Proposal For Computer Game Production Curriculum: 1. Problem Statement
Proposal For Computer Game Production Curriculum: 1. Problem Statement
Henry Jenkins III, Philip Tan and Brett Camper, MIT Comparative Media Studies 2004
1. Problem Statement
The instruction of digital game production presents a significant challenge to most computer science programs.
Many aspects of the design and implementation of a computer game seem amenable to best practices that are
already well established in computer science methodology. Unlike most computer science projects, however, the
success of game production hinges on the ability of programmers to quickly prototype, test, and iterate to discover
and refine effective game mechanics specific to the project at hand. Similarly, it is both acceptable and vital to
remove major features from a game production project during its implementation. Furthermore, real-world game
production requires an organic application of different skill sets not typically expected of a programmer.
To assess the quality of a student’s decisions in a strong game production curriculum, both students and
instructors must clearly understand and effectively communicate in the vocabulary and the concepts of game design
with as much confidence as they address the terminology and logic of game programming. A growing number of
MIT's Computer Science students double-major or minor in the Comparative Media Studies Program, based in the
School of Humanities, Arts and Social Sciences. The CMS subjects directly address many of the specific features of
games as a medium. Other computer science students use these courses to fulfill compulsory humanities
requirements. These courses are seen as highly desirable for students wishing to enter the games industry. Designing
an effective and portable game production curriculum for computer science would necessarily involve the
integration of essential elements from all the CMS courses as well as leverage other options available to students in
their college careers. In particular, any game production syllabus of value to the game industry must recognize and
emphasize opportunities that students have to experiment with less conventional game ideas, which allow them to
better understand the unreleased potentials and basic building blocks of the medium.
2. Expected Outcomes
The curriculum will include the development and execution of four components: 1) a summer game
development workshop program; 2) a small, repeatable graphics research seminar on emerging technologies relevant
to games; 3) a fall colloquia series of lectures on game culture, technology, and business; 4) on-going support for
student thesis projects related to game development. The summer workshop is designed as the centerpiece of the
curriculum, providing a foundation in game development and design and taking advantage of the greater time and
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attention available to students during a three-month summer course. The components are intended to be
complementary. However, students may take each component independent of the others. Development of the
workshop and seminar will include the free, public dissemination of the syllabi, as well as the release of any
executable software and source code developed, including tools created by the instructors and projects written by the
The game development workshop is an intensive summer-long course designed to teach students not just the
technologies of game development, but also the vocabulary of game design. Taught by current CMS game design
instructors experienced in professional software development and game design research, the course will be
conducted as an all-day, 10-week workshop divided into several 1- or 2-week units. Each unit pairs an area of game
development technology with a theoretical topic in game design. Technical functional areas will be learned through
hands-on use of the DirectX API and textbooks such as Real-Time Rendering by Eric Haines and Tomas Akenine-
Moller (2nd edition, AK Peters, 200), while design topics will be illustrated from a series of books and articles by
practicing game designers and developers drawn from works such as Eric Zimmerman and Katie Salen’s Rules of
Play: Game Design Fundamentals (MIT Press, 2003). This course is intended to serve MIT Computer Science
majors and Comparative Media Studies double-majors who are already familiar with C++.
The workshop is intended to encourage a wide range of experimentation in game design. Towards this end,
during each unit students will work in pairs to develop standalone “minigames” emphasizing the technology and
design concepts for that unit. Our intention in focusing development on minigames rather than on a single, term-long
project is to allow students to try out a series of ideas, iteratively applying the design knowledge they gain from each
unit to the next. From a game design perspective, the minigame format is based on similar incarnations found in
commercially successful games (e.g. Nintendo’s “Made in Wario” series and other “party game” titles) and activities
organized by current game designers and programmers to promote design innovation, e.g. the successful Indie Game
By focusing on the DirectX API rather than on an existing game engine, students will become more familiar
with the low-level tools of game development. While the use of middleware is rapidly growing in the games
industry, we feel that a solid understanding of the underlying technologies of development takes priority over
learning vendor-specific frameworks. Students who go on to work in the industry will carry with them the
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knowledge necessary to evaluate and extend middleware instead of merely working within its confines. For ease of
teaching and timely development, the Direct3D Sample Framework will provide the basis for the development of the
minigames. The use of pair programming will further foster teamwork and experience with a method of
The workshop will be run in a physically open space that promotes the active exchange of programming and
design ideas. Students will read technical documentation and design theory outside of class. Structured activities
inside the workshop will include reviews of game design theory as a group through the examination of specific
commercial digital and non-digital games, frequent critique sessions blending the traditions of the architectural/art
studio with that of the code review, and collaborative play-tests of minigames as they are produced. All student-
made minigames will be released to the public as executables and source code. Currently proposed units include:
1. The Game Loop: An introduction to the Direct3D Sample Framework; the use of rules to formally define
games; the unique aspects of digital games in comparison to their precursors such as board and card games.
2. Game Vision: Direct3D for use in both 2D and simple 3D real-time graphics environments; fundamentals
of the rendering pipeline; the importance of spatial layout in games, including realistic and non-realistic
mappings of space as seen through the history of games, from the Atari 2600 to today’s consoles.
3. Feedback: The use of positive and negative feedback loops to control gameplay mechanics; the user-game
interface through DirectInput; design challenge: using unusual input devices to create new gameplay –
4. Making Noise: DirectMusic and DirectSound; the neglected role of sound in games; creating dynamically
reactive sound environments and soundtracks; comparing the historical use of music in film and in games.
5. Conflict and Cooperation: Multiplayer games and networking via DirectPlay; elements of competition in
To develop effective strategies for implementing DirectX solutions for teaching, in-kind donations of Microsoft
XNA development kits, graphics-accelerated PCs and Microsoft Visual Studio .NET from Microsoft Research
would allow students to work with technologies closer to what they can expect in the game industry instead of
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B) Graphics Research Seminar
MIT’s Computer Graphics class, 6.837 (and its Advanced Topics counterpart 6.838), teaches students the state-
of-the-art in graphics algorithms and 2D and 3D rendering techniques. These algorithms, including raytracing,
shadow volumes and non-photorealistic rendering, are often poorly suited for current game hardware and the real-
time demands of games. This seminar is intended to serve students who have taken or are concurrently taking 6.837
and 6.838 by allowing them to assess possible current and future applications of these rendering techniques within
the context of real-time games. Similar courses at another university may substitute for 6.837 and 6.838.
While the curriculum as a whole addresses the wide range of expertise required for game production, this
seminar recognizes the particular technical and design prominence of visuals in games, supplementing traditional
computer graphics courses with an explicit focus on feasible real-time performance. The seminar specifically looks
at approaches that improve on game technologies both technologically and stylistically. Each student would select a
particular algorithm or technique and research its potential for real-time use along multiple avenues, including:
1 The technical requirements for future generations of console hardware necessary to support the technique
2 Optimizations or approximations of the model to make the algorithm suitable for current hardware,
including prototypes built using the High-Level Shader Language (HLSL) in Direct3D.
3 Aesthetic possibilities for expanding the graphical style of games, e.g. through a non-photorealistic pen and
ink algorithm. Within the game industry, such efforts have yielded the recent popularity of “cel-shading.”
The graphics seminar is repeatable and will include a large amount of independent student research. The course
would be offered at a frequency that matches student demand during either fall or spring terms. Possible textbook
references include Non-Photorealistic Rendering by Gooch and Gooch (AK Peters, 2001) and Non-Photorealistic
Computer Graphics, Strothotte and Schlechtweg (Morgan Kaufman, 2002). Student prototypes, including source
To complement the hands-on development and research components above, a lecture series embracing the
interdisciplinary nature of games will expose students to the cultural and business contexts in which game
development occurs in our society. Planned for the fall of 2005, the colloquia will include talks by Comparative
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Media Studies faculty on the cultural study of games, with topics such as: trends in online gaming communities,
games and storytelling, new possibilities for educational and “serious games” and debates over violence in games.
Seeking to put computer science in context, we will include talks from the many successful game development
studios in the Boston area. Professional programmers, producers, and business managers will help students to
understand the everyday experience of game development, from team logistics to marketing demands. From a
technical perspective, such real-world exposure will address differences between computer science concepts in
theory and in practice. For benefit beyond the MIT community, these lectures will be digitally archived and made
The intention of this game curriculum is to sustain student interest in game development over the long-term.
Towards that end, the components above can serve as springboards for computer game related senior thesis projects,
which will allow students to engage in deeper and more comprehensive explorations into game production. MIT
departments allow students to pursue a senior thesis project to fulfill graduation requirements, and computer science
students can complete their theses with CMS faculty as their principal advisors. There is already substantial
crossover in student interest and class attendance between the departments — over half of the students taking
CMS.600: Game Design and Theory are majors in computer science, and double-majors between the two programs
are common. Funding of this curriculum will help support the software and hardware demands of such projects.
3. Schedule
Feb – Mar 2005 Software installation. Syllabus review. Instructor tests of Direct3D Sample Framework.
Apr – May 2005 Equipment installation. Publishing of complete syllabus. Student enrollment for summer.
Jun –Aug 2005 First summer workshop (size of class dependent on funding). Public demonstrations of projects.
Sep – Oct 2005 Games Colloquia begins (compulsory for workshop participants). Graphics seminar begins.
Nov –Dec 2005 Games Colloquia continues. Advising of students interested in pursuing senior game theses.
Jan 2006 Publish whitepaper on Game Production Curriculum. Students begin work on senior theses.
4. Use of Funds
The following budget would permit MIT Comparative Media Studies to maintain a project manager and a
graduate student within the program who have game production and teaching experience. Note that the budget
below does not cover the manager and student for the entirety of the funding period — see “Other Support” below.
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Salaries and benefits
Salary and wages
Project Manager (Apr-May 05) $8,333
Project Manager (Sep 05-Jan 06) $20,833
Student Research Assistant Stipend (Spring 05) $8,100
Student Research Assistant (Summer 05) $4,800
Total salaries and wages $42,066
Employee benefits
Vacation accrual (9.5%) $2,771
Employee benefits @ 27% $7,875
Total Employee benefits $10,646
Total salaries and benefits $52,712
Expenses not subject to F&A
Student Research Assistant Tuition (Spring 05) $8,415
TOTAL DIRECT EXPENSES $61,127
INDIRECT EXPENSES -Facilities and Admin. @ 62% $32,681
TOTAL BUDGET REQUEST $93,808
work and the planning of the instructors. To this end, students in the summer workshop will have to maintain design
diaries and collaboratively update documentation on their work using weblogs and wikis. These web archives would
be available online for interested observers to keep track of the class progress throughout the summer, and will be
used after the summer to improve the syllabus. Completed minigames and source code from the summer workshop
would be available for download from a CMS-hosted website during the fall under the standard MIT X Window
System License (http://www.opensource.org/licenses/mit-license.php). The success of the first year of the syllabus
can be assessed by the quality of the completed minigames as well as the level of interest among students in
pursuing further game projects at the completion of the workshop and the colloquium. The syllabus itself will be
presented in January as a whitepaper and the structure of the syllabus will be published on the same website under
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6. Other Support
Because MIT Comparative Media Studies already runs game design and production courses, the staff and
graduate students designing and testing the proposed game design curriculum are already partially funded through
alumni donations and other projects. Thus, the budget proposed above only describes the funding required to justify
the additional workload and commit the staff and graduate students towards this project.
spent his career studying media and the way people incorporate it into their lives. He was the principle investigator
for the MIT-Microsoft Games-to-Teach project, and one of the coordinators of The Education Arcade which is
examining the educational potential of computer and video games. He writes a regular column, The Digital
Renaissance, for Technology Review magazine and is currently writing a book designed to explain "why media
change matters." He testified in 1999 before the U.S. Senate during the hearings on media violence that followed
the Littleton, Colorado shootings, testified before the Federal Communications Commission about media literacy,
and spoke to the governor's board of the World Economic Forum about intellectual property law. His books include
Hop on Pop: The Politics and Pleasures of Popular Culture (co-edited with Tara McPherson and Jane Shattuc, 2003),
From Barbie to Mortal Kombat: Gender and Computer Games (co-editor with Justine Cassell, 1998), The Children's
Cultural Reader (editor, 1998), Science Fiction Audiences: Doctor Who, Star Trek and Their Followers (with John
Tullock, 1995), Classical Hollywood Comedy (co-editor with Kristine Brunovska Karnick, 1994), Textual Poachers:
Television Fans and Participatory Culture (1992), What Made Pistachio Nuts?: Early Sound Comedy and the
Vaudeville Aesthetic (1992), and the forthcoming The Politics and Pleasures of Popular Culture. Jenkins earned his
doctorate in communication arts from the University of Wisconsin, Madison and a master's degree in