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Get Skooled! TorqueSchool Announcement

by Dave Young · 07/18/2007 (10:05 am) · 52 comments

www.torqueschool.com/images/stories/tslogotrans.gif
*Are you whittling your nights away struggling to master one of the many aspects of game development, art, or running a team?
*Do you wish to be like a community expert who can drop cool factoids and secret best practices on how to get something done?
*Have you spent hundreds of hours working on a single area only to be frustrated with the end results?
*Do you have specialized team members who disappear, leaving you in the lurch with no way to get something done?

Stop spinning your wheels!

Get 'Skooled!!

We are very pleased to introduce the forthcoming TorqueSchool www.torqueschool.com, a collaborative effort by GarageGames and Dream Games!

Our new online game development school is designed to meet the rapidly expanding education and training needs of the Torque and Game Development community. Focusing on Torque technologies, TorqueSchool offers a large number of hand crafted, high quality online courses designed to bring your level of expertise up to where you need it, and fast!

With the explosion in Indie technology and the introduction of new platforms to launch Torque tech on, like Mac, Linux, Windows, XBOX 360 (XNA), and the very fresh Wii, it's clear that Torque products are here for the long term. They are proving to be a development platform of choice for Indies and a quickly growing number of commercial enterprises around the globe.
Demand will only increase for highly skilled tradesmen who have a proven ability in using the technology and pipeline.

The courses will typically run from 4 to 6 weeks each. They are chock full of sample projects and assignments, factoids and tidbits, tricks of the trade, streamlined processes, best practices, structured learning, reinforcement tools, and are run by a dedicated instructor. Some will include video and/or audio and all include weekly IRC meetings, support forums and occasional celebrity guest speakers who are experts in their individual fields. These are people you never get to talk to, because they're just *that* busy! We will trap them in a chat room, arm you with brain picks, and let you assault them with praise, questions, and explore the mysteries of the very fabric of technology with them. We will also hold ocassional guest speaker sessions with industry experts for students and create an ongoing guest speaker program. Just hanging around TorqueSchool you're bound to pick up something useful.

We are also working towards building a comprehensive certification program in the near future! One of the first of its kind, these official certifications will prove to be an elite and coveted qualification useful in obtaining a contract or full time position with a company or dev team. Significant discounts on certification programs will be offered to students who take advantage of these early courses.

This September, we will be launching the first classes. Some courses are introduction level, some are advanced, and some are comprehensive. Here is a sampling of some of the courses in development:

GENERAL
Team Communication 101
Team Leadership 102
Game Development & Production Fundamentals
Intro to Game Programming in C#

TGB
Comprehensive Introduction to TGB
Learning Torque Script With TGB
Advanced TGB - The Next Level!
Rapid Prototyping: "So you want to make a game in 6 hours?"

TORQUEX
Intro to Torque Game Builder X (TGBX)
Advanced Torque Game Builder X (TGBX)
Intro to TorqueX
Advanced TorqueX
Advanced GUI Techniques
Intro to managed Artificial Intelligence
Advanced Managed AI
Working with Sound using XACT

Torque Game Engine (TGE)
TGE 101
Comprehensive Engine Structure I
Comprehensive Engine Structure II
Special FX Systems
Player Modeling

Torque Game Engine Advanced (TGEA)
Atlas In-Depth
Creating Atlas Terrains with L3DT
TGEA 101
Comprehensive Engine Structure I
Comprehensive Engine Structure II

TGE/TGEA Shared Tech
The Art of Mission Design
Comprehensive GUI Certification
Data Persistence and Database Programming
Custom Tool Creation (Built on Torque Tech)

Modelling/Art
Introduction to Torque Art with Milkshape3d
Constructor: A primer for pro DIF modeling
Advanced Constructor: Beyond the Beyond
Vehicle Modelling - Milkshape3d
Prop/Item Modelling - Milkshape3d
Advanced Torque Art: Weapons - Milkshape3d
Blender for Torque

Effects/ArcaneFX
(Some classes developed by Faust Logic, makers of ArcaneFX!)
Special Effects
Using ArcaneFX
Designing Effects with ArcaneFX
Customizing ArcaneFX for Programmers

Keep an eye on our website (www.torqueschool.com) for a complete schedule of course availability, with the first courses beginning mid September. Registration for courses is to be done through the purchasing of course credits and applied to individual courses, which will range from 4-6 credits each (usually 1 credit per course week). Students will be allowed to register for a course up to 60 days in advance. Seating is limited in each class to 20 people on a first-come/ first-serve basis to maximize per-student attention. These are online courses to be taken and experienced at your own pace, holding to a week by week structure. Group discounts are available for teams or groups of 3 or more people.

Now is the time to ramp up your product knowledge! Get 'Skooled!
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#1
07/18/2007 (10:11 am)
I am so proud to be a part of this :-)
#2
07/18/2007 (10:11 am)
OH!

Man this is totally great Dave. Grats and all, and hot dang Ive been looking forward to this one :)
#3
07/18/2007 (10:13 am)
Finally!!! I'm so stoked to be involved. Time to Skool some people =)
#4
07/18/2007 (10:18 am)
How can you pay?
#5
07/18/2007 (10:22 am)
Adam: there will be various methods including Paypal, Credit/Debit cards, etc... just like any good online store :)
#6
07/18/2007 (10:24 am)
Good to hear that paypal has finally been looked to as a payment method.
#7
07/18/2007 (10:27 am)
I've been waiting for this to be announced! I'm very happy to be involved with it and look forward to helping everyone who signs up for classes.
#8
07/18/2007 (10:43 am)
Can I get a what what?
#9
07/18/2007 (10:45 am)
Big news! :)
#10
07/18/2007 (12:25 pm)
Edited: for tone

Sorry Dave. Wish you the best of luck. I hope that this school doesnt end up taking some of the great resource people out of the GG community.

I'll leave it at that.

Cheers.
#11
07/18/2007 (12:48 pm)
This is a joint venture between GarageGames and Dream Games. We put quite a lot back into the community and will continue to do so: we're here to serve, not the other way around.

One of our goals is also to offer guest speaker sessions and exclusive access to key talent here in the community as well, which is extremely handy.

I know the 1 year $10,000 contest is also giving a little something back to the community. But, we do have our critics :)

We are launching this venture to address a need. People will certainly be able to figure out whether or not the need applies to them!

Thanks for the best wishes part anyway, good luck on your own MMO, I've enjoyed watching it progress!
#12
07/18/2007 (12:50 pm)
Quote:"I'd hate for this "Torque School" to be just another way of taking talent out of the community pool and chargin for it."

I can't speak for the other instructors, but I am no way taking my 'talent' out of the community pool... in fact I plan on being even more active in the community and releasing free content, articles, tutorials, and various other things.

We've found some of the best and brightest from the community and given them a chance to teach what they know. Whether it is worth the price or not is entirely up to you and your needs, but $200 is cheap for 4-6 weeks of online tutoring. Have you checked college course prices recently?
#13
07/18/2007 (1:56 pm)
My response to:
Quote:
I\'d hate for this \"Torque School\" to be just another way of taking talent out of the community pool and chargin for it.

Can be found in most recent blog:
Quote:
As much as I love programming, I enjoy helping others a lot more. I will still make every effort to support the community and supply resources and documentation, but I will now use Torque School as my main median of instruction.

Ed Johnson and myself started our collaboration to give back to the community, and we both started to deliver on this. Torque School will not end this, believe me. This will actually give a lot more back to the community, and I'm willing to go into a 5 page rant to explain if need be =)

On a personal note, the extra money this will provide brings me one step closer to replacing my day job, which would give me even more time to work with Torque Technology and provide for the community.

This venture will benefit both the participants who pay to attend, and those who do not.
#14
07/18/2007 (2:34 pm)
you guys came along just in time...
#15
07/18/2007 (9:08 pm)
Any chance of teaching through DVD's, such as the way gnomon does? I would think making Torque teaching DVDs would receive more interest because indie developers don't always have certain free time slots available. Just a thought.
#16
07/18/2007 (9:38 pm)
My first suggestion for Torque School is to have an "adviser" or a questionnaire that can address the age old question of "I want to make games but don't know where to start".

An adviser or questionnaire can start with general questions like "why do you want to make games" and "what aspect of games do you enjoy the most" or "what skills do you have". Then elaborate more into the details and based on the answers, the student can be directed to a particular technology career like the game engines, audio design, 3d, etc.

I truly believe this should be address if it has not been done already. Otherwise students will take courses at random without a clear path.
#17
07/18/2007 (11:18 pm)
This is just brilliant!

Anyone know what the prize for the courses will be yet?- im a poor student...do i need to plan ahead to be able to afford courses :-(
#18
07/18/2007 (11:24 pm)
Okay, got a question for anyone knowledgeable.
I want to register for course, each week of the course costs one credit, and each course is estimated at 4-6 weeks.

My question is this: Do I have to purchase all required credits up front before I can register? Or can I delay purchase of some credits till they are needed?

I ask because my personal budget would allow me to purchase two or three credits up front, but not the whole 4-6.
I'd need to be able to wait a couple weeks before I could afford the other half.

Finally, when does registration open up for the TGB courses?
#19
07/19/2007 (4:07 am)
@Britt:
Some courses are developing video material, so it's not out of the question completely, but would be a down-the-road kind of thing. The courses don't need a student to be present at specific time slots, you can review material at your leisure and turn in any turn-in assignments by their due dates. They do have a start and end date to hold to, and the live IRC sessions/guest speakers will be scheduled events also, but otherwise that's what the instructor, email and forums will be used for, to provide additional support along the way.

Courses are designed to provide step-by-step, discrete goal learning, to build up a skill and knowledge based oriented around specific tasks. A lot of work therefore is going into the course development and designing of turn-in assignments, and the instructor will be more of a facilitator and provide an additional support role and measure of advice and knowledge as needed for a student.


@BigPapa, great ideas on the career advisor wizard!

@Trace, you would need to purchase credits and register for a course in advance of it's starting date, there is still plenty of time before the courses launch. So as long as the course you're interested in does not fill up immediately, you should be OK.

We will be putting up course availability dates within the next couple of dates after we get an update on the progression of the course material development.
#20
07/19/2007 (8:24 am)
Very cool Dave and everyone involved. Have always been impressed with how ambitious and resourcefull you all have been.
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