Sten McKinzie Headshot

Sten McKinzie

Senior Lecturer

School of Interactive Games and Media
Golisano College of Computing and Information Sciences
Graduate Program Coordinator

585-475-7097
Office Hours
Tuesday 9:30-10:50am, 1:30-3:30pm Thursday 9:30-10:50am, 12:30-2:00pm
Office Location

Sten McKinzie

Senior Lecturer

School of Interactive Games and Media
Golisano College of Computing and Information Sciences
Graduate Program Coordinator

Education

BS, MS, Rochester Institute of Technology

Bio

Sten Erickson McKinzie is a Senior Lecturer and Graduate Program Director in the School of Interactive Games and Media at the Rochester Institute of Technology. He brings nearly three decades of experience spanning professional production, creative direction, curriculum innovation, and higher education leadership.

McKinzie launched his career after earning a BS in Film Science from RIT’s School of Film and Animation, working as an animator, interactive media designer, and Creative Director in Los Angeles and Chicago. As Head of the Interactive Media Department at Orbis Broadcast Group, he led major projects for clients including PepsiCo, the NBA, Better Homes and Gardens, Johnson & Johnson, and numerous nonprofit organizations. He later founded his own company, Erickson Multimedia, where he created the opening sequence for the 2007 Chicago Emmy Awards and developed Ace Clean, a character featured with Marvel’s Iron Man in a national campaign by the Alliance for Consumer Education to teach children about health, hygiene and Disease Prevention. He also worked in commercial game development, serving as 3D Art Director on Cooking Mama: Cook Stars for the Nintendo Switch.

Since completing his MFA in Computer Graphic Design at RIT, McKinzie has taught courses in level design, animation, game modification, and interactive media, shaping core parts of the IGM curriculum. He designed and expanded cornerstone courses such as 2D and 3D Animation and Asset Production, Level Design, and Game Modification, where student teams have published dozens of mods for titles like Skyrim, Stardew Valley, and Divinity: Original Sin 2. He leverages his industry background to connect students with professional workflows, team-based production practices, and the realities of game development.

Beyond the classroom, McKinzie leads initiatives that extend student opportunities and community impact. He spearheaded the AT&T ROC Jr. Game Dev Camp, a partnership with AT&T and the Boys & Girls Club that introduces underserved youth to game development through hands-on experiences in RIT’s labs.

McKinzie’s work has earned recognition with awards such as the Magnum Opus Gold Award and the APEX Grand Award, and he has presented nationally on educational games, interactive design, and digital media engagement.

585-475-7097

Personal Links

Currently Teaching

IGME-219
3 Credits
This course provides an overview of 3D game asset production. Basic ideas learned within the first asset production course are also revisited within the 3D environs. Topics covered include modeling, texturing, skinning and animation. Emphasis is put on low polygon modeling techniques, best practices in game art production, and effective communication strategies between artists, programmers and designers.
IGME-320
3 Credits
This course continues to examine the core theories of game design as they relate to the professional field. Beginning with a formalized pitch process, this course examines the design and development paradigm from story-boarding and pre-visualization through rapid iteration, refinement, and structured prototyping exercises to further examine the validity of a given design. Specific emphasis is placed on iterative prototyping models, and on methodologies for both informal and formal critique. This course also explores production techniques and life-cycle in the professional industry.
IGME-420
3 Credits
This course introduces level design theory and best practice through game level analysis, evaluation, and creation. Students will learn by analyzing game levels from existing games and discussing what made those levels successful or unsuccessful. Through their analysis and hands on experience, students will gain an understanding of overall level design including layout, flow, pacing, and balance. They will enhance their understanding of level design principles by creating their own game levels.
IGME-424
3 Credits
This course will build upon concepts introduced in IGME-420 Level Design to produce new game content, including quests, NPCs, and environmental structures for existing games. It will explore the process, planning, and implementation of existing games through modification. Students will develop content that will include new in-game objects, NPCs, environments, and quest lines. This modified content will be designed and tested to ensure seamless integration with the existing game, and ultimately published to online distribution networks where real players can experience that new content within existing games.
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-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.

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