As part of Wake Tech Community College’s professional development seminar, I attended the Capstone Course Roundtable presented by Walter Rotenberry. Walter Rotenberry is the lead for Wake Tech’s SGD department (simulation and video game development).
In the roundtable discussion, Rotenberry laid out his procedure for a capstone course, which I have vaguely outlined below:
- Establish the course as a capstone for your program. Inform students prior to entering and upon their first day in the class the details involved with the planned courses of action. Include all expectations, all contingencies, the level of quality required, and how their potential employment may be affected by their level of commitment. Remind them that they will get out of the course whatever they put into it.
- Set a final date for presentation. Plan that date and make sure that the course centers around the expectations required on that date.
- Focus on what is achievable. Students in Rotenberry’s class presented all their materials to the class in their first week, each choosing their best project to work with, fleshing it out over time to a perfect, finished project to present.
- Involve the community. Rotenberry contacted his closest contemporaries at surrounding colleges (in his case, NCSU and their graduate program in Game Development) and had a few joint sessions in which his team and their team could exchange ideas, discuss current projects, and discuss current topics, trends, and ideas in the industry. This was instrumental in achieving a program in which questions would be posed, answered, and attended to BEFORE presentation
- Pitch your programs to the best in the business. OK, we presented to CEOs and presidents of video game companies in our area, Raleigh, Durham, and Chapel Hill. Walter Rotenbery lined up the individuals and set their dates to attend, reminding them prior to the festivities, and following up with each one.
- Make an event of it. Students came prepared to discuss their work, networked with the individuals present and enjoyed snacks. After a short time had passed, each student presented their projects to the group, and in some cases individual computers were opened so that industry folk could try out each game on their own.
- Don’t let the music stop. Walter’s students passed out business cards and links to online portfolios and games. Students followed up with individuals, and several made appointments to meet with industry designers. Several employment opportunities came out of the presentations, and it has become a permanent addition to the SGD (simulation and game development) track.
In attending this training, I could clearly see how our Graphic Design IV or our Portfolio classes could easily become capstone courses. Portfolio could easily transition to involvement with local organizations such as AIGA here in Raleigh, NC or TIMA (triangle interactive Media Association). Graphic Design IV could easily ally with the Addy Awards or with GDUSA and other magazine contests. I look forward to discussing this with Damu Murray, Woody Hayes, and Marsha Mills.