Albert Chen is the Assistant Professor of Game Design and Development and joined Cogswell’s full-time faculty in 2007. He heads the Game Art concentration under Digital Arts and Animation (DAA) program and Digital Arts and Engineering (DAE) under the Engineering program. He is also the Associate Director for Cogswell’s Engineering Simulation and Animation Laboratory (ESAL), and the recipient of the Boeing Performance Excellence Award in 2008. His goal is to provide the mentoring and support students need to excel at Cogswell and in the video game and digital media industries. Mr. Chen was a professional game developer for over twelve years with credits in nearly two dozen game titles. His roles included Game Designer at EA, Game Design Director and Senior Level Designer at Factor 5, Level Layout Manager at 3DO, and Mission Designer, 3D Art Technician, International Lead Tester and QA Tester at LucasArts. He has a Bachelor of Arts degree in International Relations from the University of California at Davis.
What classes do you currently teach?
Game 3: Introduction to game development and production, Content and creativity development, Entertainment Design and 3D Modeling portfolio
Do you have a favorite class to teach? If so, why?
Content and creativity development is currently my favorite because it’s purely focused on thinking outside the box and teamwork which results in some very cool student projects.
Have you worked for non-academic companies in the past? Which ones? How did that experience make you a better teacher?
I was a professional game developer for over 12 years prior to joining Cogswell. I have worked at Lucasarts, The 3DO Company, Factor 5 and EA. My past experience in mentoring junior designers has helped me develop my teaching style. I call it “Tough love”.
What made you decide that you wanted to teach?
When I was a game developer, I enjoyed working with and mentoring new designers. At Cogswell, I saw an opportunity to constantly get that kind of interaction with students.
What projects have you worked on in the past? What was your role in the project?
I was 3D Art Technician for Star Wars: Masters of Teras Kasi and Grim Fandango where I processed raw mo-cap data and fixed technical problems in digital art and animation.
As Level Layout Manager for Sarge’s Heroes 2 PS1, I managed a design team that developed and shipped a game in 7 months.
I was a level designer for Star Wars: Roque Squadron 2 – Rogue Leader (which launched with the Nintendo Gamecube) and Star Wars: Rogue Squadron 3 – Rebel Strike. My levels were used for the pre-sell disks and shown at trade shows like E3.
As Game Design Director and Designer on Lair, I was responsible for building and managing a design team.
What projects (personal or professional) are you currently working on?
I am leading a small team of students which is developing an add-on campaign for the game Left4Dead. I am also involved in the Engineering Simulation and Animation Lab (ESAL) here at Cogswell which does professional work for the Boeing company.
What do you think sets Cogswell apart from other schools teaching similar curriculums?
Because of the small size of Cogswell, we can be flexible when it comes to the curriculum and can make adjustments fairly quickly compared to other educational institutions. Digital media industries like the video game industry are very dynamic. What is taught today may change or become obsolete by the time someone graduates.
How does a degree help someone pursuing a career in the digital media industries?
When I started my career in the video game industry, there were no schools that taught you how to make a game. Most of what I know about game development was learned through trial and error, trials by fire and self-taught.
Students who get a degree in the digital media industries can learn from our mistakes and hard-fought successes and build upon that knowledge.
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