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Practical Game Design and Development Pedagogy
May/June 2011 (vol. 31 no. 3)
pp. 84-88
Paul J. Diefenbach, Drexel University
During Drexel University's Game Development Workshops, several recurring observations about student tendencies have influenced the workshops' structure and focus regarding game design foundations and development agendas. Originally, the game-design part of the workshops leveraged previously taught basic game theory, gameplay critique, and nonlinear-story skills. Now, it also addresses vaguely envisioned student game concepts and pitches. The game-development part of the workshops, which has employed agile development, is now structured to guide students with little experience in long-term project planning.

1. M. Sakey, "Fundamental Learning GDC 2006 Curriculum Workshop," Int'l Game Developers Assoc., Apr. 2006; www.igda.org/articlesmsakey_gdc-curriculum .
2. P. Diefenbach, "Teaching Soft-Skills: Digital Game Development in a Multi-discipline Environment," Eurographics 2008 Annex to the Conf. Proc., Eurographics Assoc., 2008, pp. 135–139.

Index Terms:
Game Development Workshop, Drexel University, game design, computer games, software development, game development, Scrum, agile development, gameplay, computer graphics, graphics and multimedia
Citation:
Paul J. Diefenbach, "Practical Game Design and Development Pedagogy," IEEE Computer Graphics and Applications, vol. 31, no. 3, pp. 84-88, May-June 2011, doi:10.1109/MCG.2011.45
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