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The T Shaped Student: What you need to be successful in games .......or any industry presented at DGXpo, June 2008

The T Shaped Student: What you need to be successful in games .......or any industry presented at DGXpo, June 2008

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  • 1. The T Shaped Student: What you need to be successful in games .......or any industry
    • Susan Gold
    • IGDA Education SIG, Chair
  • 2. Who am I?
    • Susan Gold
    • I have been a professor for ten years teaching digital art
      • modeled an entertainment technology program with the assistance of CMU’s ETC (Randy Paush & Don Marinelli) and members of industry
    • Chair of IGDA Education SIG
      • reinvigorated the SIG in Summer 2006
        • created a framework that provides discussion, resources and networking
      • all volunteer organization / NFP
    • Academic Coordinator Garage Games
      • consultant - translate academic talk to industry and vice versa
  • 3. IGDA Education SIG
    • One of many special interest groups from within Game Development
          • Alternate Reality Games (ARGs)
          • Artificial Intelligence
          • Casual Games
          • Education
          • Game Accessibility
          • Game Preservation
          • Human Resources
          • Indies
          • IP Rights
          • Mobile Game Development
          • Online Games
          • Production
          • Quality Assurance
          • Sex in Games
          • Students
          • Tools
          • Women in Game Development
          • Writing
  • 4. What is the IGDA Education SIG?
  • 5. Mission
    • To create a community resource that will strengthen the academic membership of the IGDA while enhancing the education of future and current game developers.
  • 6. What do we do?
  • 7. Help Educators provide students with the “Right Stuff” “Right Stuff”
    • We provide syllabi, class ideas, workshops, professional development, discussion groups, connections to industry, networks and peers.
    • Breaking In Website (currently go through an overhaul)
  • 8. Provide Resources
  • 9. Conference
    • February 18-19, 2008, San Francisco
  • 10. Future
    • Database of Programs
      • Oren Ross - GameLoft
    • Outreach Programs
      • Stephen Jacobs - RIT
    • Student Outreach
      • Ian Schrieber
  • 11. Framework
    • Developed in 2003
      • a group effort done at an academic summit during GDC
        • input from the academic world
        • input from the game industry
      • several universities and schools have modeled their programs after the framework
      • does it need to be updated or is it essentially sound?
  • 12. Programs Overview
    • Many different programs
    • Based on different disciplines
      • CS
      • Design
      • Film
      • Sound & Music
      • Architecture, etc....
    • Philosophies
      • Experimental design focused
      • Industry pipeline focused
      • Research oriented
      • Serious games
  • 13. What we have done:
    • Core Topics
      • Critical Game Studies - Criticism, Analysis & History
      • Game Design - Principles and Methodologies
      • Game Programming - Aspects of CS + specific areas that address gaming
      • Visual Design
      • Audio Design
      • Interactive Storytelling
      • Game Production
      • Business of Gaming
  • 14. What is the goal?
    • Creating a well versed, prepared and exceptional student.
      • We call it a “T” shape student.
      • “T” because we are looking for breadth
      • “T” because we look for depth
  • 15. Versed in all aspects of the industry, be it their subject expertise or that of members of the team.
    • Breadth
  • 16. Having a sense of history within the medium
    • Breadth
  • 17. Plays Games and Understands the Market
    • Breadth
  • 18. Understands the modern world/culture
    • Breadth
  • 19. Has a passion for video games and has the ability to collaborate
    • Breadth
  • 20. Has a basic understanding of:
    • Breadth
    Game Studies Game Design Game Programming Visual Design Audio Design Interactive Storytelling Game Production Business of Gaming
  • 21. Top in area of expertise, well read and has honed skill
    • Depth
  • 22. Programmer or Artist, Writer , Composer or Business Student BE EXCELLENT IN ONE AREA know what you like to do know what you like to do know what you like to do know what you like to do
    • Depth
  • 23. Passion
    • You live games, you love games, you think games, you make games, you play games, you are games personified.
      • The hours are long
      • The work is hard
      • They only take the VERY best
      • No room for mediocrity
      • Not the best paid
      • Not very glamourous (even if cool)
      • The BEST job in the world - because who else has to make FUN for a living.
  • 24. A Key Component: Soft Skills
    • Speaking & Communication
    • Writing
    • Collaboration
  • 25. Collaborative Learning
    • Why do we need to incorporate this into the classroom?
      • Real World
    • Departure from what students know and understand
    • Departure from educators familiar teaching strategies
  • 26. What happens when you include collaborative learning skills
    • Higher-Order Thinking Skills
    • Basic Academic Success Skills
    • Discipline Specific Knowledge & Skills
    • Liberal Arts & Academic Values
    • Work & Career Preparation
    • Personal Development
  • 27. The Benefits
    • “ Students learn best when they are actively involved in the process. Researchers report that, regardless of the subject matter, students working in small groups tend to learn more of what is taught and retain it longer than when the same content is presented in other instructional formats. Students who work in collaborative groups also appear more satisfied with their classes.”
  • 28. Challenges
    • University setting – Silos
    • Getting industry involvement
      • Advisory board
      • Feedback in game demos, fests, jams and shows
    • Finding skilled people to teach
    • Undergraduate or graduate?
    • Development of a course or a program?
    • Major, Minor, Degree?
    • Course structure?
    • Technology
  • 29. Why this curriculum really works
    • provides depth
    • provides a broad understanding of the medium
    • provides an opportunity for students to work with members of other disciplines
    • provides opportunities to work in groups in a collaborative environment
    • allows the development of adequate portfolio material
  • 30. Why this curriculum really works for any form of study
    • It is how the world works
    • The world is FLAT
      • We no longer do things on our own - we work as a team.
    • We can easily adapt and change to the needs of a job
    • We can be prepared to think outside of the box because we can work well with others and we respect the people we work with
  • 31. Resources:
    • IGDA Education SIG wiki:
    • IGDA Education SIG Knowledge Base:
    • IGDA Curriculum Framework (version 2.3)
  • 32. Contact
    • Susan Gold
    • 415-286-3489
    • [email_address]