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Games:EDU:08 South: Ernest W. Adams

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Ernest unfortunately had to compress this down to a mere 15 minutes, but as a result it was an exceptionally snappy talk and the audience enjoyed it greatly.

Ernest unfortunately had to compress this down to a mere 15 minutes, but as a result it was an exceptionally snappy talk and the audience enjoyed it greatly.

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  • 1. Ten Commandments for Game Development Education Ernest W. Adams
  • 2. 10. Thou shalt not give tests in game development courses, nor be dogmatic in thy doctrine, for even thou knowest not all.
  • 3. 9. Thou shalt reward precision and punish hand-waving, for the Lord loveth it not.
  • 4. 8. Except ye teach a master’s-level course in experimental interaction design, thou shalt not emphasize aesthetics or story at the expense of interaction , i.e. gameplay.
  • 5. 7. Thou shalt teach not only game development, but also the history of games , the analysis of games , and the sociology of gaming .
  • 6. 6. With industry shalt thou build relationships; yet also shalt thou remember that “industry” explodeth in all directions , and meaneth more than PC and console games for the West.
  • 7. 5. Thou shalt require teamwork . Thou shalt teach the skills of project management , and shalt gently discourage over-ambitious projects.
  • 8. 4. Thou shalt not punish failure in thy students’ first-year projects, but encourage them to learn from it.
  • 9. 3. In their final projects, thou shalt encourage thinking outside the box .
  • 10. 2. Thou shalt require thy pupils to study other arts and sciences besides the craft of game development, for the ignorant developer createth only the derivative game.
  • 11. 1. Thou shalt integrate all the disciplines of game development unto the utmost of thy institution’s capacity.
  • 12. 0. Thou shalt not take an existing computer science, art, animation, media studies, English, or other program, add a game course or two to it , and call it a game program, for that is an abomination unto the Lord .
  • 13. The Decalogue of Dev Education
    • 0. Thou shalt not take a CS/art/etc. program, add one game course, and call it a game program.
    • Thou shalt integrate all the disciplines of game development unto the utmost of thy capacity.
    • Thou shalt require thy pupils to study other arts and sciences besides the craft of game development.
    • In their final projects, thou shalt encourage thinking outside the box.
    • Thou shalt permit failure in thy students’ early projects, and encourage them to learn from it.
    • Thou shalt require teamwork. Thou shalt teach project management, and gently discourage over-ambitious projects.
  • 14. The Decalogue of Dev Education
    • With industry shalt thou build relationships; yet also shalt thou remember that “industry” explodeth in all directions.
    • Thou shalt teach not only game development, but also the history of games, the analysis of games, and the sociology of gaming.
    • Thou shalt not emphasize aesthetics or story at the expense of interaction, i.e. gameplay.
    • Thou shalt reward precision and punish hand-waving.
    • Thou shalt not give tests in game development courses, nor be dogmatic in thy doctrine, for even thou knowest not all things.
  • 15. Free Eval Copies for Higher Ed Profs!
  • 16. Ten Commandments for Game Development Education Ernest W. Adams