Going Inside the Game


   
Using Gaming to Teach Technology & Geometry
   
   Students have long been fascinated by video games and the video game industry.  Tapping into this interest allows teachers to reach students with powerful ideas while using their own strong interests as motivation.


How Does it Work?

    Several years ago, I took on the challenge of teaching the 3D software Blender to my HS students.  Blender is a cutting edge 3D software capable of running on multiple platforms including Windows and Mac.  A powerful tool in 3D and education... and open source and totally FREE!  My students bought into Blender immediately... sucking up knowledge in class and downloading the software at home to continue their experience and learning.  The class grew and students, of course, started asking more and more gaming related questions. 

    This interest in gaming by my students came at a great time.  Blender had just included it's own internal game "engine" allowing students to create content and games on their own within the Blender program using game physics and models they had created themselves.

The Next Step
   
As interest in gaming and Blender grew, students began to bring in content from popular games including Halo.  We took this content and began to work with it within Blender, modifying and re-creating it.  This year, we introduced a new piece to the puzzle in my 3D classes... a new software called Pepakura Pepakura is a Japanese developed software that allows students to take 3D models and create unfolded paper patterns that can be cut out and assembled to create their 3D model in the real world.   This software opened a new door to students, greatly increasing their understanding of 3D shapes and geometry, size, proportion, and problem solving as well.

 

A Walk Thru


Starting in Blender


  To start the process, we started with with simple OBJ files from various games.  For our example, we'll use the ODST troop helmet from Halo ODST.  We brought these files into Blender and worked on them, modifying various aspects of them and personalizing them.  After we had the basic model we wanted, we exported the model from Blender to a OBJ file again.  You can see the basic 3D mesh here at the left in Blender.

 

Moving to Pepakura
   
    After the model is created in Blender, we move on to Pepakura.  We import the raw model into Pepakura and go through the slow process of "unfolding."  Unfolding the model allows us to break it down into sections.  These sections then can be arranged onto 8.5 x 11" pages so that it can be printed onto cardstock.  Another cool thing in Pepakura, is that we can scale the helmet size to fit the student modeler's head making this 3D model completely wearable!  For class, we use regular white 110lb. cardstock and a laser jet printer.  The helmet on the right is broken into roughly 20 pages of pieces that can now be printed out for assembly.

 

 

The Assembly Process


     Once the pages are printed from Pepakura, the real fun begins!  Our 3D model is now ready for assembly.  Pepakura makes it easy by creating tabs and numbers for us to help us assemble the pieces back together.  It also creates fold lines for us to help get the curves and shape correct.  So cut, fold, and glue... add a dash of patience and some practice and end result is a nice real world model of a 3D game model.  The Image to the left shows a few of the pages that make up the helmet that we have been working on in Pepakura.  You can see the pieces and the tabs.