
CIO and Assistant Professor of Computing Systems and Informatics/Biotechnology.
Role: Executive Producer/Co-Developer of Game Development Program
Dr. Alma Barranco-Mendoza has been teaching in the Computing Science and Biotechnology programs at TWU since 2004 and is currently serving as Chief Information Officer in TWU's Information Technology division since January 2009. She has worked in the software and IT industries both in Mexico and Canada for more than 22 years.
Her primary research interests are in the areas of medical bioinformatics and artificial intelligence. She has also been exploring the use and development of computer games as a pedagogic tool in AI, software engineering, and for special education. She is interested as well in studying the ethical, social, and gender issues that arise from research in science, medicine, and high technology.
And we're on... the game development program: vol. 2 is on its way.
When I think of 4 years back, when Kevin Schut and I start envisioning the creation of a multidisciplinary program where we would bring in computer scientists, musicians, artists, communications specialists, managers, and marketers to build a game from scratch -from game concept to software development and marking-, it all seems so long ago... and yet, in some ways, so very recent.
After many, many months of planning and jumping through administrative hoops, we launched the program in the Summer of 2008 with 24 senior students from 5 different departments and it ran until June 2009, when we released Label:Rise of Band, a turn-based strategy game.
That first run of the game development program was a huge learning experience for all those involved and, in so many ways, was a tremendous success: Kevin and I were able to put together a meaningful set of academic materials that addressed a lot of the objectives our very diverse and multidisciplinary team, we managed to complete an original game (although not quite to the level of completeness we initially set ourselves to reach), the students were very satisfied with the course overall, and nobody died in the process. (even though some of us were wondering if we would all survive towards the end of the production schedule. :)
When planning this second edition of the game program a few things have changed based on what we learned from the first time:
It is exciting to see the new team working hard on their different roles. As with any software project, the unknowns always exist, but there are not nearly as many as there were the last time. The game is different, the people and personalities are different, but, so far, it is as exciting a process as the first time.
This course is about putting ideas into lived experience. Students have spent much of their time at TWU learning about ideas in a somewhat abstract way. Before entering the world of professional employment, we want them to have the opportunity to take the excellent ideas that they have learned and put them into practice in an environment that prepares them for what they will quite possibly be doing for the rest of their lives.
The objective of this capstone program is to go through the entire process of developing a computer game from the conception of an original game idea, through design, implementation, composition of original music and art, to deployment and marketing. For this we require a multidisciplinary team of programmers, artists, writers, designers, marketers, musicians, testers, and project managers.
In this course, students will have the opportunity to experience the following:
![]()
Instructors/Executive Producers
Students/Game Development Team