Tag Archives: Autism

Spec Ops 4 – Post-Mortem

The Spec Ops – Video Game Development program is often considered a capstone program at Every1Games. Spec Ops offers creative neurodivergent students a place where they can come and learn to create one of the leading forms of art and entertainment in contemporary society – video games.

When taken as a whole, video game development may seem daunting. The idea of making a video game conjures up a highly stressful environment where some mythical renaissance character does everything from art to programming to make their game. In reality, whole teams come together to contribute to one major project at a time.

This means that the video game industry is one in which all sorts of talents can be nurtured and developed. There are 3D artists, who can work on modelling (creating 3D representations of objects for games), rigging (giving a skeletal structure to the models), and animating (making those same representations come to life). 2D artists may work in creating user interface, textures, and concept art, all of which contribute to the user’s in-game experience. There are programmers, who communicate directly with computers to turn the video game into… well, a game. Games aren’t fun when the opponent doesn’t play back, after all. Designers work to develop the premise, balance, and feel of a game, and sound engineers enrich the world with audio feedback and cues.

All of these roles, and many more, work together to create a game.

That was what we did in Spec Ops 4.

The End-Game (Goals)

Since our program development is an iterative process, the facilitators of Spec Ops once more made it a goal to learn from the past. We kept the most fun, most engaging, most skill-developing parts of previous Spec Ops sessions. Everything else was re-examined and re-evaluated before either being approached from a different angle or being dropped from the curriculum entirely.

To ensure this instance of the program ran smoothly, we had two facilitators at any given point: one artist and one programmer (me!). We also had a variety of support staff on hand, including organizational leads and audio engineers, to help cultivate an interest in other skills related to video game production.

We spent a good deal of time considering what was important for participants to get out of the program. With the range of video game development experiences our participants would have in mind, we came up with the following goals:

  • Introduce participants to a variety of different roles in the video game industry, including art, programming, audio, and design.
  • Create a low-stress environment that encourages participants to develop higher-level social skills by encouraging self-advocacy and positive interaction.
  • Make a video game with maximal contribution from participants and minimal contribution from staff.

We decided the best way to do this was to start off with a relatively heavy ‘class’ load at the beginning, with a shift to emphasize game development in later days.

The idea behind this was to equip participants with rudimentary skills they’d need to contribute to the game in the manner of their choosing. It would also help them identify their strengths and weaknesses while sampling the many roles the video game industry has to offer. Essentially, this structure let them decide what they liked and enjoyed while eliminating roles that were just not for them. As staff, it allowed us to shift and change the curriculum to suit the interests of our participants.

Pre-Production (Early Game Design)

The first two days of Spec Ops were spent getting to know each other and determining the type of game we wanted to make.

We started by naming elements and features that make a game appealing to us. Suggestions ranged from first-person shooters to MOBA (multiplayer online battle arena) games, with everything in between considered as well. By the end of this exercise, we had a massive list of potential options. Obviously we couldn’t do everything suggested, so we started paring down the list, finding common elements and eliminating unrealistic goals.

After a few hours of back and forth discussion, voting, and bringing new ideas to the table, we had a loose concept of what we wanted to develop.  We went with an endless, arena-style space shooter with a sort of gritty, hopeless feel. We also ideally wanted to heavily emphasize narrative.

By the end of the second day, we even had a name: The Final Marine.

Main Production (The Classroom Experience)

After we had the game concept settled, we spent the next couple of days doing crash-courses in a number of different tools used by industry game developers to make games. We dabbled in Photoshop, Illustrator, 3dsmax, Maya, HTML/CSS, Unity Engine Editor, TFM Music Maker, C#, and other programs.

This let all participants start learning concepts that were totally new to them without pressuring them to immediately make a game.  As we hoped, participants began to explore the fields and roles they were interested in.

The added benefit for facilitators was being able to cater courses more specifically to participant interest. It wasn’t long before modelling was front and center stage, a crowd favourite among our participants. Around the same time, programming was more or less dropped from the curriculum entirely.

We worked in groups at various points, fostering discussions and developing our game further. While participants were happy to keep working on their pet projects, they also began to get excited about working on The Final Marine. Some of them were improving the design, while others had already started to model assets they thought might be useful in our game.

Alpha Production (From the Classroom to the Studio)

Work on The Final Marine began in earnest late into our second week.

Participants were given a list of assets that the game would need and decided for themselves what to work on. At this point, it already became apparent who favoured which role; we had about three or four modellers (one of whom is a budding rigger/animator, the others who are content to remain modelling specialists), two 2D art specialists, two game designers, and one lonely programmer.

Most participants were also eager to experiment with two or three roles. Our modellers also showed interest in 2D art, for example. Everyone also enjoyed the design aspect of a game and was willing to discuss and compromise in various ways. The Final Marine began to take shape, with some place-holder assets and concepts to flesh out in the future.

Beta Production (Studio Environment)

By the end of the third week, we moved almost exclusively into game development. We spent very little time doing crash-courses, instead opting to help participants work on their assets on a one-to-one level.

If a participant did not need any guidance, they continued to develop their assets at their own pace. They submitted assets for addition into the game when they were satisfied with their work. During this time, we received many polished assets for integration, including a sky box, environment assets, and a number of different particle effects for use in the game.

This marked a very industrious but quiet time for Spec Ops. Lunch was no longer a welcome break and refreshing chance to socialize, but rather an interruption into their technical skill and asset development.

Did I mention that The Final Marine was starting to look really good?

Gold Production/Release (The Grand Finale)

In major studios, a game getting released is cause for much excitement. The Final Marine was finished one early afternoon in our fourth week. All assets were integrated, the level had been designed and implemented, and the game worked.

Participants were given the rest of the day to reflect and socialize with the team, before a grand unveiling demonstration in the final few hours.

I will close this section with the words of one of our participants:

“I almost don’t believe it. We made a game. We actually made one. We’re game developers now.

Conclusion

Spec Ops was a huge success.

The participants were both creative and driven, balancing personal needs and desires with the team’s goals throughout. Students learned that there is room for everybody in game development, regardless of their interests or original skill level.

Skill-wise, they universally improved across the board. Participants went from not necessarily knowing what a model was to modelling full characters, and from knowing a lot about video games to knowing about video game production. They worked with industry standard software to make a game in a small studio environment.

With the help of George Brown College’s facilities and facilitators, who were able to help nurture participant interests, we expect a number of the participants will continue to develop the foundation Spec Ops set out for them. Spec Ops has a proven history of growing with its participants.

It might have been The Final Marine, but it won’t be the final step for the participants. It sure won’t be the final Spec Ops.

Game link: coming soon to a postmortem near you!

Kayla Wright

Note: That last line was fairly melodramatic, but it wasn’t dishonest. It won’t be the final Spec Ops. The next installment of Spec Ops has tentative start dates in late September/early October. Mosey on over to the Programs page for more information! specOpsIcon-3-300x270

Spec Ops 3 – Post Mortem

Written by Rocco Briganti

The Spec Ops 3 – Video Game Development program is the capstone program at Every1Games. Creative neurodivergent students from different walks of life finally have a place where they can come and learn about and how to create, one of the leading forms of art and entertainment – video games.

Spec Ops Team

Some of the SpecOps Team: Daniel, Devonttaie, John Yau, Crystal Fernandez, Rocco Briganti and Joshua

An Upgraded Direction

Spec Ops 3 took the best of the previous programs and learned from past programs. During this program we continued along the path of keeping the class operating as a team would in a studio. We had a clear idea and focus about how the program would run. The Spec Ops 3 team was better equipped now with four facilitators ranging in talents including, but not limited to: animation, programming, modelling and game design. We also had two goals…

  1. Developing a game and if not, at the very least a portfolio piece for every student.
  2. Expanding and advancing student’s social skills.

We continued along the familiar path of brainstorming a game first with the class and then dividing everyone up into roles that each student wanted to work on. This time we had some new students with fresh talent. Roles ranged from sound engineers to modellers and animators.

Early Game Design

In our first week we brainstormed with the class on what some of their favourite genres were for video games. After a lot of talking and some back and forth debates we ended up with a Steampunk Robot Escape style game. One of our facilitators, Daniel Mozarowski took the class through Game Design principals and theory as we brainstormed how the game would be played. It was wonderful to watch students who normally appeared to be shy, open up in passionate discussion, conversation and the odd friendly debate about mechanics, story and what makes a game fun.

Once we had everything laid out another one of our Facilitators, John Yau, took the stage creating some concept art for our game. This concept art was created by tasking students with finding images and references that they pictured for the game we had brainstormed and its genre. Throughout the course of the 8 weeks the students used the created piece for inspiration and reference when creating content for the game.

Production Phase

At the very beginning of the program, myself and the rest of the facilitators had made a decision that if creating a market ready game was not achievable during the programs length then we would work on helping students achieve a portfolio piece. During our fourth week we had a discussion about this. Myself and the rest of the team decided that given the varying range of talent and experience, it was best to change our focus. From this point on, we continued the course by focusing on helping each student grow both socially and technically.

Spec Ops Support Package

Spec Ops 3 was not only host to a pool of creative and talented neurodiverse individuals but for this first time ever, host to the parents, friends and family who continuously help drive our students forward beyond the classroom. This was our first time having a parent’s open house style gathering where parents, friends and family could come in and see what everyone had been working on. For the facilitators, this provided the perfect opportunity for some one on one time with student’s family members which might have not otherwise happened.

Overall, this was an overwhelming success. Facilitators got to witness our student’s showing off their creativity to their family members and in turn family members saw what their children were capable of producing. Parents were ecstatic to hear the progress their children have made and taken aback by the work that they had created. Some family members were seeing for the first time all the work that gets put into creating even the most basic of games.

Conclusion

This has been our best Spec Ops program yet at Every1Games with the help of George Brown College facilities. We’ve pushed students farther in honing their skills and prepping for the game development world with the latest industry standard software. Students have shown growth in not only technical skills but social skills as well. Our students continue to inspire and teach us as well with every Spec Ops program outdoing the last. With this mind, I can’t wait to see what’s in store for Spec Ops in the fall.

 

Registration for the next Spec Ops: Video Game Development program opens soon. Make an account to register!

Rocco Briganti

 

 

Autism Friendly Logo

2nd Annual Autism Friendly Unconference; Life After High School

AFU header

Every1Games invites you to Autism Friendly, a free event that brings together people to share questions, answers, and experiences related to autism.

If you’re autistic or neurodivergent and are willing to share something of your experience, or just want to meet informally with others, come on along. If you have questions or can offer a perspective on what it means to be autistic, join us at George Brown College on Saturday Aug 15 (10:00am – 4:00pm) to participate in Autism Friendly.

Participants of last years AFU were clear that Ontario’s support system needs improvement especially in the area of employment training and ASD sensitivity from co-workers. The autistic youth at the event were very clear, asking employers for guidance and understanding, instead of doubt and low expectations.

This years event aims to provide a more in depth discussion surrounding higher education and employment to identify issues and barriers as well as a plan of action that will lead to a better understanding of the diversity of the autism spectrum.

We again invite autistic self-advocates to come together with their peers, employers, educators, agencies and government to take another step forward in building an autism friendly future.

  • Judgment Free 
  • Breakfast and Lunch
  • Mutli-Sensory Lounge
  • Raffle Prizes

When you register please suggest a topic or as a question so that together we can address what is most meaningful to you. The most asked questions and suggested topics will become sessions in different rooms. There are 15 sessions available (5, 45 minute sessions in 3 different rooms).

Autism Friendly is an opportunity to grow personally and professionally learning more about working with diversity while supporting autism in the workplace, at school and in the community.

Thank You!

Thank you to Autism Ontario Toronto Chapter for their support helping us bring delicious food for everyone to this great event! Thank you to George Brown College for providing space and support.  Thank you to Ryerson University, SSHRC and OCE Social Entrepreneur Fellowship for supporting our outreach initiatives.

The Organizing Committee

The organizing committee is a neurodiverse group of staff who work at Every1Games Professional Services Inc.

Christine Hughes

Damian Laxton

Mark Beaudry

Matthew Pegnam

Jacob Yorke

Jeremy Lyons

Krystal Twiss

Sarah Drew

Other FAQs

What is an Unconference?

An unconference is a “participant driven meeting”. There is no pre-determined speakers or panels. Instead, we collect questions and suggestions from people attending  to drive discussion based on what topics participants find most interesting or pertinent.

Who is Coming?

  • Neurodivergent Post-Secondary Students and Self Advocates, Families and Wellness Professionals.
  • At this event, you represent you and only you.

What are my transport/parking options getting to the event?

George Brown has provided details on various parking lots for the St. James Campus. Here is a link to view the details. If taking the TTC, the closest subway station is Queen Station, you can take the 501 or 504 Street Car from there to Jarvis and Queen St. E. It is a short walk from there. Please visit Google Maps or TTC Trip Planner to recieve directions from your location.
What can/can’t I bring to the event?

You can bring comfort / stim items, questions and perspective. Due to food allergies, please do not bring your own food to the event. If you require accomdation or specific dietary items please contact christine@every1games.ca.

Where can I contact the organizer with any questions?
You can contact Krystal Twiss at engage@every1games.ca with questions about this event.

Panoptic: Creative Production

PanopticNew Participants Welcome at any week!
Come and join us one, two or all four weeks of Creative Production
In the Panoptic Creative Production Program we will  explore a variety of different production types, focusing on video production. Develop your skills in Adobe Premier, After Effects, and other cinematic tools as well as some modelling/ art  programs such as Maya, Adobe Photoshop and 3DS Max. We will also be making a weekly trip as well as having professionals from the video game industry visit us. Trips include 3DXL: A Large Scale 3D Printing Exhibit, a Tour of the City TV Building and a trip to the movies.
Facilitators have experience in video production and video game development.
*Recommended for Ages 12 – 25.
Week 1 –  July 20 – July 24
Week 2 –  July 27 – July 31
Week 3 – August 3 – August 7
Week 4 – August 10 – August 14
 Facilitators
Jacob Yorke
Tanmay Datta
Mark Beaudry
Damian Laxton
If you have any questions feel free to email Krystal at engage@every1games.ca

Learn More about this course, or sign up for this course by clicking the link below.

Sign Up Now

Every1Games Introduces Social Nights@ Snakes and Lattes

Prepare for the most awesome Monday nights with your neurodivergent friends. Every1Games introduces the first of our social night series Social Nights@ hosted by resident creative artists Veronica Brzoska and Matthew Pegnam. Our Social nights will be at Toronto’s most popular board cafe Snakes and Lattes! Hang outwith Every1Games and become friends and build relationships with board game players and creators while testing board game prototypes. There will also be opportunities to try other games that are available at the cafe, from Monopoly to Munchkinz there are board games for everyone. Recommended for ages 16+.
Thanks to the Potential Programme and Autism Ontario Toronto Chapter this social skills program is FREE to attend!

Where: Snakes & Lattes at 600 Bloor St W

Screen Shot 2015-07-08 at 9.07.03 PM

When: 6pm – 9pm

  1. Monday, August 17th, 2015
  2. Monday, August 31st, 2015
  3. Monday, September 21st, 2015
  4. Monday, October 5th, 2015
  5. Monday, October 19th, 2015

Free for Autism Ontario Members!

Want to know more about Game Development Night? Check out this video!

Want to know more about Snakes & Lattes Board Game Collection?

To join us for Social Nights@

Toronto’s Keep Calm and Travel On is Back!

Autism brings unique challenges in travelling on public transportation.  Become comfortable and confident getting around Toronto at Keep Calm and Travel On!

This program runs Monday, July 13, to Friday, July 17, from 10:00 am to 4:00 pm. We have been updating and enriching the program content so that this summer’s program will be even more awesome! There are 2 levels open for registration and the cost of the program is $50.00 thanks to  Autism Ontario Toronto Chapter!

Level 1

Level 1 will teach participants the basic skills they need in order to take simple TTC trips independently.

  • Safety
  • explore the most popular subway stations
  • explore various TTC vehicles
  • understand different methods of payment
  • basics of trip planning
  • basics of TTC etiquette

We will tailor the program to meet the needs of the participants.

Classroom portion from 10:00 am – 12:30 pm.

TTC Travel Portion from 1:20 pm – 3:30 pm.

Pickup will be at 4:00 pm at George Brown School of Design, 341 King St. E., Toronto.

To be prepared for Level 1, participants must be able to go 1 km to a store, school or or library and return home, unsupervised, using a map if necessary, without serious safety issues.

Level 2

Level 2 will teach intermediate-level TTC skills to participants who can already take simple trips independently. We will cover  the material from level one with more complex trip planning, using apps, various TTC vehicles, transfers, connecting from the TTC to GO Transit, and time management.

The  Level 2 group will follow the same schedule as Level 1 on the first day.

TTC Travel Portion from 10:30 am – 12:30 pm

Classroom Portion from 1:20 pm – 3:30 pm.

Sign up for this course by clicking the link below

Sign Up Now

keep calm and travel on

Every1Games Wins 1st Place at First Annual Philanthropitch!

Last night Every1Games took home the First Place Award at Philanthropitch, the first ever Dragons Den style all in one pitch competition for charities, non-profits and social enterprises!

philanthropitch logo

The $26, 860.00 in cash and other services awarded to Every1Games is going to help us grow our network of support. In the next year we will be bringing together game developers to address talent acquisition so that we can continue to support neurodivergent clients through to a career while meeting the needs of employers (creative studios) seeking talent. I am so proud of our staff at Every1Games, an amazing group of students and industry professionals helping participants in our programs develop the skills they need to succeed!

Toronto Vital Signs

Every1Games is addressing key issues identified in the Toronto Vital Signs 2014 Report.

Thank you Social Ventures Partners, CSI and Toronto+Acumen, the founders of this amazing event and the 18 other organizations making up the Capacity Builder’s Collective who joined forces, funds and resources to make granting funds easier and more efficient for companies like Every1Games to access funding.

We are so grateful for this award. It is an honour to have been in competition with so many great people who are helping to create social impact in their neighbourhoods. Congratulations to all the finalists! Please take some time to check out these amazing businesses in Toronto, logos are linked to their websites :). (Common Ground Co-Op and Good Foot Delivery also work with the autism community!)

artstarts CGC-Logo-Concept

Free GeekRemix
Good Food DepanneurMeal Exchange

Also thank you to the judges who recognized the value of Every1Games. The panel of judges included Amanda Lang (Jounalist & Senior Business Correspondent, CBC), Jeannette Wiltse (COO, Relay Ventures), Tonya Surman (CEO, Centre for Social Innovation), Gianni Ciufo (Financial Advisory Partner, Deloitte), Rahul Bhardwaj (President & CEO, Toronto Foundation), Abigail Slater (Chair, Social Venture Partners), and Tanya Bass (Chair, Toronto+Acumen).

Be sure to follow us on Twitter and like us on Facebook for more updates!

10 Tips for Animators at Job Fairs

Top Ten Tips for Animation Job Fairs

Written by Crystal Fernandez, Art and Animation Facilitator at Every1Games.

 

keyframe studios at job fair

I had the pleasure of going to TAAFI’s Animation Job Fair last week to represent George Brown College in partnership with the one and only Sarah Anne Drew from Every1Games who supplied a Printing Station for attendees to edit and re-print resumes on the spot. I’ve never been to a job fair before and I was lucky enough to find the time join the lines of aspiring students and grads for a chance to meet some studios attending the event. Since this was my first job fair and I had no idea what to expect. I felt the lines went fairly quick (I chose smaller lines since I had to get back to my booth) and so did the interviews, which were more like introducing yourself, finding what positions are open and being lead to apply online. I’ve had some people tell me they were disappointed that they had lined up for almost an hour to just be told to “apply online”, then what’s the point of attending the job fair? While I did see some truth to this, I also thought about how over 900 guests attended this amazing event! So it’s obvious you’re probably not going to get a 30 minute interview with someone. It’s like speed dating. You come in talk about yourself and exchange a few pointers about you and them. But you’re going to have to stick out of all the other bachelors and bachelorettes if you want your date to want to talk to you more.

CASO Job Fair

How are you going to get the studios to want to talk to you for longer? How are you going to get them to remember you out of all the candidates attending the job fair? I went ahead to asked some students about their experience and what they would do differently on their next job fair.  To celebrate today’s the Computer Animation Studios of Ontario’s 3rd Annual Digital Marketplace Meetup, a job fair taking place at Corus Entertainment , here are Every1Games’ Top Ten Tips for Animation Job Fairs:

  1. Bring resumes and business cards if you have them.
    • Studios will often write notes about their experience with you directly on the printed resume you’ve handed them. This will help your resume stand out when they are filing them later.

  2. Carry a print portfolio or have a tablet ready to show your work (Modelers: make sure to include wireframe renders)
  • Some companies find it unprofessional to present your portfolio or demo reel on your phone. If possible use a tablet or laptop
  • Have renders in Maya (if you’re applying for TV/Film). If you don’t know what this means, you are not ready for the job fair anyways.
  1. Prepare a summary of yourself for introduction
  • You are selling yourself, be prepared to tell companies the skills you have and what you want so that they can better imagine where you fit on their team.
  1. Dress appropriately
  • Dress like you would in an interview. You want to make a good impression and look presentable. No need for a suit and tie, but make sure you don’t have any ripped or wrinkled clothing. If you can, reflect the culture of the studio.
  • Depending on how long the event is you might want to make sure you wear comfortable shoes.
  1. Research companies ahead of time
  • What should you know about a company ahead time? Current Projects? People on the team? What positions they are hiring for?
  • Why is this important saves you time at the event so you don’t wait in line for companies? Shows the company you are prepared and interested in them.
  • With that said, choose the companies you are most interested in and line up for them first.
  1. Ask questions! (What positions are open, what are your core hours?)

  2. Come early
  • Lines are long, arrive early and take breaks so that you are at your best when you meet the company.
  1. Have specific reels instead of a general one
  • If there is a certain position or department you are interested in, make sure to only show work that is relevant. Ie. If you want to be a rigger, show off your rigs and some animation to demonstrate how it works. But you don’t need an acting piece.
  • Remember to show only your best work! Don’t show works in progress. A company will instantly recognize the missing pieces of your work and will fail in comparison to the great finished work others are presenting.
  1. Don’t only have an online portfolio.
  • In case wi-fi is not reliable, either bring a printed portfolio or make sure to have your work on your tablet downloaded on your laptop or tablet.
  1. Don’t be afraid!
    • Meeting with potential employers can bring anxiety, but don’t be afraid of not getting the job because no matter what happens your experience at the job fair will help you learn what to do better next time.

SpecOps

NEW COURSE: Spec Ops: Video Game Development Program

In this 8 Week video game development program you will learn to use Unity Game Engine, one of the most popular professional game design and development tools.
*Recommended for neurodivergent youth ages 17 – 30. This program is for people interested in attending post-secondary school.  Open to current college students interested in improving skills.
  • Autism Ontario Members use Discount Code autismont for $100.00 discount before subsidy!
  • Additional subsidies with Autism Ontario Toronto Chapter can help you save up to $400.00 to participate.
 
Facilitators;

Rocco Brignanti (Winner of George Brown Best Programmer and Deans Excellence Award)
John Yao (Award Winning Concept Artist)
Crystal Fernandez (Winner of George Brown Best Animator and Deans Excellence Award)
Daniel Mozarowski (Game Designer at Neon Mountain Games and Winner of and Deans Excellence Award)


Luigi's Restaurante

Luigi’s Restaurante – Devantaiie McCarthy SpecOps 2014

Learn More about this course, or sign up for this course by clicking the link below

Sign Up Now

Spec Ops 2 – Post Mortem

Spec Ops 2 Video Game Development Program was launched after the success of the first Spec Ops where creative neurodivergent students who are interested in a career ing games, developed a Breakout clone game where each person incorporated a unique level design (will be available here soon!). But Spec Ops 2 took a new approach to the program, switching from a  directed classroom environment to a studio environment where every student had a specific role working together on the project.

In our first week of class we all brainstormed a bunch of game ideas, story tropes and characters until finally agreeing on one thing that we all wanted to do.

As a class we chose to create a shooter in a modern day post-war setting.

Work was divided into modeling, level design and texturing. Given the core interests of the students, we decided to leave out programming and focus on those skills.

Level Design

Devonttaie was our main level designer using a mix of free Unity store assets as well as student created content in 3DS Max. Using Unity, Devonttaie created three amazing level designs, two of them following the theme of post-war with a small quirky twist! You can tell he’s a fan of Luigi. Can you spot him?

Modeling and Texturing

Matthew and Stephen were our dedicated modellers for the project. With their input and ideas we decided to create a few assets for the level that Devonttaie could use. Stephen created several weapons in 3DS Max including a Bolter, M16 and a sword with a pretty sweet hand guard. Matthew created a tank, a fighter jet, a mini-gun and a billboard for the level.

Additional Work

By Week 6 of the program, some students want to try their hand on other designs while Devonttaie was putting the assets they created into the level he designed. He also created several videos which we hope to share on our YouTube channel (coming soon).

The students decided to take on some extra work trying to use their experience and skills to create new things.

Joshua finished off an amazing Illustrator tracing of his favourite Pokemon Lucario. Matthew decided to tackle modelling his first humanoid character and created an awesome looking robot!

Conclusion

The overall experience was amazing for the students to be able to experience parts of what it’s like to work on a team with other people while creating a game. Students depended on one another to finish their tasks so that the project could always progress forward.

Additionally it was amazing to watch all the students step out of their comfort zones and adapt to all the unique challenges they faced. As our classes progressed the students gained more and more confidence with their tasks created bigger and better things and even creating additional content beyond the scope of the project!

Spec Ops 2 was a huge success and a huge thank you to all the students and their hard work! A studio environment is going to continue to help structure future Spec Ops programs.

Registration for Spec Ops 3 will be opening end of April and starts May 30th so check back to register and be a part of the team.

Written by Rocco Briganti