Search
message 1 unit of Architecture Tricks: Managing Behaviors in Time, Space, and Depth. is in your order.

Proceed to checkout.







My Shopping Cart

[ 7 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2013


View larger image
 


QTY:

Game Design Curriculum Deathmatch
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC13-23443_1ZFYA
Statistics
Description
Game Design Curriculum Deathmatch SPEAKER/S: Justin Hall (DeNA), Noah Wardrip-Fruin (UC Santa Cruz), Mary Flanagan (Dartmouth College), Tracy Fullerton (USC School of Cinematic Arts) and Eric Zimmerman (Independent) DAY / TIME / LOCATION: Monday 4:30- 5:30 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 60-Minute / Panel / All GDC VAULT RECORDING: Video DESCRIPTION: Game design teaching approaches differ substantially in areas such as number and size of projects, writing components, technologies, and the inclusion of historical or other contextualizing theories. In the Game Design Curriculum Deathmatch, top game design instructors will fight three rounds by giving 3-minute presentations on aspects of their introductory, intermediate, and advanced courses. The instructors have to justify their teaching approach, and give recommendations for what sorts of institutions might want to adopt a course like theirs. After each round, the design teachers will have time for a lively debate and a vote with the audience.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.