Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Music performamatics: interdisciplinary interaction
Proceedings of the 40th ACM technical symposium on Computer science education
ABC-Sprints: adapting Scrum to academic game development courses
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Creativity room 5555: evoking creativity in game design amongst CS students
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
The entity system architecture and its application in an undergraduate game development studio
Proceedings of the International Conference on the Foundations of Digital Games
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We provide an experience report on experimental methods for teaching interdisciplinary courses on game and software design. We are working with two groups of students: an interdisciplinary group that studies game design and a group of computer science majors that studies game programming. Teams are formed across the two groups, and the groups collaborate to create game software. The designers learn about the process by which software is created, and the programmers learn how to effectively communicate with non-technical colleagues on a project. Formal team management processes were adopted at the beginning of the projects, but we found that external factors prevented the effective use of such professional approaches: the more informal approaches have required less oversight and time investment, have increased morale, and have not negatively impacted productivity. Our approach is compared to some other published work. We include our recommendations for adopting this interdisciplinary approach, and these recommendations are based on student feedback, the literature, and instructors' analysis.