Game Education Summit North America 2011 - Presentations by Track

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GES 2011 has been rescheduled to August 24-25, 2011. It will still take place at DigiPen Institute of Technology in Redmond, WA, and will be co-located with the Serious Play Conference. Please check back to this page, as Program updates will be available soon.




Keynote Speakers
Author or Panel Moderator Presentation

Claude Comair
Founder and President
DigiPen Institute of Technology
Keynote - The Anatomy of a Video Game Curriculum

Presentation Summary:

The keynote presentation will review the importance of the creation of simulation curricula for the game and entertainment industries, and the anatomy of DigiPen Institute of Technology’s degree programs.Mr. Comair announced during the European Simulation Symposium (ESS) 1996 in Genoa that the Higher Coordinating Education Board of the State of Washington had granted DigiPen Institute of Technology the right to

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Keynote Speakers


Wed, 2011-08-24 09:30 - 10:30
Curriculum Development Track
Author or Panel Moderator Presentation

Steve Reid
Managing Director
Ubisoft - Red Storm
Teaching "Art for Games" from a Development Perspective

Presentation Summary:

While games are definitely an art form, game art is a production task that requires specific business skills to ensure that each product reaches its most important goal... customer satisfaction. This outline represents the foundation blocks for Steve Reid's Art for Games class in collaboration with Wayne Community College where he will be a guest instructor. There are several differences between

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Curriculum Development Track


Wed, 2011-08-24 10:45 - 11:45

Christopher Erhardt
Academy of Interactive Entertainment
Middleware: The Pros and Cons of Utilization for Teaching Students Programming

Presentation Summary:

Teaching students all they need to know to be proficient and confident coders, ready for industry or for becoming the next entrepreneur starting a successful independent team, seems like an impossible task when we are trying to cram every bit of information into their brains within 3 - 4 years.Middleware offers great tools for allowing rapid understanding of the higher

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Curriculum Development Track


Wed, 2011-08-24 12:45 - 13:45

Roberto Dillon
Assistant Professor,
DigiPen Institute of Technology
Teaching Game Analysis the Pragmatic Way: The 6-11 Framework

Presentation Summary:

This session will introduce an original model for game analysis and design, the 6-11 Framework, and share the actual in-class experience and feedback gained so far at the DigiPen Institute of Technology-Singapore, where it is successfully being taught at undergraduate level.The lecture will start by justifying the need for a pragmatic approach to game analysis and design, both in the

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Curriculum Development Track


Wed, 2011-08-24 14:00 - 15:00

Terrence Masson
Director of Creative Industries
Northeastern University
Interdisciplinary Collaboration

Presentation Summary:

Professionals and academics from every discipline are increasing their collaboration between research, curriculum and game production around the world. Terrence will speak to his 20 years of successful collaborations as well as exciting new trends. Based upon his interdisciplinary experience working in films and games, and leading the new interdisciplinary team-based game program at Northeastern University, this presentation will highlight

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Curriculum Development Track


Thu, 2011-08-25 10:15 - 11:15

Craig Caldwell
USTAR Professor
University of Utah
Components of a New Masters Program: Incubator, Entrepreneurship, Game Studio Partnerships and Hitting the Ground Running

Presentation Summary:

Building upon the success of the undergraduate games program, University of Utah started a Masters program with the input and partnership of its nearby game companies (EA, Disney Interactive, etc.) in Salt Lake City. In its pilot year, getting the components (Arts, Game Design, Programming) right was critical; as well as doing the research, creating space, obtaining seed funding, implementing

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Curriculum Development Track


Thu, 2011-08-25 11:30 - 12:30
Education Track
Author or Panel Moderator Presentation

Andrew Hogue
Assistant Professor, Game Development & Entrepreneurship,
University of Ontario Institute of Technology
A Problem-Based Learning Approach to Teaching Game Development

Presentation Summary:

In this paper, we propose a problem-based learning approach to teaching game development that focuses on developing critical thinking in game design while enabling students to strengthen their skill-proficiency.  We have seen increased motivation as the students understand the relevance of theory presented in their “seemingly irrelevant and disjointed” university courses.  This paper demonstrates how to effectively integrate a problem-based

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Education Track


Wed, 2011-08-24 10:45 - 11:45

Jen Sward
Associate Dean, Game Software Design and Production
DigiPen Institute of Technology
Balancing Education and the Player: The Creation of a Game Design Program

Presentation Summary:

 Creating any new program is a challenge: finding the balance of general education to specific knowledge to core courses it difficult even for a traditional program such as Computer Science or Liberal Arts. For creating a program for the game industry, we have the additional challenge of balancing that traditional academic knowledge with occupationally specific knowledge and directly applied skills.

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Education Track


Wed, 2011-08-24 12:45 - 13:45

Jinghua Zhang
Assistant Professor
Winston-Salem State University
Developing a Gaming Concentration in the Computer Science Curriculum at an HBCU

Presentation Summary:

In this session, Dr. Jinghua Zhan proposes a unique gaming concentration program to reenergize computer science education at Winston-Salem State University (WSSU), an HBCU. Nationally, many gaming concentration programs in the computer science (CS) curriculum have been successfully developed. Nevertheless, to our knowledge, none have been established at any of the HBCUs. The gaming concentration in computing curriculum at WSSU

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Education Track


Wed, 2011-08-24 14:00 - 15:00
Technology and Management Track
Author or Panel Moderator Presentation

Tom Higgins
Product Evangelist
Unity Technologies
The Changing Games Industry: Multiplatform is a Must

Presentation Summary:

With the advent of truly powerful handheld devices like smart phones and tablets, developers are under increasing pressure to target an increasingly diverse range of platforms. In order to prepare students for success in the games industry, it is vital to provide them with the ability to design and develop content for the desktop, the web, for consoles and the

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Technology and Management Track


Wed, 2011-08-24 10:45 - 11:45

Mark Sones
Education Manager & Business Analyst
GameSalad
Learning plus Playing: Customizing Interactive Lesson Plans

Presentation Summary:

Classrooms are becoming more and more interactive-focused. There has been a wave of software development products built around the ability of teachers to design and implement their own games and activities based on their unique lesson plans. In this session, GameSalad’s education manager, Mark Sones, will explore the benefits, difficulties, and options with bringing this form of lesson building to

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Technology and Management Track


Wed, 2011-08-24 12:45 - 13:45

Linda Sellheim
Academic Segment Manager
Autodesk
Next Gen… What’s All the Fuss About?

Presentation Summary:

Teaching the next generation of computer animators, game developers, visual effects and visualization specialists is an incredible responsibility. Not only do educators need to satisfy their students’ insatiable curiosity and encourage innovation, but they also need to ensure they’ll be competitive when it comes to finding a job. In addition to meeting/exceeding student needs, application of 3D and gaming technologies

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Technology and Management Track


Wed, 2011-08-24 14:00 - 15:00

Zack Larson
Chief Strategy Officer
design3
Replacing Textbooks: Enhancing Game Courses with E-learning Tools

Presentation Summary:

There are a series of common problems that game development educators face:1. Educators find themselves spending the entire class time teaching remedial steps (“click here, then click here”), not having enough time to cover the essential theories and concepts of what it means to make a game.2. Students are required to purchase expensive textbooks that are difficult to follow and

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Technology and Management Track


Thu, 2011-08-25 10:15 - 11:15
Industry Track
Author or Panel Moderator Presentation

Corey Dangel
Co-Founder
Detonator Games
What Indie Game Studios Look for in Game Program Graduates

Presentation Summary:

Smaller, independent, studios have very different requirements when it comes to recruiting game program graduates. And the independent game studios represent a large and growing job market for graduates. Representatives from several independent game studios will participate on this panel, highlighting the specific needs of independent studios and helping attendees to understand how to prepare their students for careers in

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Industry Track


Wed, 2011-08-24 12:45 - 13:45

Paula Fellbaum
HR
Nexon
What Large Studios Look for in Game Program Graduates

Presentation Summary:

HR professionals with experience at several large studios will participate on this panel. Don't miss what is sure to be an informative discussion on what studios are looking for -- qualities, qualifications, abilities, skill sets -- in graduates from game degree programs and how HR execs & hiring managers assess graduates when deciding if they are a fit for the studio's organization. 

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Industry Track


Wed, 2011-08-24 14:00 - 15:00

Paul Furio
Technical Director
Novel Inc.
Massively Social != Massively Multiplayer

Presentation Summary:

Writing a single monolithic game server and a complex, tightly integrated game application may have worked well in the past, when online games supported multiplayer experiences in the dozens. Even with sharded servers, it's difficult to provide rich experiences for hundreds of thousands of players in the same game world. Games are moving past this Client-Server model into a new

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Industry Track


Thu, 2011-08-25 10:15 - 11:15

Brian Schneider
Director of University Relations
Zynga
Success Factors for Graduates Joining Traditional vs. Social Game Development Teams

Presentation Summary:

This panel session will appeal to educators interested in evaluating current curriculum and possibly expanding or tweaking class components to enable students to succeed regardless of which type of game development students are interested in. Brian Schneider will lead the panel and will compare/contrast the success factors and recommendations for graduates joining traditional console/PC game development teams versus social game development

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Industry Track


Thu, 2011-08-25 13:30 - 14:30
General Session
Author or Panel Moderator Presentation

Jen Sward
Associate Dean, Game Software Design and Production
DigiPen Institute of Technology
Alumni Panel: Experiences of Recent DigiPen Graduates

Presentation Summary:

Graduates from DigiPen Institute of Technology will discuss their experiences in transitioning to and working in the video game industry, what helped prepare them, what didn't, and recommendations for game program instructors & administrators. Facilitator:Jen Sward, Associate Dean, Game Software Design and Production, DigiPen Institute of Technology; 2011 GES North America Advisory Board MemberPanelists:Anthony DeLuca, Producer, Activision PublishingEvan Lewis, UI Engineer,

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General Session


Wed, 2011-08-24 15:15 - 16:15

Mona Ibrahim
Principal Attorney
Intellectual Property Ownership in Education

Presentation Summary:

In recent years, we've seen a boom in academic programs emphasizing video game development. These programs have become "incubators" for potentially valuable intellectual property. Strictly speaking, this is by no means the first time academia has produced valuable entertainment properties. However, unlike other fine arts programs, "video game education" has in many cases become analogous to the divestiture of student

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General Session


Thu, 2011-08-25 09:00 - 10:00
Research Track
Author or Panel Moderator Presentation

Asma Naz
Research Assistant, Doctoral student
University of Texas at Dallas
Architecture Design & Game Design: A Symbiosis

Presentation Summary:

This paper presents a comparative analysis between Architecture and Game Design methods. Game design and architecture, though vastly different, are both fields of design that share common design generators, such as ‘core concept’, ‘narrative’ and ‘user experience’. This commonality creates a relationship between game design and architecture that has the potential to become symbiotic. At the same time, the narratological

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Research Track


Thu, 2011-08-25 11:30 - 12:30