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Training Video Content

I've developed over 200 videos for teaching purposes, spanning well over 50 hours worth of content, however, I am proud to say that three particular video projects are my best work.

These would be in the order of importance
(1) Studio Induction Videos (8 hours for everything students need to know about studio simulation modules at Solent University).

(2) Prototype Speedruns - They are typically 2h videos spanning an entire session in-class where I basically managed to demonstrate the development of an entire game prototype including assets in under 2 hours.

(3) Experiential Design Videos - These are videos about facets of Experiential Design such as Emotions, Horror, Morality, Story & Character Development etc.

 

Teaching Experience

While working at Solent University, I was responsible for carrying out Teaching duties on various modules across all levels of academic provision (Level 4 to Level 6).

For each of the modules I was responsible for as the Module Leader, I had to design multiple things from scratch. The instructional design included the content to be delivered, the sequencing of the topics, the learning material, learning activities, the assessments, and their briefs as well as the digital content available in the Virtual Learning Environment (VLE).

Here is a list of modules that I have taught over the past years.

Programming Modules

Modules involving implementation of features as well as technical design, documentation and OOP best practices alongside advanced features of APIs of multiple game engines.

Programming Fundamentals (Level 4)

A module introducing students to the concepts of programming, using C++ as a programming language.
Topics include condition checks, loops, basic OOP and Collections like arrays and lists.

Mobile Game Fundamentals (Level 5)

A module that, through advanced scripting methods, students use a game engine such as unity to learn how to port and optimize a mobile game. Topics include hardware, sensors, gestures, inputs.

Gameplay Systems Programming (Level 5)

An advanced module where students are shown advanced game programming techniques that aid them in development of multiple tech demos such as a first person horror game, a metroidvania, a mobile shooter and an action RPG combat system. This is the module where we explore Unreal's C++ API alongside advanced unity scripting features such as scriptable objects, Lambdas, LINQ, UnityEvents.

Mobile Applications (Level 6)

A module where more advanced mobile concepts were shown to students such as mobile shaders and optimization as well as mobile services such as IAP, Ads, Analytics.

Software Engineering for Games (Level 5)

A groupwork module where students are exposed to project management and technical design fundamentals, as well as the game development lifecycle. Most of the smaller team-based published games (about 5 students) were published under this module.

Game Design Modules

Modules focusing around design documentation, visual scripting, playability and fun factor involving multiple game-genres.

Gameplay & Game Design (Level 4)

An introductory module about the foundations of gameplay / systems design. It's focused around core tasks a gameplay designer would carry out such as documentation writing, mechanics design, iteration, game balance, gameplay beat setup etc.

Digital Game Design & Prototyping (Level 5)

A module about rapid prototyping. Students are encouraged to develop and publish 5 game prototypes within a single semester while working alone and iterating on their concepts after peer feedback.

Level Design & Rapid Prototyping (Level 5)

A revalidated version of the prior module with a lot more emphasis on level design techniques such as breadcrumbing, verticality, singleplayer vs multiplayer, open worlds, pathing within levels etc.

Experiential Design (Level 6)

A module that's part narrative, part UX design where the player experience (PX) is studied as an additional layer over traditional game design. Indicative topics include Emotions, Horror, Storywrting, Character & Story Arcs, Puzzle Design.

Studio Modules

Particularly demanding modules as they are simulating a game studio. They are usually multi-disciplinary and require multiple staff to be able to supervise the game studios. Requires weekly marking and grading of each student which produces individualized weekly performance graphs that help students track their performance on the module in real-time.

Collaborative Game Development (Level 4)

The students' first encounter with studio simulation modules. This is where they learn all about the game development lifecycle in conjunction with other disciplines and work on a simple Escape Room game that helps them learn all about Task Management, Tracking, Delegation, Estimation as well as Team Management and Source Control.

Producing Games (Level 5)

The second iteration of game studio simulation modules at Solent. The main difference is that students now need to formally go through all the phases of development including beta and post-production. Additional required documentation is a Work Breakdown Structure, and a Risk Assessment.

Studio Practice (Level 6)

The third and final iteration of game studio modules. Students now are given full freedom over the product to be designed with only a few restrictions that are dependent on the number of students per course.

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