Christopher Egert Headshot

Christopher Egert

Professor

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

585-475-4873
Office Location

Christopher Egert

Professor

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

Education

BS, MS, Rochester Institute of Technology; Ph.D., University at Buffalo

585-475-4873

Select Scholarship

Published Conference Proceedings
Decker, Adrienne, Christopher Egert, and Andrew Phelps. "Learning to Create or Creating to Learn." Proceedings of the Meaningful Play Proceedings 2018. Ed. R. Ratan, B. Winn, and E. LaPensée. Pittsburg, PA: Carnegie Mellon University: ETC Press, Print.
Egert, Christopher and Andrew Phelps. "Tenure and Promotion in the Next Era of Game Design and Development Programs: Some Thoughts and Observations." Proceedings of the 14th International Conference on the Foundations of Digital Games. San Luis Obispo, CA: ACM Press, Web.
Vullo, Ronald, Christopher Egert, and Andrew Phelps. "MARLi—Molly Alternate Realities Language interactive: A New XML Markup Language for Defining Virtual and Augmented Reality." Proceedings of the 2019 International Conference on Internet Computing & Internet of Things. Las Vegas, NV: n.p., Web.
Phelps, Andrew, Mia Consalvo, and Christopher Egert. "Development Streaming as a Pedagogical and Community Strategy for Games Education." Proceedings of the CHIPLAY 2018 Workshop Proceedings: Workshop on New Research Perspectives on Game Design and Development Education. Ed. Peter Wyeth, et al. Melbourne, Australia: ACM, 2018. Web.
Decker, Adrienne, Christopher Egert, and Andrew Phelps. "Splat! Er, Shmup? A Postmortem on a Capstone Production Experience." Proceedings of the Proceedings of the 46th Annual Frontiers in Education Conference. Ed. -. Erie, PA: IEEE Press, 2016. Print.
Goins, E. and C. Egert. "Moving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum Collection." Proceedings of the 2013 Digital Heritage International Congress. Marseille, FR: IEEE Press, 2013. Print.
Decker, Adrienne, et al. "Technical Properties of Play: A Technical Analysis of Significant Properties for Video Game Preservation." Proceedings of the 2012 IEEE International Games Innovation Conference. Ed. Biles, John Al (Program Chair). Rochester, NY: IEEE, 2012. Web.
Egert, Christopher, Elizabeth Goins, and Andrew Phelps. "Studying the Past by Playing the Future." Proceedings of the 2012 IEEE International Games Innovation Conference. Ed. John Al Biles. Rochester, NY: IEEE, 2012. Web.
Simkins, David, Christopher Egert, and Adrienne Decker. "Evaluating Martha Madison: Developing Analytical Tools for Gauging the Breadth of Learning Facilitated by STEM Games." Proceedings of the 2012 IEEE International Games Innovation Conference. Ed. Biles John Al. Rochester, NY: IEEE, 2012. Web.
Peer Reviewed/Juried Poster Presentation or Conference Paper
Egert, Christopher. "Game Engines Construction to Motivate Computing Concepts: Build from Scratch or Leverage Existing Systems." Proceedings of the Proceedings of the 50th ACM Technical Symposium on Computer Science Education. Ed. -. Minneapolis, MN: ACM Press.
Invited Keynote/Presentation
Egert, Christopher. "Physical Spaces to Support Virtual Places: Considerations for Constructing Facilities and Infrastructure for Virtual Reality Development." Building and Supporting Augmented and Virtual Reality Makerspaces. University at Buffalo Libraries. Buffalo, NY. 29 Apr. 2019. Conference Presentation.
Egert, C. and A. Phelps. "RIT's MAGIC Center." WNY Computes! The Fall Conference of the Western New York Computer Science Teachers Association. Buffalo, NY. 18 Oct. 2013. Conference Presentation.
Egert, Christopher. "Just Press Play." NYSCIO Conference on Disruptive Technologies: Innovation and the New Reality. NYSCIO. Rochester, NY. 19 Jul. 2012. Conference Presentation.
Book Chapter
Decker, Adrienne, Andrew Phelps, and Christopher Egert. "Trial by a Many-Colored Flame: A Multi-Disciplinary, Community-Centric Approach to Digital Media and Computing Education." New Directions for Computing Education: Embedding Computing across Disciplines. Ed. S. Fee, A. Holland-Minkley, and T. Lombardi. Cham, Switzerland: Springer, 2017. 237-257. Print.
Barnes, Susan and Christopher Egert. "Space vs. Place." Socializing the Classroom: Social Networks and Online Learning. Ed. Barnes, Susan. Lanham, MD: Lexington Books, 2012. 35-53. Print.
Barnes, Susan and Christopher Egert. "Awareness and Notification." Socializing the Classroom: Social Networks and Online Learning. Lanham, MD: Lexington Books, 2012. 71-80. Print.
Egert, Christopher and Andrew Phelps. "Motivating Science Education through Games." Learning to Play: Exploring the Future of Education through Video Games. Ed. Myint Swe Khine. New York: Peter Lang, 2011. 129-151. Print.
Journal Paper
Decker, Adrienne, Andrew Phelps, and Christopher Egert. "Disappearing Happy Little Sheep." EdTech: Focus on K-12 57. 2 (2017): 50-54. Print.
Goins, E., et al. "Modding the Humanities: Experiments in Historic Narratives." Journal for Interactive Humanities 1. 1 (2013): 13-21. Web.

Currently Teaching

IGME-451
3 Credits
This course focuses on systems-based theoretical models of computation in the context of a media-delivery modality. Students will explore concepts such as memory management, parallel processing, platform limitations, storage, scheduling, system I/O, and optimization from a media-centric perspective. Particular emphasis will be placed on the integration of these concepts in relation to industry standard hardware including game consoles, mobile devices, custom input hardware, etc.
IGME-480
3 Credits
Interactive media development is a rapidly evolving field. This course provides an opportunity for students to learn and experiment with emerging themes, practices, and technologies that are not addressed elsewhere in the curriculum. Topics covered in this course will vary based on current developments in the field. Students will explore, design, and develop creative interactive experiences pertaining to the semester's domain area. Programming projects are required.
IGME-550
3 Credits
This course will provide students with theory and practical skills in game engine design topic areas such as understanding the graphics pipeline as it influences engine design, hardware principles and the relationship to game engine construction, mathematical principles involved in game engine design, scene graph construction and maintenance, texture and materials management, collision systems, physics systems, particle systems, and control systems. Furthermore, this course will examine software and toolsets that assist game engine designers in their tasks. Students will be expected to design and implement a game engine in teams as well as properly document their design and development strategy.
IGME-599
1 - 6 Credits
The student will work independently under the supervision of a faculty advisor on a topic not covered in other courses.
IGME-690
1 - 6 Credits
This is intended to allow for special one-time offerings of graduate topics. Specific course details (such as the course topics, format, resource needs, and credit hours) will be determined by the faculty member(s) who propose a given seminar offering. (Varies)
IGME-750
3 Credits
This course will provide students with theory and practical skills in game engine design topic areas such as understanding the graphics pipeline as it influences engine design, hardware principles and the relationship to game engine construction, mathematical principles involved in game engine design, scene graph construction and maintenance, texture and materials management, collision systems, physics systems, particle systems, and control systems. Furthermore, this course will examine software and toolsets that assist game engine designers in their tasks. Students will be expected to design and implement a game engine in teams as well as properly document their design and development strategy.
IGME-789
3 Credits
This course provides master of science in game design and development students with capstone project experiences. Students are expected to work in cohorts towards the implementation of a game system that properly illustrates proficiency in the application of theory and practice towards a large-scale project. For each student, individual responsibilities for the group project will be defined in consultation with both the group and the faculty. Students must successfully complete the Capstone Design course and present a satisfactory capstone project proposal to the faculty before enrolling in this course.
IGME-799
1 - 6 Credits
The student will work independently under the supervision of a faculty adviser on a topic not covered in other courses.