SIGGRAPH 2007 IGDA Presentation

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    SIGGRAPH 2007 IGDA Presentation - Presentation Transcript

    1.  
    2. So you want to start a game program? IGDA Education SIG presents the Curriculum Framework Initiative & Curricular Models Thursday, August 9, 2007
    3. Who are we and why are we here?
      • Tracy Fullerton
      • Assistant Professor USC School of Cinematic Arts, Interactive Media Division Co-Director, Electronic Arts Game Innovation Lab [email_address]
    4. Who are we and why are we here?
      • Magy Seif El-Nasr
      • Assistant Professor Simon Fraser University School of Interactive Arts
      • & Technology [email_address]
    5. Who are we and why are we here?
      • Susan Gold Academic Coordinator Garage Games
      • [email_address]
      • But ALSO
      • Chair of IGDA Education SIG
      • [email_address]
    6. 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
    7. 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.
    8. Resources
      • http://www.igda.org/education
    9. Education Workshop at GDC
      • http://www.igda.org/education/workshop
    10. Curriculum Knowledge Base
      • http://www.igda.org/index.php/Curriculum_Knowledge_Base
    11.  
    12. 2002-2003
      • Academic Summits are held at the annual Game Developers Conference
        • 2003 the IGDA Curriculum Framework (version 2.3 beta) is published
      • Adoption into curricula around the world
    13. What is the framework?
      • 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. A Key Component: Soft Skills
      • Speaking & Communication
      • Writing
      • Collaboration
    15. Interdisciplinary Work & Courses
      • The ability to understand and work with a team of different disciplines
      • Acknowledging and respecting those disciplines
      • Communication Skills
      • Breadth of Medium
    16. 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
    17. Game Curricula: Some Highlights from Current Programs
    18. Original, Innovative Student Games Cloud, USC IMD Pac-Manhattan NYU-ITP
    19. Original, Innovative student games Darfur is Dying USC IMD Peace Maker, CMU ETC
    20. Original, Innovative Student Games Homeless: It’s no game SFU - SIAT Film Noir Style Game Penn State - IST
    21. Original, Innovative Student Games flOw on PS3
    22. Original, Innovative Student Research Ideas JEDDAH: A Dystopian Dream's Interface: The Cursor as a Narrative Element SFU - SIAT
    23. And List Goes On...
      • Warm Control The Global Warming Project– DePaul University
      • Fashion Designer – CMU/ETC
      • Mermaids - GA Tech
      • Agamemnon's Curse, RumbleBox – DigiPen
      • Eclipse– SMU Guildhall
      • Tragedy Tennis– Northwestern
    24. Programs Overview
      • Programs have many concepts in common:
        • Emphasis on interdisciplinary
        • Group work
        • Experimental
    25. Collaborative projects Advanced game teams, USC
    26. Game design: paper prototyping Alex Mitchell, NUS, Singapore Kevin O’Gorman, American InterContineåntal University
    27. Game design: Playtesting EA Game Innovation Lab, USC
    28. Game Critique Girls and Games Penn State - IST
    29. Theory and Criticism of Games Jose Zagal, Georgia Tech Jim Whitehead, UC Santa Cruz
    30. “ Game appreciation” courses, theory and criticism of games Alice Robison and Henry Jenkins, MIT
    31. Pitches, presentations & shows Carnegie Mellon ETC, Virtual Worlds Show
    32. Pitches, presentations & shows Intermediate game pitches, USC
    33. Industry Involvement Advanced Games, USC
    34. Industry Involvement
    35. “ Big” Games USC IMD
    36. Game jams Parsons Mobile Game Mosh Nordic Game Jam
    37. Improvisation Lori Shyba, University of Calgary Bernie DeKoven, Deepfun.com
    38. Traditional & Virtual Theatre Penn State – IST
    39. “ Live” Games Deborah Solomon, Montgomery College, MD
    40. Community building between programs USC vs CMU Game Challenge
    41. Student and Indie Game Competitions & Festivals Slamdance IndieCade E3 Showcase
    42. Looks Great, Lots of Success Stories... But it’s not that simple
    43. Challenges
      • University setting – Silos
      • Getting industry involvement
        • Advisory board
        • Feedback in game demos, fests, shows
      • Finding skilled people to teach
      • Undergraduate or graduate?
      • Development of a course or a program?
      • Major, Minor, Degree?
      • Course structure?
      • Technology
    44. Question & Answer Time Thank You

    + Susan GoldSusan Gold, 2 years ago

    custom

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