Posts Tagged ‘Game Design degree’

Cogswell’s Game Studio – The Joy of Bringing a Game Concept to Life

Tuesday, February 11th, 2014

Listen in as Cogswell students Sean Langhi, the Engineering & Design Lead and Bugi Kaigwa, Art Lead for the Prairie Rainbow project, share their excitement about the work they are doing in the Game Studio. Access the video here for a sneak peek into a game development team at Cogswell.

Prairie Rainbow develops board games and teacher and parent guides to help students learn math. The Rainbow Math Models are designed to engage tactile learners who need to build a physical model, image learners who need to create a representation of a mental model, and language learners who need to hear, read, or write a number model. This Game Studio project is taking the company’s board game concept and turning it into a unity-based action puzzle game for mobile devices that will not only support the different learning methods but will add another dimension to the user’s experience.

“One goal of our Game program is to offer students real-world learning opportunities,” said Jerome Solomon, Director of Cogswell’s Game Design & Development degree program. “This partnership gives students the chance to not only design a math learning game but to test the prototype in local schools.”

Under the supervision of faculty and industry advisors, Cogswell’s comprehensive project-based learning focus gives students the chance to work on teams that mirror real game development teams of artists, engineers, animators, game designers, audio specialists, and management. Our unique system of Studio classes offers students the opportunity to experience the entire production pipeline from concept through shipping in the process of delivering a professional-quality product.

How to be a Better Game Designer Leader

Wednesday, February 20th, 2013

What does it take to become an effective design leader on a game development team? Design consultant, Phil O’Connor, whose credits include Far Cry 3 and Operation Flashpoint 2, talks about what he has learned.

In this article published in Gamasutra, he shares insights gained while working on and then leading teams for the past 16 years. Some areas of design work he talks about include being prepared, not worrying about being wrong, asking for advice and using other people’s input and working with programmers, artists, sound designers and production.

Does this sound like something you have done working on different game development teams at Cogswell College? Let us know.

Cogswell Faculty Spotlight – Albert Chen, Digital Art & Animation

Friday, December 18th, 2009

albertchenAlbert Chen

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?
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