Alma Barranco-Mendoza, Ph.D.alma-barranco-mendoza

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.

 

Recent Blog Entries

Here We Go Again

Tue, 29 Mar 2011 17:52:07 GMT

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:

  1. We determined that we needed to start earlier in the year in order to have a better chance at completing the game. The design team started working on the game design since the Summer 2010 semester and the team leaders took a directed study in the Fall in addition to the prerequisite course based on their specialty.
  2. Since the last time, my role at the university has changed and, as CIO, I no longer teach full-time but focus on administration. So, we invited Dr. Sean Ho to participate on the teaching role from the technology perspective and I will serve as consultant from the implementation and management sides during the Fall and Spring, taking a more active teaching role in the Summer 2011.
  3. This new game is inspired on an idea from Dr. Chad Friesen, a chemistry professor. We had hoped to have a chemistry student enrolled for the entire development as a subject matter consultant. This didn't quite work as we had planned but Dr. Friesen has become our subject matter expert.
  4. We decided to "outsource" our music assets to two students in the composition course so that they could obtain Music credits for their work. This worked this time as the music needs are not nearly as huge as when we were building Label:Rise of Band, a game based on the music industry, where we required 4 full-time musicians involved for the entire duration of the project.
  5. Our line up of guest speakers was better organized to coincide with the development schedule and we were able to have more people from industry. Dr. Andrea Soberg, dean of Business and HR specialist, kicked off the semester with her fabulous lecture on team building. We had Crystal Wang, former artist from Electronic Arts (EA), and Mark Halvorson, Communications prof. and design specialist, talking about character design and the art design process in the gaming industry; Kelly Zmak, former president of Radical Entertainment, talking about the gaming industry, development processes and business models; and Jonathan Young, software developer at Ubisoft and formerly at EA, talking about life in the Games Industry from a software developer and Christian perspectives.

 

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. 

 

Game Development Foundations Program

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:

  1. Leadership in collaborative settings: this is an opportunity to do a project with other students rather than as individuals.  Group work projects in a typical class give some feeling of what it means to collaborate, but this will be a major project that requires effective teamwork, and effective teamwork requires self-motivated leadership.
  2. Interdisciplinary work: most projects in life are not neatly segmented into different disciplines.  Working on a computer game will encourage students to look beyond the artificial barriers the academy puts up between different subjects.
  3. Creating a finished, marketable product and piece of art: much university work has an unfinished feel to it—like the real stuff is yet to come.  This class provides the opportunity to leave TWU feeling that students have accomplished a significant, finished achievement.
  4. Increasing marketable skills: this class will not be an automatic entrée into the established game industry, but it will provide students with demonstrable evidence that they have valuable skills that can contribute to many different kinds of careers (including those in the game industry!).  If they were interested in small business or independent media production, it would be hard for them to find a better class than this.
  5. Critical self-examination: this class will be a perfect environment for students to gain a deeper understanding of their pragmatic abilities and their commitment to their worldview.  We wish to encourage regular self-evaluation, something that will hopefully be of great value as they leave TWU.
  6. Integration of beliefs and work: the Christian worldview TWU has encouraged students to grow may have seemed abstract at times.  This project will require them to wrestle with the condition they will face for the rest of their careers: how do I put my beliefs into action? 

  7. who's blogging?

    Instructors/Executive Producers

     

    Alma Barranco-Mendoza
    Kevin Schut
    Sean Ho

     

     

     

     

    Students/Game Development Team

     

    Alenka Kyslik
    Andrew Chell
    Clayton Weme
    Daniel Giesbrecht
    Heather Cerny
    Ian Trick
    Joy Roodnick
    Kelsey Anderson
    Kenny Laing
    Kevin Vainio
    Matt Chell
    Paul Lindemulder
    Shua Her
    Steven Swab
    Tabitha Ewert
    Tyler De Jong
    Vincent Clements