PCPOWERPLAY

AIE Adelaide

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DR MIKE COOPER Game Programmin­g Lecturer (Advanced Diploma), AIE Adelaide Does a game programmin­g course focus on coding and logistics over ‘design’?

The Games Programmin­g stream of the Advanced Diploma is focused on the technical side of things. We have a separate Game Design stream which covers a balance of technical skills, like Unity scripting, and softer skills like the psychology of game design. In contrast, the Games Programmin­g stream that I teach starts off with an in-depth look at the C++ programmin­g language, and basics like memory management, and ends with students building their own graphics engines and physics engines from scratch. It has a very strong focus on technical knowhow over design.

Having said that, many of my programmin­g students are also game designers, working on projects in their own time and participat­ing in game jams. The final major production project, which lasts 4 months, puts students from all streams (Art, Design, and Programmin­g) together to work on a project, where all students are encouraged to think like designers and add their creative input.

What might a student learn from your classes that they cannot get from an online course?

We try to recreate the environmen­t of a real games studio as much as possible. This comes into play most strongly with the team projects, where the lecturers act as producers and help the students organise into mixed-discipline teams to work on game projects with considerab­le scope. Some areas of game developmen­t always require this kind of close collaborat­ion. Character animation, for example, requires the programmer­s and artists to work closely together to get the desired results happening in game. This kind of teamwork is much easier to do in a face-toface situation.

Our students also benefit from having a lot of oneon-one face-to-face time with the teachers.

We’ve all worked in the local games industry, and can get old colleagues in as guest lecturers. Some of our students will go on to become potential employers, or start business ventures together, so the network that develops between the students gives them a great springboar­d for their careers in games.

How do you cater for students with different levels of prior knowledge and expectatio­ns?

In the first few weeks of the Programmin­g Diploma, we assume no prior knowledge of C++, which is obviously not the case for many of our students. We encourage students who are ahead of the curve to add extra features to their assignment­s, or even work on side projects during class time. From very early on, every assignment is a potential portfolio piece, and an opportunit­y for the student to stand out from their competitor­s in the job market after they graduate. Later assignment­s, like the graphics and physics engines, are quite openended and have scope for the stronger students to set themselves more ambitious goals while students who are struggling with the material can still fulfill all the basic requiremen­ts. During the coursework modules I’d say I spent at least half of my day working one-on-one with the students, or in small groups.

FROM VERY EARLY ON, EVERY ASSIGNMENT CAN BE A POTENTIAL PORTFOLIO PIECE

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