do just this. There is keen interest in this area—and educators should explore these options as part of their ongoing professional development. Some educators have taken this a step further and have assigned serious game development projects to their own students.

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PedGames Workshop (Summer 2012) with USC’s Information Sciences Institute: brainstorming (top) and ”executive producers” huddle (bottom; 
R Talwani, J Novak, J Kim, E Shaw).

Although “serious” is the accepted standard term to denote games that are intentionally created for non-entertainment purposes (e.g., education, marketing, health, recruitment), keep in mind that all successful games must be fun—or they’ll fail. I would argue that serious games have the burden of being even more enjoyable and engaging than traditional, commercial games: Not only do they sometimes compete in the commercial marketplace, but they have more sophisticated end goals (involving specific learning outcomes)—which means that losing even one player translates into a much more painful “fail.” Make sure that learning components of a serious game are embedded rather than inserted so that you don’t end up with a “Franken-game” reminiscent of the unsuccessful edutainment era.

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“Puzzle me not!”

I’m now in the midst of writing the newest installment in the Game Development Essential series: Serious Game Development—and I’m developing an original mobile “serious” game. I can only hope that players will have fun while learning something new in the process!

(A version of this article was originally published in the Cengage Learning Blog on March 4, 2012. This version was published as a Gamasutra blog post on March 7, 2012.)