Game Development Curriculum

Courses and grades are replaced by quests and experience points for more than a thematic reason. Originally used exclusively in role-playing games, this model is ideal for delivering hands-on curriculum to a classroom diverse with levels ranging from absolute beginner to seasoned veteran.

Each camper selects a type of quest – either design or programming – at the start of each week. On completion, experience points (XP) are awarded commensurate with achievement, thereby increasing the difficulty of their future quests of the same type.

Design Quests

On the first day of each week, new campers learn the basics of using the software and organizing their project files as they are guided step-by-step to implement a game. Returning campers choose to either review the basics or create original pixel art for their projects.

On the remaining days, campers design two original games; thereafter they implement those games by manipulating program elements graphically. Design XP is awarded for game mechanics that yield a fun and engaging experience, and a small amount of programming XP is awarded for visual programming proficiency.

Software: Construct and GraphicsGale
Textbook: none

Programming Quests

In the first two classes of each day, campers learn the language at their own pace as they read the textbook and experiment with the source code for its example games. In the remaining classes, campers use the language to code solutions to problems. Programming XP is awarded for proficiency.

Since these programming quests are an introduction to computer science and engineering, knowledge of basic algebra and experience in problem solving are assumed. Campers are therefore strongly encouraged to complete an algebra course in school and to earn some programming XP before attempting such a quest.

Software: Python
Textbook: Invent Your Own Computer Games with Python, 2nd Edition, Sweigart

Tuition-free Leadership Academy

Once significant design and programming XP are earned, typically after multiple years of multiple weeks each, campers with counselor potential, no younger than 17 on December 31st (of the camp year), are invited by their directors to attend the tuition-free leadership academy the following year.

In this two-week, overnight program, counselors-in-training (CITs) refine their skills, prepare lesson plans and learn everything that counselors need to know. Since they receive hiring preference upon graduation, CITs are treated as adult staff and expected to behave accordingly.