notes from game education summit – assorted stuff

gotta talk to industry

C== not java is what industry wants

undergrad – gives you potential to be great, a first step, how to do things (grad school is why do things)

set milestones for projects and break groups up (and cancel their game) if they don’t make their milestones

USC first year = individuall made 2d short games, Soph and Jr – make games in pairs, senior year make gams in groups of 4 to 6

game content should be focused – background in a lot of fields so you know ho to go deeper into that topic

as students take classes in other depts – those profs will start to develop connections iwth ht egame program

maybe build suggested elective list for each year

maybe invivte profs from other fields to give talk on a subject we might make a game about

maybe invite grad students from cornell to do workshops

AAA studios espeically not hiring designers out of the undergrad programs

be prepared to change curriculum in first few years and then every couple of years afterwards to keep up iwth changes in industry, be prepared for attracting different kinds of students over time

maybe work in a unit on researching players, using industry market stats

programs need to track where grads go, gotta make students aware of range of companies where their skills useful

netowkr iwth industry to help increase placement

grade harsher on ideas and design, less harsh on programming

look at characteristics of alums who do well for future recruiting, get feedback from employers/intern sites about how students doing

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