D. Patrick Roeder

Lead Instructor of Simulations and Game Development, Blue Ridge Community College

Patrick Roeder is a College Educator in Western North Carolina. He has been teaching game development for over 7 years, and is currently the Program Lead at Blue Ridge Community College in Flat Rock, NC. Patrick was also the the Art Lead at Digital Roar Studios. He joined the studio in April of 2010 as a 3d artist, and graduated to the lead position a year and a half later. His duties included managing a small art team, co-authoring the art design with the creative director, managed art assets, produced art assets, and maintained documentation of the team's progress.

Patrick has also worked in several fields in the Serious Games discipline. He has created Nuclear Energy training simulations, architectural pre-visualizations, and worked with historical preservation. Patrick is also an active modder with his Doom 2016 mod reaching international attention and being featured on Kotaku and Gamasutra.

Sessions

We need more games in the classroom.

Starting my career as an educator, I steered away from this opinion for multiple reasons. But this stance changed when I realized how utterly necessary it is for game developers to continue playing games in their careers.

This lecture will discuss how I incorporate the Nintendo Switch directly into multiple design courses throughout my degree. There are many software titles on the Nintendo switch that allow a designer to hone their craft and study superior game design. But the proper framing must be attached to get the most out of this academic study.

I will cover topics such as using the NES and Super NES Nintendo Online service to analyze classic, yet simple games with proper Game Design Documentation. We will also take a look at Super Mario maker and how we can use it to study and synthesize the 4 step method of classic Mario level design. And finally, A deep dive into a game's systems. Fighting games are relatively easy to study in this regard since so many of its techniques and frame data is readily available to the public. I will demonstrate how we can break down Super Smash Brothers Ultimate to study its numerous systems with a collection of worksheets that challenge the designer to work through the game's mechanics.