TorqueSchool: First Classes Open for Registration
by Dave Young · 09/17/2007 (4:32 pm) · 6 comments

TorqueSchool is Open!
The time has really gone by quite quickly, and our instructors have been hard at work cranking out high quality course materials.
Now that launch day is upon us, we are extremely pleased to announce the availability of our very first courses for registration. These courses begin on October 15th, and the full course materials will most likely go online prior to the official start date.
To celebrate our launch, we are promoting our first 3 flagship courses with a launch special!
Register for the courses now to take advantage of Introductory price of $80, which will go up to $200 after September 30th. Check out the course free previews as well. These are not tutorials, these are full blown courses with thoroughly researched and tested material designed around specific course objectives.
Seating in the courses is limited to 20 students per class for this first run.
Instructions
1) Visit http://www.TorqueSchool.com
2) Register as a new user
3) Click on the 'Course Area' item to view the courses and available course previews
4) Sign up!
Category: Art
Title: Introduction to Torque Art with Milkshape3d: Props and Items
For: New Artists
This course is designed to give a solid foundation in understanding and creating game art (models and textures) for use with Torque Technologies. Students will learn how to create shapes with Milkshape3d and get them into the game engine. More importantly we discuss creating shapes with purpose and forethought, asking yourself questions like "how does it fit into the game?".
The learning is self-paced with lesson materials and assignments you can view at your leisure*. Each lesson will have exercises that build off the lesson. Near the end of each week students choose from a pool of assignment topics and turn that assignment in by midnight Sunday.
The scope of the class takes participants through the creation of props, items, scenery, and other simple shapes. We do we do not get into creating weapons, vehicles, or characters in this course. Those topics will be pursued in subsequent advanced Torque Art classes.
A preview of this course is available. Click here to view
Full outline of this course is available. Click here to view
Click here to enroll in the course at the introductory rate.
Category: Torque Game Engine Advanced
Title: Introduction to Torque Game Engine Advanced
For: New TGEA users
TGEA 101 is a course to familiarize new users with the engine. The course entirely focuses on the script side of the engine, teaching the usage of objects and functions that are already present in the engine. This course assumes a basic understanding of standard TGE tools and focuses on the two biggest new features to TGEA: Atlas terrains, and the Material Library. By the end of the course, students will have a basic understanding of core TGEA systems and their usage and should be prepared to move on to more advanced concepts.
This course is a *must* for people who need to know the main differences between TGE and TGEA and how to use them.
Objectives:
Provide a starting place for newcomers to a massive and complex engine
Thorough introduction of the theories and usage of two major systems: Materials and Atlas
Instill proper methods for setting up a new project
A preview of this course is available
Full outline of this course is available. Click here to view
Click here to enroll in the course at the introductory rate.
Category: TGE/TGEA Shared
Title: The Art of Mission Design
For: All TGE/TGEA users
This lovingly crafted course is the all encompassing course you need to take to master the art of Mission Design. It will take you from "I can hit the F11 key" to "Wow! How did you do that?!". Check out the course objectives:
1. Students will demonstrate the ability to properly create, modify, and texture terrains in TGE and TGEA with consideration towards realism, performance, and appropriateness to the mission story.
2. Students will demonstrate proficiency in creating animated and shaded water areas in TGEA that properly display realistic optical effects (e.g., reflection, refraction, and limited visibility).
3. Students will demonstrate the ability to create appropriately-lit skies, including dynamic weather and precipitation effects.
4. Students will demonstrate proficiency in populating a mission area with standard Torque placeables (e.g., DTS and DIF shapes, replicated shapes, audio effects, and triggers).
5. Students will demonstrate a basic understanding of TGE and TGEA lighting using the basic elements of the integrated Torque Lighting Kit.
6. Students will demonstrate an understanding of the relationship of mission design to story crafting by creating a mission area that supports and enhances a simple story-driven plot.
These objectives are nailed, head on with many examples. If you're building demos or thinking about pitching your game, don't do it without learning these skills for making a gorgeous mission!
A preview of this course will be available on 9/18
Full outline of this course is available. Click here to view
Click here to enroll in the course at the introductory rate.
We have 3-5 more courses which should be ready for registration within the next month or so as well.
Still looking for good TGB/TorqueX Instructors! If you are interested, please email me : dave AT dreamgamesinc.com
See you there!

About the author
#2
09/17/2007 (9:03 pm)
Updated: TGEA 101 Preview posted
#3
More than anyone else at GarageGames or the GG community at large, I know the amount of effort and knowledge required to not only understand Torque's many systems and capabilities, but be able to teach people how to effectively use those capabilities to achieve their dreams--after all, I've been doing my best to teach Torque for years now, and I'm still learning each and every day myself!
Dave and all the instructors at TorqueSchool are doing everything they can to bring quality instruction to anyone interested, and I highly recommend you keep close watch on courses as they develop to help each and every dreamer here get that much closer to reality!
09/17/2007 (10:55 pm)
In case anyone was curious, TorqueSchool is launching with the full cooperation of GarageGames. We're excited to be a part of this initiative, and are actively engaged with the instructors to provide useful and informative material to enhance the knowledge of Torque users of all categories--hard core coders, designers, mission builders, artists, and a whole lot more!More than anyone else at GarageGames or the GG community at large, I know the amount of effort and knowledge required to not only understand Torque's many systems and capabilities, but be able to teach people how to effectively use those capabilities to achieve their dreams--after all, I've been doing my best to teach Torque for years now, and I'm still learning each and every day myself!
Dave and all the instructors at TorqueSchool are doing everything they can to bring quality instruction to anyone interested, and I highly recommend you keep close watch on courses as they develop to help each and every dreamer here get that much closer to reality!
#4
09/18/2007 (10:35 am)
COOL!!! I'M SUBCRIBING ASAP, BUT I was wonder if you know what the other 3-5 classes will be I kinda want to know what all is available before I select which ones I want to take!
#5
09/18/2007 (3:12 pm)
Kory, coming next there is a Constructor class, a TGE 101 course, a through treatment of GUI course, a Leadership course on the near horizons. Following soon after this fall/early winter will be a database course.
#6
Click Here
and i really want to learn this software when it released, mostly for the Spitscreen.
thanks you for your time
09/24/2007 (9:09 am)
Also i was wondering if in the near future will you have a TorqueX 3D class because i seen these picture Click HereClick Here
and i really want to learn this software when it released, mostly for the Spitscreen.
thanks you for your time

Torque Owner Ed Johnson
These classes go way beyond tutorials; you have access to the instructors, who have access to the developers... we make sure the information is accurate we cover everything you'll need! If we don't, then suggest where we're lacking, and we're more than happy to improve on it!