Here you can find an expanded proposal laying out the plans more methodically.
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Integration of EVA into the Visual Arts and Game Design CTE Program
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The EVA - Esports Virtual Arenas (EVA) can seamlessly fit into the visual arts and game design CTE program by offering students opportunities to develop, design, and manage immersive Esports experiences. Here's how EVA can be integrated:
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Curriculum Integration:
Students can be tasked with developing assets, designing virtual arenas, creating in-game characters, and constructing environments in Unreal Engine specifically for Esports competitions. This practical application of their learning aligns with CTE goals by emphasizing career-oriented skill development, from 3D modeling and animation to level design and user experience in competitive gaming environments. -
Project-Based Learning:
EVA provides a real-world platform for students to showcase their creative skills. By assigning game design and visual arts students the responsibility of developing custom maps, assets, or spectator interfaces, they can see their creations used in live Esports events. This hands-on experience ties their educational outcomes directly to industry practices. -
Event Management:
Students in the CTE program could also learn the business and operational sides of Esports by planning and managing virtual tournaments within EVA. This would involve everything from setting up and running the tech infrastructure to handling team coordination, promotion, and live-stream production, preparing them for a wide range of game industry careers.
Staggered Rollout to Maintain Excitement
Rolling out EVA in phases can generate continuous excitement for both students and adults while drawing attention to the wider offerings of the Epic FEC and LAZR Learning Hub:
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Phase 1 - Early Introduction:
Introduce EVA to a select group of students as a beta program. This initial phase could involve setting up test events with a focus on internal school competitions. The buzz generated by this exclusive early access will create a sense of privilege and excitement. -
Phase 2 - Public Engagement:
Open EVA events to the local community, encouraging families, and Esports enthusiasts to attend. These events can be tied to the other learning programs at the Epic FEC, such as VR development and visual arts showcases, keeping the public engaged with the center’s diverse offerings. -
Phase 3 - Collegiate Integration:
In the final phase, invite college-level Esports teams to participate, creating joint events or tournaments. This not only helps further your relationship with local colleges but also builds anticipation for the full integration of EVA into the Learning Hub.
This staggered rollout approach keeps momentum building, with each phase drawing more attention to other parts of the learning center, ensuring a sustained sense of novelty and growth.
Drawing in Colleges and Esports Programs
The addition of EVA provides a significant draw for emerging collegiate Esports programs, which are on the rise across many campuses. Here’s how:
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Partnership Opportunities:
By hosting collegiate-level Esports tournaments and events in partnership with local universities and colleges, EVA can serve as a practice ground and competition hub for students. This not only supports your Learning Hub's mission but also positions the Epic FEC as a community hub for Esports development and sports-tech integration. -
Bridge Between Traditional Sports and Esports:
Esports and traditional sports are starting to converge, with colleges increasingly recognizing Esports as legitimate competitive arenas. EVA can help facilitate this conversion by creating an environment where traditional sports enthusiasts and Esports gamers can interact. Hosting tournaments that blend both physical and virtual elements (e.g., sports games like FIFA, NBA 2K) will demonstrate Esports’ relevance and importance to sports culture, thus attracting sports programs looking to diversify. -
Cultural Appeal and Innovation:
EVA’s focus on high-level, immersive gaming experiences helps bolster Esports’ cultural significance within the broader framework of sports entertainment. By providing cutting-edge VR and free-roam gaming environments, the center not only positions itself as a technological innovator but also appeals to the broader sports community, creating a bridge between Esports and traditional sports. -
Career Pathways for College Students:
Colleges with emerging Esports programs can use EVA as a training ground for their students, both in competitive play and the technical aspects of game development, live event broadcasting, and tournament management. This creates a symbiotic relationship where the center gains credibility while students receive real-world experience.
Conclusion
Integrating the EVA - Esports Virtual Arenas into the visual arts and game design CTE program provides a powerful educational tool, linking hands-on experience with cutting-edge Esports technologies. A staggered rollout ensures sustained interest in EVA while drawing attention to the broader learning and entertainment offerings at the Epic FEC and LAZR Learning Hub. EVA also provides a strategic opportunity to engage with colleges’ Esports programs, fostering collaborations that advance Esports’ cultural and academic presence alongside traditional sports.