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CONFERENCE  

|    Programming
    GDC EDUCATION
Monday, March 17 & Tuesday, March 18

At the GDC Education Summit attendees will explore experimental and inventive educational approaches that established game curriculum builders can bring back to their faculty and classrooms. The audience consists of educators of game development (spread throughout all levels: K-12, community college, four-year college/university, graduate education). Most attendees are at schools that already have well-established game development programs and courses of study (or else they will be in a few short years, once they work the kinks out of a newly-developed program). This program is aimed towards educators from established game development programs or new game course creators that want to understand the challenges they'll face in the next few years. It will bring scholars together with experienced professionals willing to learn, share ideas and achievements. The summit is a great professional development opportunity that will explore how collaboration leads to success not only in the classroom but in all aspects of work and life. We want everyone to leave our Summit thinking about what a great value they received for their time and money, and how they can't afford to miss it next year. This is our goal. Structure your proposal accordingly.

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2014 HIGHLIGHTED SESSIONS

Massively Multiplayer: A Dozen Schools Teach Together, Collaboratively and Competitively
Steve Engels (University of Toronto)
Collaboration and competition are as instrumental in teaching game design classes as they are in games themselves. Most schools already use collaboration to share ideas and skills, and competition to inspire serious student performance. Steve Engels (University of Toronto), Emma Westecott (OCADU) and Andrew Hogue (UOIT) take this one step further, uniting over a dozen large colleges and universities, to improve the student experience through large-scale collaboration and competition. Attendees will learn the benefits and pitfalls of creating blended classes from a variety of disciplines and schools, where faculty and industry experts unite to provide course content and province-wide competitions.
Top Ten Things to Teach About Game Writing
Wendy Despain (Quantum Content)
Game writing, narrative design, and storytelling in games can be challenging topics to teach, but many students are eager to learn about this side of game creation. The problem is that entry-level game writing requires a combination of expert-level knowledge from two disparate crafts - software creation and story creation. This session organizes the most essential learning requirements into an easy-to-implement top ten list, gleaned from the experience of a professional narrative designer who has also taught game writing skills to design students and creative writing students for the last three years.

GDC EDUCATION SUMMIT ADVISORY COMMITTEE

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Michael Mateas
UC Santa Cruz
Michael is recognized internationally as a leader in AI-based interactive entertainment. He is currently a faculty member in the Computer Science department at UC Santa Cruz, where he holds the MacArthur Endowed Chair. He founded and co-directs the Expressive Intelligence Studio, one of the largest technical game research groups in the world and is also the founding director of the Center for Games and Playable Media at UC Santa Cruz. Credits include Prom Week, a social simulation-based interactive story and puzzle game, and Faade - the world's first AI-based interactive drama. Michael has given numerous keynote addresses and paper presentations at conferences worldwide. He received his Ph.D. in Computer Science from Carnegie Mellon University.
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Tracy Fullerton
USC School of Cinematic Arts
Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The USC Game Innovation Lab is a design research center that has produced several of the most influential projects to be released in the emerging field of independent games, including games like Cloud, Flow, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey a collaboration with media artist Bill Viola. Tracy is also the author of "Game Design Workshop: A Playcentric Approach to Creating Innovative Games," a design textbook in use at game programs worldwide. Prior to entering academia, she was a professional game designer and entrepreneur making games for companies including Microsoft, Sony, MTV, among many others.
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Ian Schreiber
Game Developer & Professor
Ian Schreiber has been in the industry since the year 2000, first as a programmer and then as a game designer. He has worked on six published game titles and two serious game projects. Ian has taught game design and development courses at Ohio University, Columbus State Community College, and Savannah College of Art and Design.
 
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