Saturday, June 21, 2014

2014 Creation Club Levels

This year has been a very fun, but very busy year. Personally, I made the jump to fifth grade following the group of children that I worked with last year. When it came to the Little Big Planet Creation Club I had a lot of really enjoyable ideas, but they all had one thing in common; they were all very lofty. Some of them were able to get their ideas to work, others we were able to do some of the things that we set out to do, and for one we were able to get the vehicle he designed working the way he wanted it to, but little else.

I am proud to announce that the work of the LBP Classrooms 2013 - 2014 Creation Club has officially been published. Their work can be found HERE. Each level is accompanied by a picture of the level and the link to the level or race. Please enjoy and leave some encouraging words for the students. Below are some of the pictures from our parent open house, where families got to see what their students had been working on all year.

I will be back with an update and where we are going next school year in the next week or so.



I shared some words about what each of the kids had done during the course of the year.


We had two screen set up for parents to try out what their young creator had put together.


It was the first time that each of the kids got to see all of the other projects, so their was a lot of excitement as we switched between the different projects.

Sunday, May 18, 2014

Let's Joust In the Name of Math

So, I had heard of Johann Sebastian Joust a while ago. It sounded like a blast and seeing the Youtube videos, it immediately became something I wanted to find a way to use in the classroom.  Last year, through KickStarter, the creator of the game, Douglas Wilson, and three other independent game developers came together to create a collection of four local (everyone in the same room) competitive multi-player games known as SportsFriends (yes, one word). I followed the game closely, and became pretty excited about the other games in the group as well. 


The collection was released on May 6th and with our state standardized tests looming I wasn't sure if I would be able to get it in this school year. That is, until I realized just how hard my kids were working and how they desperately needed something to pick up their spirits as we prepared for these daunting assessments. So, I took the plunge and designed a friendly competition around the game.

The class was broken into three groups. Each team would be represented by one player at a time for a round of Johann Sebastian Joust. The winner's team gained the opportunity to score 9 points, second place could score 6, and third place could score 3 points...if the entire team was able to answer one of the sample test problems correctly.  The students were so excited.  They would watch the matches of Joust so intently, celebrate (or bemoan) the outcome, and then quickly turn their attention to the problem giving it all they had, as they did not want to let their team down. 


The experience was fantastic. Every student had the chance to participate in Joust and most of their mathematical work was spot on. I did allow for corrections to be made, however, students had to locate their own mistakes and apply the corrections independently. It was such a good experience and I will definitely use this review method again next year.  In the mean time, I plan to work in the other games from the collection with some of our year end activities. Particularly, with our all boys/girls day, in which all of the boys in the grade level spend the day with me discussing leadership and taking part in some fun competitions.








Thursday, April 17, 2014

Five Questions From Students: Tearaway Part 2

This is part two of an interview that some of students had with Rex Crowle, the creative lead on the PlayStation Vita game Tearaway. I was very proud of the questions that my students came up with and hope that you enjoy reading it as much as I did facilitating it.

Once again, a huge thank you to Rex for taking the time to answer their questions. You sir, have made a huge impact on our class. Lest we not forget this...


Thank you.  Looking forward to what is next.


M's questions
1. What do you do to keep the creative process going throughout the entire project?
Some times we have game-jams, short periods of time where everyone experiments at the same time on new ideas. When we decided to do one to make the most of all the unique things the Vita could do, and thats when we created the drum-skins, taking photos of textures to put on the animals and lots of the stranger parts of the game! Things change so quickly while making a game that there is usually something fresh to play with, to inspire you a bit more, or someone interesting to talk to. 


2. Everyone has their favorite parts, like me with Atoi. But what is your favorite part?
I like playing catch with the Squirrels! It's fun just picking up some items and throwing them back and forth. I like that it doesn't give you points or make you loose health or do anything negative, its just a nice moment to spend with a little animal!


3. Is there anything about Tearaway you don't particularly enjoy?
Because I'm more of an artist than a fighter I enjoyed making things in the game a lot more than destroying them.


4. How did you rejoice after Tearaway released?
We had a great party! Lots of members of the Tearaway team decorated a venue near the office so it was covered in Papercraft all over the walls - it was like the end of Wassail Orchard when the music starts playing (except there weren't any giant fingertips making the records go around!)


5. Will you make another game?

Definitely! We already showed some little glimpses of things we've trying out on Playstation 4, when that console was first announced last year. But I'm not allowed to say anymore about that just yet!

Friday, April 4, 2014

Five Questions From Students: Tearaway Part 1

With the release of Tearaway, some of the students in my class who choose to pick it up.  After playing it, I reached out to the games creative lead, Rex Crowle, to see if he would be willing to answer some questions from a few of my fifth graders. Here are the first five questions from their interview.

A huge thanks to Rex for taking the time to answer these questions. Enjoy.  

R's questions
1. Does Tearaway use the same software as Little Big Planet?
No, it uses different software - we needed to create different software because this time we wanted to build a 3D world to explore, instead of the 2D world of LittleBigPlanet which was more like a race from left to right. We also had to put a lot of effort into simulating the paper, so it looked and reacted like paper, and thats not something our LittleBigPlanet software could do. 

But while making a game we use lots of software as well that is more common like Photoshop to make concept-art, diagrams and storyboards on how the game will look and work.



2. Was Tearaway difficult to create?
It was! It was very hard to make the world react and move like paper, and because games don't normally do that we had to invent how to make it happen, which took lots of experimenting and hard-work!


3. Is Tearaway based off of anything?
It's mainly based on just remembering how creative it was to play with paper at school instead of just using it for emails in a office (we're all very old now ;). Some of the influences also come from some of the old traditions of England, or other areas of the world. I originally came from a place called Cornwall, which has a lot of strange traditions, and lots of Valleyfold are based on those. Tearaways music by Kenny and Brian is influenced from folk music, and music from Scotland and South America. 


4. Who were the people (characters in the game) that talked to Iota along the way?
In Valleyfold they are called Mummers - they are based on an old tradition of people dressing up in disguise and putting on little plays, that they took from door-to-door. I really liked the way costumes for those events where created, and felt they would work well in paper. Stefan, who made them in the game, and Lluis and Mike, who animated them, made them come to life perfectly. Each one represents a different part of the natural world - some are like trees, some are like the fruit on trees, and some are like the animals that like eating fruit. 

In Sogport the characters are Mermen and Mermadames - they are fish that have come to live on the land, using the special yellow trousers they make to allow them to walk around. Half of the characters on Sogport are very traditional, they still stay by the sea in the harbour, and then the other half are more experimental and have decided to explore the world, and even outer space. They are the ones have have built the laboratory to study whats outside of the island. I thought it would be interesting to have some characters that like traditional things and some that like modern things - because lots of the story behind the game is about old things meeting new things. 


5. Did the prototypes look totally different from the released versions?
Yes, it started out with an isometric camera (a style that doesn't use perspective to make things get smaller as they get further away, unlike the real world) and it was more about exploring dungeons. At that point there wasn't the character of the Messenger (iota or atoi) it was just your finger, tearing into the world, with a little face drawn on it. I've attached a photo of how that looks, as its strange to describe! But as we experimented we found it was better to use your fingers for big dramatic moments, and then have a paper character inside the game, who you would control with the joystick.




Tuesday, January 14, 2014

An Over Due Extra Life Write Up

This post is way over due. On November 1, 2013 my class of fifth grade students started something amazing.  We held our first ever Extra Life gaming marathon. The kids each brought in money to donate to a local hospital through the Children Miracle Network. We raised a total of $160.00, which was great.

On the day of the event, the students came down to the gym.  We set up four systems on televisions around the area playing multiplayer games like Little Big Planet 2, When Vikings Attack, NintendoLand, and Smash Bros. Brawl. The grand gem of our event, however, was our tournaments on the big projector screen. We held two events, a Wii Sports Tennis open and a Mario Kart Wii Grand Prix. Our Tennis activity was a pairs competition. Half of the brackets was boys only, and the other bracket was girls only. In the end our boys champions met our girls champions in the finals. In an epic match the girls team brought home the crown. Our Mario Kart tournament was just as fun.


The students also enjoyed pizza, junk food, and other refreshments. Every hour we gave away a Nintendo based grab bag of goodies and every student went home with something small.  It was a great night for what I hope will become an annual event for our school.  Here are some of the photos. Enjoy.








Tuesday, October 15, 2013

The New Year has Begun

My last story to share is that the new year of our design club has kicked off. I have six new, creative minds ready to sink their teeth into the Little Big Planet franchise. The group began last Friday. As we did last school year, I am letting them start out by playing the games to really see the types of things they can do if they want to. It is always fun to watch them get in and enjoy the different aspect of the LBP2 and Karting.

I learned a lot working with the kids last year, and I am excited about this year’s group. I have some fun ideas about having the students contribute to the blog and, time permitting, do a team create competition where other students in our school judge the finished products. One step at a time though.


Love this picture. Our group meets on Fridays this year.

Also, I have a fifty dollar commitment from a backer to help get the group a PS Vita and several who have already given. Thank you to all who have helped so far. This will put our group exactly $66 away from adding that to our repertoire of hardware and open up new possibilities.


If you can help with that, please go to this link at donorschoose.org.

Sunday, October 13, 2013

What does Awesome Sauce taste like?




My second bit of news is a little late, but it has been a busy first 9 weeks of school. I want to thank both the Little Big Planet community and more specifically our awesome Community Manager, Steven, for granting to me one of Little Big Planet’s highest honors. At the beginning of the school year I received the Awesomesauce pin. That is digital metal that distinguishes your work in Little Big Planet as valuable and important. When my wife, Kathleen, asked why this was such a big deal I explained it like this. This game has been played by around 4 million people or so. According to the Little Big Planet wiki, I was the 13th person to receive the pin. So, yeah, it is really cool.


Thank you all for your support, we are not done yet though, more on that tomorrow.