![]() ![]() ![]() ![]() ![]() Since then, our programs and class offerings have been built around that mission by employing world-class educators, modeling present-day industry methods in our team-based courses, leveraging two full decades of industry partnerships in and out of the classroom, and contributing to the furthering and expansion of the industry via both exceptional technical and creative training as well as changemaking collaborative research endeavors.Īcross our history, we have been recognized globally for both programmatic awards and placements, student game awards and record-making download numbers, faculty research endeavors, and more.Ģ0-Year Retrospective: Take a Peek at Our Past 20 YearsĪ selection of milestone moments from over our first two decades:Ģ003 (C1): SMU Guildhall admits its 1st cohortĢ011 ( Inertia): 1st contest winner at the Intel Indie Games ChallengeĢ012 (C17): 1st production track graduatesĢ014 ( Kraven Manor): 1st Steam Greenlight and 1st Capstone game to be published on SteamĢ014 ( Kraven Manor): 1st Intel University Games Showcase winnerĢ014 ( Kraven Manor): 1st game to hit 100k+ downloadsĢ017 ( Mouse Playhouse): 1st Capstone team hired en masse (Gearbox Software)Ģ017 ( Re:Bound): 1st game to port to PS4Ģ017-2018 ( The Princeton Review): Ranked #1 program for Game DesignĢ018 ( FrostRunner): 1st game to hit 250k+ downloadsĢ020 ( HaberDashers): 1st TGP2 game to be published on SteamĢ020 (C29 & C30): Ford Hall opens, Guildhall movesĢ023 ( Light of Alariya): 1st UE5 game self-published on Epic Game Store SMU Guildhall was established in 2003 as the deep interest and at the specific request of gaming industry leaders to equip the next generation of leaders and game creators with the technical skills and instincts required to drive the evolution of gaming. ![]()
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