Sorry, you need to enable JavaScript to visit this website.

Site-wide links

Teaching Students to Make Alternative Game Controllers

By David I. SchwartzThis paper describes a preliminary approach to teaching students about game design and development by making a custom game controller in a single course. RIT’s first seminar in alternative game controller design introduced students to game input mechanisms and encouraged innovation. By working with hardware, students explored physical design issues to improve their overall game design skills.

Evolving Interdisciplinary Collaborative Groups in a Game Development Course

By Holliie Bourdreaux, Jim Etheridge and Ashok KumarComputer science departments at many universities are now beginning to offer video gaming courses in response to the growing need for skilled programmers in the video game development industry. This paper describes the evolution of a senior level game programming course over a four year period.

Designing an International Curriculum Guideline for Game Audio: Problems and Solutions

By Ufuk Onen, Richard Stevens and Karen Collins. In this paper, we present an overview of some of the issues and questions encountered in developing an international game audio curriculum, and outline some of our solutions. In doing so, we discuss the interdisciplinary needs of video game instruction, the industry’s desire for key soft skills in addition to technical skills (based on our informal and formal querying), and the constraints faced in terms of institutional and international differences in curricular structure.

Challenges and Opportunities in the Design of Game Programming Classes for a Traditional Computer Science Curriculum

By Ian ParberryGame programming classes have been offered at the University of North Texas continuously since 1993. The classes are project based, and feature collaborative coursework with art majors in UNT’s College of Visual Arts and Design. We discuss the design that enables them to provide training for students intending employment in the game industry without sacrificing academic educational depth or the educational needs of mainstream computer science students.

1 Introduction

Studying Commercial Games: Justifying Choices

By Katrin BeckerBefore researchers can perform studies using commercial games, they must choose which game or games to study. The manner in which that choice is made and justified is the focus of this paper. Ideally, research informs pedagogy and when looking at game education it is important to be able to justify and defend conclusions drawn from game studies so they can inform best practices in design and development.

Skins: Designing Games with First Nations Youth

by Beth Aileen LaPensée and Jason Edward Lewis.Aboriginal Territories in Cyberspace (AbTeC) conducted the Skins Pilot workshop to explore a pedagogy that integrates North American Indigenous cultural frameworks into the design of digital games and virtual environments. Skins provides instruction in digital design, art, animation, audio, and programming within a context of Aboriginal stories and storytelling techniques.

Subscribe to Front page feed