Sean Boyle Headshot

Sean Boyle

Principal Lecturer

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

Office Hours
M/W/F 1-3
Office Location

Sean Boyle

Principal Lecturer

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

Education

BS, MS, Rochester Institute of Technology

Bio

Sean graduated with an MS in Information Technology in May of 2001, and started teaching Multimedia at RIT in the fall of 2001. In 2006, he began working at Element K as an instructional designer, involved in developing interactive courseware for online and in-class instruction, as well as business simulations and "serious games" in both tabletop and digital formats. At the same time, he founded Tremorworks, a small, independent publisher of tabletop board and role-playing games. In 2009 he returned to teaching at RIT full-time, and now teaches web development and game design in the School of Interactive Games and Media. His research interests include megagame development and analog games.

Currently Teaching

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-422
3 Credits
This course expands upon the level design concepts presented in IGME-420, further exploring advanced level design topics and applying them to additional game genres. The course delves deeper into level design processes and methodologies as they relate to more complex game types using a project-based format. Throughout the course, various game genres will be studied and explored, with projects including game analysis and the creation of custom levels.
IGME-599
1 - 6 Credits
The student will work independently under the supervision of a faculty advisor on a topic not covered in other courses.
IGME-621
3 Credits
This course explores issues pertaining to design, mechanics, development, and production of analog, tabletop “hobby” games, which include board games, card games, wargames, and other non-digital games catering to multiple players. Students will analyze and apply concepts and mechanics of modern tabletop game design, and build and test both competitive and cooperative tabletop games, designed specifically for a global audience. Students will work with development and prototyping tools, explore component design and art direction, and work with desktop publishing technologies. In addition, they will work directly with board game publishing and manufacturing technologies and services, and study factors pertaining to the business of tabletop games, and produce a professional, polished tabletop game.
IGME-624
3 Credits
This course explores the concepts and mechanics of analog role-playing games, such as tabletop "pencil-and-paper" and live-action role-playing games, from a practical, hands-on perspective. In this project-based course, students will develop their own rule systems to facilitate various facets of role-playing and associated game mechanics, then playtest and publish their games. Students will also use desktop publishing tools to produce game rules and supplemental materials suitable for publication. By the end of the course, students will have written and published a fully-realized RPG book. Note that this course assumes that students have extensive experience in playing tabletop role-playing games.
IGME-742
3 Credits
This course introduces level design theory and best practice through game level analysis, evaluation, and creation. Students will explore the history of various game genres and the design of their levels, analyze game levels from existing games, and discuss what made those levels successful or unsuccessful. Through their analysis and hands-on experience, students will gain an understanding of overall level design including layout, flow, pacing, narrative, and balance. They will enhance their understanding of level design principles by creating their own game levels.