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Rensselaer

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This is brief overview of how we got where we did, and what we've learned so far. ... students would double-major in EMAC (Electronic Media, Art, and Communication) ... – PowerPoint PPT presentation

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Title: Rensselaer


1
Rensselaers Game and Simulation Arts and
Sciences B.S.
  • Katherine Isbister, Ph.D.
  • Associate Professor, LLC
  • Director, Games Research Lab

2
A tale of a grass roots degree
  • The Game and Simulation Arts and Sciences B.S.
    was an effort that bubbled up from student
    interest and hard work by faculty.
  • This is brief overview of how we got where we
    did, and what weve learned so far.

3
But first, a bit about Rensselaer
  • Founded in 1824 in what was the 19th centurys
    Silicon Valley (where the Mohawk River and the
    Hudson met--site of the Erie Canal).
  • A small, primarily engineering-focused school
    (5000 undergrad, 2000 grad students) with
    increasing emphasis placed on humanities, social
    science, and interdisciplinary skills now
    essential to engineering success.
  • A place known for its intelligent, practical,
    positive-minded graduates.

4
A tale of a grass roots degree
  • Rensselaer already had a history of producing
    great game developers (Vicarious Visions, Cryptic
    Studios, and other smaller local game companies
    such as 1st Playable, plus many alumni in the
    industry).
  • Lots of students doing co-ops, internships, and
    volunteering (at least one C.A. here this year)
  • Faculty passionate about game design who had
    begun to create courses (e.g. Game Design,
    Experimental Game Design, Game Mechanics) to meet
    student interest in the topic.

5
A tale of a grass roots degree
  • Many students would double-major in EMAC
    (Electronic Media, Art, and Communication) and
    Computer Science toward a career in game design
    and development.
  • A core group of faculty created a Game Studies
    minor in 2004 which consisted of game specific
    courses plus relevant electives. Interestingly,
    this course set emerged in the School of
    Humanities and Social Science out of Arts and
    Cognitive Science.

6
From minor to major
  • Student and faculty interest in a game design
    program steadily increased.
  • Rensselaer hired two new games-related faculty
    members who taught games-focused courses.
  • Others already at Rensselaer began working on
    games-related issues and research.
  • The newly enlarged faculty group decided to begin
    planning a full major in 2004.

7
From minor to major
  • A year-long process began, which included
  • many committee meetings
  • student focus groups
  • feedback from outside reviewers
  • Iteration and more iteration!

8
From minor to major
  • Important feedback we got from students and from
    industry about what graduates need
  • Solid grounding in first job skills--programming
    or art-making or the like.
  • Interdisciplinary team experience.
  • A work ethic and flexibility that comes from
    practice.
  • A strong portfolio of work and ideally some
    industry experience under their belt.
  • A sense of vision for the future that can help
    drive ongoing achievement and innovation.
  • Some broad liberal-arts knowledge and thinking
    that help to make great designers what they are

9
The Game and Simulation Arts and Sciences B.S.
  • Based on all this, the program was designed as a
    128-credit major based in HSS that
  • Provides an intensive series of game design and
    development courses so students build a portfolio
    and hands-on experience in teams.
  • Includes a research component to help students
    develop a longer-term vision of their
    contribution.
  • Includes concentrations to provide core skill-set
    for first jobs.
  • Allows for easy double-majoring for even more
    solid core skills grounding.
  • Encourages internships and co-ops so students
    graduate with some real-world experience.
  • Provides a liberal arts education for a broad
    perspective.

10
The Game and Simulation Arts and Sciences B.S.
  • Core courses
  • History and Culture of Games (first year studies)
  • Intro. to Game Design
  • Game Mechanics
  • Designing Interactive Characters
  • Interactive Narrative
  • Experimental Game Design
  • Research Project
  • Year-long Game Development Project
  • Concentrations/dual majors
  • Art
  • Computer Science
  • HCI
  • Management/Entrepreneurship
  • Cognitive Science

11
What We Learned
  • Build from existing strengths. (For us,
    engineering emphasis, small nimble
    interdisciplinary faculty, terrific internal
    student interest, growing local alumni-based game
    industry presence).
  • Listen to students and to industry folks as you
    shape your program.
  • Let faculty who know the area help set a vision
    that prepares students for the future, not just
    for the present.

12
A special thanks
  • To the GSAS working committeeBarb Cutler
    (CSCE), Marc Destefano (CogSci), Judith Frangos
    (Media Librarian), Kathy High (Arts), Shawn
    Lawson (Arts), Mike Lynch (LLC), Don Moore
    (HSS), Ralph Noble (CogSci), Kathleen Ruiz
    (Arts), James Watt (LLC)
  • To our external reviewersJohn Buchanan, Ken
    Perlin, and Jesse Schell
  • To all the Rensselaer students who contributed
    their perspective and hard work!

13
For more information
  • http//www.gsas.rpi.edu/
  • isbisk_at_rpi.edu
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