From a Light CG Framework to a strong Cannibal Experience

dc.contributor.authorBoers, Jerkeen_US
dc.contributor.authorDobbe, Jeroenen_US
dc.contributor.authorHuijser, Remcoen_US
dc.contributor.authorBidarra, Rafaelen_US
dc.contributor.editorSteve Cunningham and Lars Kjelldahlen_US
dc.date.accessioned2015-07-13T09:50:30Z
dc.date.available2015-07-13T09:50:30Z
dc.date.issued2008en_US
dc.description.abstractGame development courses are being more and more deployed within computer graphics (CG) curricula. A fundamental element in the pedagogical effectiveness of such courses is the quality of the development framework provided to the students. We discuss the most important challenges faced throughout the years while using, configuring and improving the framework for our games project, and describe the solutions we came up with to resolve those issues. We conclude that a carefully designed development framework, including all underlying technology, course material and quality support, significantly determine the quality of a project-based game development course. In addition, when the teams in such projects have an interdisciplinary character, providing an effective collaboration environment is crucial for the success of team members. We believe that the key to the huge success of our games project lies, to a great extent, in the deployment of a professional working environment specifically crafted for an educational setting.en_US
dc.description.sectionheadersPapers, Games for educationen_US
dc.description.seriesinformationEurographics 2008 - Education Papersen_US
dc.identifier.doi10.2312/eged.20081002en_US
dc.identifier.pages15-19en_US
dc.identifier.urihttps://doi.org/10.2312/eged.20081002en_US
dc.publisherThe Eurographics Associationen_US
dc.titleFrom a Light CG Framework to a strong Cannibal Experienceen_US
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