Program Director Self-Study Report
For Program:
Game Design and Development (GDD)
Submitted by Program Director Name:
Diane Christie
Year:
2014
Planning and Review Committee
1.
UW-STOUT’S STRATEGIC PLAN
1.1
UW-Stout's Strategic Plan
1.1.1
Describe early and ongoing experiential learning opportunities to students
within the program.
The concept of “learning through experience” is implemented in two major places in the
Game Design and Development (GDD) curriculum. Although students have early
hands-on learning experiences in the many lab, project, and studio courses, a major experiential
learning opportunity comes in the capstone courses. Students learn a great deal when they
have the experience of designing, building and implementing a complete game with a
team in each of the junior and senior capstone courses. This process requires research,
problem solving, teamwork, communication skills, project management, documentation,
design, prototyping, and testing to successfully complete the game projects. In GDD-325,
students are required to build and deliver a serious game to meet client requirements. In
GDD-450, students research and propose game ideas, create conceptual designs and
working prototypes to prove feasibility. In GDD-451, students create a finished, shippable
game.
Students have another major experiential learning opportunity when they participate in the
co-op/internship program. Although participation in this program has been voluntary up to
this point (but highly recommended), some students have participated. In response to
comments from the Program Advisory Board and accreditation agencies, co-op
participation is now required in the GDD-CS curriculum and a co-op, internship or field
experience will be required in the future for GDD-Art.
1.1.2
Describe program initiatives employed to support and/or increase student
enrollment, retention and graduation rates?
The GDD Program was approved by the Board of Regents in June 2009 with
concentrations in computer science and art. Students were accepted into the program
beginning in fall of 2009. The first year, there were only a few months between the
approval and the beginning of the school year, so there had been no time to market the
program to prospective students. By the second year, the number of students entering the
program had increased dramatically. In order to be able to deliver a quality program, we
instituted program admission requirements for students entering the program in fall 2011.
The program is expected to continue to grow a little in the next few years, but is probably
leveling off.
GDD-Art Students
GDD-CS Students
Total Students
2009
21
5
26
2010
66
61
127
2011
77
89
166
2012
89
107
196
2013
96
127
223
2014
108
151
259
The Board of Regents has given permission for the GDD-Art concentration to plan a
separate BFA Game Design and Development-Art program. The Authorization to
Implement is in the process of getting on-campus approval and will go to the Board of
Regents for approval in December. It is planned to be implemented in fall 2015. The BS
Game Design and Development will be renamed as BS Game Design and
Development-Computer Science to be effective when the split is complete.
GDD-Art
2009
2010
2011
2012
One-year Retention in Program
81%
48%
66.7%
68.5%
UW-Stout Average in Program
57.9%
57.4%
57%
49.8%
One-year Retention at UW-Stout
85.7%
66.7%
81.0%
71.9%
UW-Stout Average
74.6%
70.6%
69.2%
72.8%
GDD-CS
2009
2010
2011
2012
One-year Retention in Program
80%
57.8%
65.9%
66.4%
UW-Stout Average in Program
57.9%
57.4%
57%
49.8%
One-year Retention at UW-Stout
80%
73.3%
82.9%
76.6%
UW-Stout Average
74.6%
70.6%
69.2%
72.8%
Admissions standard initiated in fall 2011 has raised and stabilized the one-year retention
in program rate, which is higher than the average at UW-Stout. One-year retention in any
program at UW-Stout is also higher than the university average.
Currently the GDD program participates in Preview Days, individual preview visits,
STEM Career Day, Wisconsin Science Olympiad, UW-Stout Scholar Day, Summer
Pre-College Program and various other special group visits to campus to help with program
enrollment. We have also traveled to participate in High School Career Days at
Menomonie High, Baldwin-Woodville High and Altoona High as well as an 8
thGrade
Career Clusters Day for regional students at WITC-Rice Lake. All students who
participate in a co-op experience are required to present back at their high school or at
UW-Stout. This presentation is used as a recruiting tool for our program. Students discuss
the skills they have learned, courses they have taken, and how they applied these during
their co-op experience.
integrates diversity efforts, functions and contributes to the program in
support of Inclusive Excellence: “
UW-Stout’s plan to intentionally integrate
diversity efforts into the core aspects of everything we do. Diversity is
broadly defined and includes, but is not limited to, race/ethnicity, gender,
sexual orientation, age and disability status.”
According to The Entertainment Software Association
(http://www.theesa.com/facts/index.asp), 48% of all game players are women. However,
the game development industry is not so evenly represented. The International Game
Developers Association states that women made up only 22% of the game industry
workforce in 2013, which was nearly doubled since 2009
(http://www.igda.org/news/179158/Press-Release-IGDA-Developer-Satisfaction-Survey-results-are-released.htm). This is compounded by the fact that only 26% of computing
professionals in the 2013 workforce were women and only 12% of computer science
undergraduate degree recipients were women in 2012 according to National Center for
Women & Information Technology.
(http://www.ncwit.org/sites/default/files/resources/btn_02282014web.pdf). At UW-Stout,
there are 16.7% (16/96) of GDD-Art students and 3.9% (5/127) of GDD-CS students are
female.
In 2013-2014, 8.3% (8/96) of GDD-Art students and 10.2% (13/127) of GDD-CS students
were minorities. This is similar to the UW-Stout population in general which is 8.8%
(821/9286) minority students. The GDD program has conducted recruiting activities to
increase diversity by offering courses in Multicultural Student Services’ PreCollege
Program in 2009 and 2010. The PreCollege Program serves all Wisconsin students who
qualify for a Department of Public Instruction (DPI) scholarship (receive free or reduced
lunch at their school or are income-eligible).
The faculty and staff which support the GDD program are very diversified including
persons of different gender, race/ethnicity, and sexual orientation, modeling the benefits of
a diverse community.
Testing and classroom accommodations are made for students with disabilities, including
hiring student assistants to help students with disabilities.
1.1.4
Describe environmental sustainability initiatives embedded and supported
by the program: “
UW-Stout’s attempt to make students, faculty, and staff
more aware of the importance of sustaining our environment through energy
conservation, waste reduction, and other measures that will not bring harm
to the environment, and to provide students with innovative research
opportunities in these areas.
”
Due to the nature of our program, game design and development, computer science and
various other courses are paperless using D2L to post materials and grades. Students also
use the course management systems to submit assignments.
2.1
Curriculum Design
2.1.1
State the approved program objectives.
Original program objectives were approved by the Board of Regents in June 2009. Upon completion of the B.S. in Game Design and Development, graduates will:
1.
Have a basic understanding of the historical, cultural, sociological, and psychological aspects of computer and video games.2.
Have a basic understanding of the narrative, visual, audio, and level design principles for computer and video games.3.
Be able to work effectively in goal-oriented game development teams and have well-developed project leadership and management skills.4.
Have developed a solid portfolio illustrating their abilities and work experience. This may include examples of industry experiences, research, writing samples and creative works.5.
Have experience in a complete realistic game design and development process throughparticipation in an interdisciplinary team-oriented game production project.
6.
Show strong evidence of success as a team player with a variety of programmers, artists, and other non-technical team members.7.
Have a clear understanding of current game technology. In addition, students in the Computer Science concentration will:1. Have an understanding of the mathematics, physics, computer science, software engineering, and writing skills and concepts used in the design, development, and documentation of computer software and video games.
2. Have developed the skills to be able to quickly learn and adapt to new technologies, environments, and methodologies.
In addition, students in the Art concentration will:
1.
Have an understanding of issues related to aesthetics, art and design theory, and critical evaluation of artifacts.2.
Be able to synthesize creative ideas, concepts and technology toward the creation of meaningful and compelling artistic artifacts.The Game Design and Development—Computer Science concentration was accredited in August 2014 by the Computing Accreditation Commission of ABET. This is the only Game Design and Development program to be accredited under the computer science curriculum standards. To meet ABET accreditation requirements, the program advisory board approved new program educational objectives (PEOs).
The Game Design and Development Program develops computer scientists who are:
In demand by employers
Recognized for their ability to apply computing expertise Recognized for their leadership and teamwork skills
Demonstrate an ability to learn and adapt to the changing environment created by societal and technical influences
Demonstrate continued career growth and professional development The program must enable students to attain, by the time of graduation:
(a) An ability to apply knowledge of computing and mathematics appropriate to the discipline. (b) An ability to analyze a problem, and identify and define the computing requirements appropriate to its solution.
(c) An ability to design, implement, and evaluate a computer-based system, process, component, or program to meet desired needs.
(d) An ability to function effectively on teams to accomplish a common goal.
(e) An understanding of professional, ethical, legal, security and social issues and responsibilities. (f) An ability to communicate effectively with a range of audiences.
(g) An ability to analyze the local and global impact of computing on individuals, organizations, and society.
(h) Recognition of the need for and an ability to engage in continuing professional development. (i) An ability to use current techniques, skills, and tools necessary for computing practice. (j) An ability to apply mathematical foundations, algorithmic principles, and computer science theory in the modeling and design of computer-based systems in a way that demonstrates comprehension of the tradeoffs involved in design choices.
(k) An ability to apply design and development principles in the construction of software systems of varying complexity.
The Game Design and Development-Art concentration has received pre-authorization to convert the current concentration to a B.F.A. in Game Design and Development-Art. The proposed B.F.A. has submitted the following program objectives to conform to NASAD requirements. Upon the completion of the program, the student will be able to:
1. Understand and apply knowledge, techniques, and methods necessary to become a successful game designer and artist.
2. Define, understand, and identify the elements and principles of art and design and apply them to a variety of art and design solutions within game design.
3. Have a basic understanding of the historical, cultural, sociological, and psychological aspects of computer and video games.
4. Communicate successfully using various means, including speaking, writing, and graphic communication.
5. Have a basic understanding of the narrative, visual, audio, and level design principles for computer and video games.
6. Utilize industry standard software, equipment, production technologies and materials. 7. Apply methods and theory (best practices) through all research and development phases of
the art and design process.
8. Understand and apply standards of practice for the game design profession including ethics, professional development, and business models.
9. Draw, model (digital 3D), animate and render using a variety of digital tools and techniques used in the games industry.
10. Have developed a solid portfolio illustrating learned abilities and work experience. This may include examples of industry experiences, research, and creative works.
11. Have experience in an advanced game design and development project through participation in an interdisciplinary team-oriented game production pipeline.
12. Show strong evidence of success as a team player with a variety of programmers, artists, and other non-technical team members.