Am I the only one who doesn't see how Medical Transcription intersects in any way with SEO and Anti-piracy?
Also, I'm saving this blurb from their front page as one of the best, most generic examples of corporate-speak ever:
<Insert Company Name Here> has a blend of technology savvy & process driven dedicated team bringing about a paradigm shift in rendering customized solutions to its clients. We have steadily grown in reach and service offerings with a favorable cost-benefit ratio & keeping pace with the emerging business needs of our customers.
Now, if your Fine Art students DO have 3D cg skills, which they will if the school has those classes, then you need to figure out the range of their technical abilities. If none of the students are adept at even rudimentary programming or scripting, then you shouldn't focus on game making so much as the game art pipeline. I'd say you need at least 1 student in 7-10 who will be solely focused on the programming/scripting side of making a game, or no game, even simple game will happen. These people have to be very interested in doing that job for the project, even if they work on the project in other ways as well. Even the simplest of game engines will require scripting to get your game in a playable state. If you do end up going for making a complete game, keep the class size small (no more than 20!) and do no more than ONE LEVEL on ONE GAME project for the full 50 hour class. Do it as a class project, NOT individual projects--working in a group is ESSENTIAL in the industry. Spend the first part of the class teaching about game art pipeline (see below) while your students begin design brainstorming/conceptualizing game. They should be prototyping the game in engine as soon as they possibly can, and get things to a simple playable state (with placeholder art) as soon as possible, so that game design can be iterated upon, and art can have context. Ideally, you should have a prototype of some sort in a month, depending on how much time your students have working on your class. That says that the game design should be ultra simple. Let them try new design variations out if they wish, but it's likely they'll get the best results if they stick to tried and true designs and genres. Just not enough time for a single class to do anything but simple (but possible if students didn't have other obligations of time, such as other classes...)
Anyway, the MOST important thing you could teach art students (apart from what they should be getting from their other classes!) is about working with game art assets and a game engine/editor. Texture Artists need to learn how to texture for game assets (normal mapping, texture atlases, compression, texture restrictions, etc.), Modellers need to know how to work with low-poly objects and high-detail normal mapping, animators on how to work with simpler rigs/skinning and loops, etc. Luckily none of this stuff requires an actual game design: simply fire up the engine and fly around levels constructed by your class. You could work on a portfolio of levels and really learn how to work with a game engine. Artists need to be able to work in whatever editor for the engine their company uses, and they need to know how to create good looking assets that perform well and look good. Make sure your students are working with concept art in the pipeline as well, it's definitely something employers want to see, whether its their own or someone else's.
As for engines that would be good to use. UDK (Unreal Engine) is a great choice for more serious game projects, even if the UDK Editor has a huge learning curve compared to others. It's quite powerful, and will serve any artist that can work with it well. If you've got the technical expertise on your team, I would recommend UDK, otherwise, something else.
I've fiddled with Unity, and it looks very slick. Requires less technical know-how, and way easy to use. Great for first-timers to game engines, but really mostly suitable for more casual games--not that there's anything wrong with it, it just seems its market is the casual and indie games. Which is perfect for a class. This is probably your best bet if you want a complete game from this class.
Torque used to be the only real options for cheap indie/educational, but honestly isn't that great compared to the options out there now. But it's worth mentioning.
If your students don't know how to work with 3D at all, but you still want to do a game class, Flash is your only bet at that point. There's even game engines out their (sans anything but Flash editor from what I've seen). PushButton comes to mind. With Flash you should be able to focus a lot on game design and good 2D art rather than 3D, which is more ideal if you want to focus on game design (not sure why with Fine Art students...)
So to sum it up: Decide WHAT you're teaching (game design, game art, game development, that's 3 separate areas to focus on, and NOT in one class). If Game Design: avoid computers, stick with paper, at most go to Flash. If Game Art, don't worry about teaching game design at all and focus on building levels with all the art assets that entails. If Game Development, build a strong technical team as well as artists, don't worry aboug game design much (keep it super simple!) and stick to the art and iterating on actually building game. You shouldn't be teaching game design in a game project or game art class, and should stay narrowly focused, or nothing much will come out of it for the students. If building a full game project is the goal for the class (and it IS possible, I did a simple game project in college with ~5 people over one semester) then keep things simple so you can get the project finished and done RIGHT.
"I don't know if you've thought about it (clearly you haven't) but [Apple] is screwed now. What trick will they pull out of their hat now? [Google] and Microsoft have the (gimmicky, as it was in the [iPhone]) [technology]. They have the developers. They have the hardware. Where do you think that leaves [Apple] in 5 years?
But I'm sure you disagree, [Apple] has its fans apparently. I guess the only way we'll know is in 5 years time. I'll come back here to gloat when [Apple] is the Palm of 2015 looking for someone to buy them."
What's sad is the parts of that I didn't need to replace. Yet somehow, I don't think my edit is any more true than the original quote...
The game of life is a game of boomerangs. Our thoughts, deeds and words return to us sooner or later with astounding accuracy.