Collaborative TWU effort produces unique video game
Collaborative TWU effort produces unique video game
Return to digital BC Christian News

By Erin Mussolum

THE computer lab at Trinity Western University is buzzing with excitement. Colourful images are seen on monitors.      A couple of students listen to headphones while others are involved in intense discussion. Everyone in the class has a job to do.

It was a little over a year ago that Alma Barranco-Mendoza and Kevin Schut, professors at Trinity Western University, decided to embark on a project which would engulf their lives and the lives of 24 students for more than a year.

The purpose? To produce a computer-based video game which would be created by students from a multitude of disciplines across the university – ranging from computer sciences to music and art.

In late June, Barranco-Mendoza, Schut and the students, going under the name Bonus Marks Entertainment, launched the turn-based strategy game Label: Rise of Band to the public.  

Like a board game, the downloadable digital production allows players to assume the persona of an independent music label in fictional Badger City, as they battle to gain popularity with musical acts by booking the bands into venues across the city. They are opposed by  the evil corporation Parasol Music Group, which rules the city’s status quo music scene. A successful strategy positions the indie label to rise in power, ultimately triumphing over Parasol.

As the head of a label, a player is allowed to give singing lessons to the bands, put on publicity stunts, arrange for a name change, find and book new bands, send out talent scouts and even arrange for photo shoots – all to make the label more popular and thus more powerful.  

The professors took into account what could reasonably be accomplished in a year; the students then took on the task of coming up with the creative concept for the game.

Once this was established, the software engineering and game design commenced, and then art and music students produced original artwork, and composed and recorded the soundtrack. While this was occurring, students in communications wrote the game’s narrative, and the final marketing plan for the release and distribution of the product was created by business students. More than 50 individuals – including staff, faculty and students – engaged in testing of the game as well.

When asked to describe the process of working with students across a multitude of disciplines on a project this size, Schut says, “First, we have always thought of the students as experts in their fields. That was one of the main purposes for this project: to let students exercise the expertise they had developed over the course of their studies at TWU.  

“The second tactic is that we really see the course as a co-exploration.  What that means is that rather than telling students exactly what to do, we set general responsibilities and team relationships and then let the students start to work out how things will go.”  

Continue article >>

Previous articleNext article

Business major Amanda Pereira, from Langley, one of the project managers, sums up her experience: “I haven’t been huge into video games, but the hands-on experience for me was really appealing. And being able to manage the different disciplines of people, working together with them, going through the ins and outs of how to sell a product and what that involves, and what processes you need, really helped me put my marketing and business academic background into practice – instead of just learning the theory of it. I was able to apply it to the real world.”

Barranco-Mendoza and Schut created a web-based environment, allowing students to log in and work on the game from various points on campus.

“Both Kevin and I did quite a lot of research, and we found that no other university or college has anything close to this type of multidisciplinary project,” says Barranco-Mendoza, adding:

“The students also will receive a certificate in game development foundations and will use the credit hours earned in the program towards their degree in either computing science, communications or information systems. We think of it as a capstone course, where students from multiple disciplines come together and the project gives them real life experiences – giving them an extra boost when looking for jobs in different fields.”

The game is targeted at high school and university students, young adults and those interested in music and business. The collective of students who make up Bonus Marks Entertainment will also have the rights to some of the revenue if the game is picked up by a larger gaming company ­– something the group is hoping will happen.

Label: Rise of Band can be purchased online at labelriseofband.com, and hard copies are for sale in the Trinity Western University bookstore.

September 2008

  Partners & Friends
Advertisements