David Negrin Headshot

David Negrin

Lecturer

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

Office Location

David Negrin

Lecturer

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

Bio

David Negrin is a Professor, Game Designer, VR Creator, Metaverse Producer, Screenwriter, and Non-profit Founder. He is currently a Lecturer in Interactive Games & Media at the Rochester Institute of Technology. He holds a B.S. in Computer Science from the University at Buffalo and an M.F.A. in Cinema Arts from Brooklyn College. As Creative Director at Ensemble Interactive, a games and interactive media studio, he focuses on innovative approaches to art, storytelling, and social impact. David has served as Metaverse Producer and Director of Story for several metaverse projects. Previously, he was the Executive Director of the NYC Screenwriters Collective, the largest non-profit screenwriting workshop in New York City, and hosted 'The Script' Podcast. In addition, he brings 13 years of experience in financial services technology, having worked with companies like Deutsche Bank, Citigroup, Dell, and Gartner Research.

Currently Teaching

IGME-105
4 Credits
This course introduces students within the domain of game design and development to the fundamentals of computing through problem solving, abstraction, and algorithmic design. Students will learn the basic elements of game software development, including problem decomposition, the design and implementation of game applications, and the testing/debugging of their designs.
IGME-206
4 Credits
An intensive review of the core features for problem solving within the domain of game design and development for students with a prior software development background. Topics include using existing frameworks, game software architecture, data structures, algorithms, threads, object-oriented design, and data-oriented development appropriate for games, simulations, or entertainment applications. Programming assignments are a required part of this course.
IGME-220
3 Credits
This course examines the core process of game design, from ideation and structured brainstorming in an entertainment technology context through the examination of industry standard processes and techniques for documenting and managing the design process. This course specifically examines techniques for assessing and quantifying the validity of a given design, for managing innovation and creativity in a game development-specific context, and for world and character design. Specific emphasis is placed on both the examination and deconstruction of historical successes and failures, along with presentation of ethical and cultural issues related to the design and development of interactive software and the role of individuals in a team-oriented design methodology. Students in this class are expected to actively participate and engage in the culture of design and critique as it relates to the field.
IGME-320
3 Credits
This course continues to examine the core theories of game design as they relate to the professional field. Beginning with a formalized pitch process, this course examines the design and development paradigm from story-boarding and pre-visualization through rapid iteration, refinement, and structured prototyping exercises to further examine the validity of a given design. Specific emphasis is placed on iterative prototyping models, and on methodologies for both informal and formal critique. This course also explores production techniques and life-cycle in the professional industry.
IGME-601
3 Credits
This course examines the individual and group roles of the development process model within the game design and development industry. Students will transform design document specifications into software and hardware needs for developers, testers, and end users. Students will examine team dynamics and processes for technical development, content development, testing, deployment, and maintenance. Students will explore the design process through the deconstruction of the game industry's software lifecycle model.
IGME-603
3 Credits
This course explores the pragmatic issues of creative concept development through story-boarding, pitching, prototyping and play-testing. Students will use various tools and techniques to build game prototypes that they will evaluate through play-testing in an incremental design process informed by market research and analysis.
IGME-680
3 Credits
This course will allow students to work as domain specialists on teams completing one or more large projects over the course of the semester. The projects will be relevant to experiences of the interactive games and media programs, but they will require expertise in a variety of sub-domains, including web design and development, social computing, computer game development, multi-user media, human-computer interaction and streaming media. Students will learn to apply concepts of project management and scheduling, production roles and responsibilities, and their domain skill sets to multidisciplinary projects. Students will complete design documents, progress reports and final assessments of themselves and their teammates in addition to completing their assigned responsibilities on the main projects.