Immersive Media Design Specializations Committee

Case study · September 2026

IMD Specialization Case Example: Game Design

Faculty Working Draft
Prepared September 2026

Purpose

This document uses Game Design as a pilot case for defining what an IMD specialization could be. It is not a final curriculum proposal or a request to add a fixed set of courses. It demonstrates how an area of specialization might connect competencies, existing courses, project continuity, portfolio development, facilities, faculty expertise, and career preparation across the current B.A. and B.S. track structure.

The case is organized around a central principle:

A specialization should be more than a list of electives. It should provide a visible progression through which students develop an identity, sustained body of work, and demonstrable area of expertise.

1. Why Game Design Is a Useful Pilot

Game Design is an appropriate test case because it already exists across the IMD curriculum in partial form:

The problem is not that games are absent. The problem is that students must assemble these pieces for themselves, and the route is significantly more visible and accessible to some students than to others.

Game Design can therefore test whether IMD can turn distributed strengths into a coherent specialization without abandoning the interdisciplinary character of the program.

2. Proposed Identity

Working Title

Game Design and Interactive Systems

The shorter public-facing name could remain Game Design, but the expanded title better communicates the specialization's relationship to IMD.

Distinctive IMD Position

The specialization should not attempt to reproduce a conventional computer science game-development degree or a conventional game-art program. Its strength would come from the intersection of:

This positions games as designed interactive systems and cultural works, not only as commercial entertainment software.

3. Specialization Learning Outcomes

Students completing the specialization should be able to:

  1. Design game systems in which rules, mechanics, goals, feedback, space, narrative, audio, and player action work together intentionally.
  2. Prototype game ideas rapidly using physical, visual, and computational methods.
  3. Test games with players, interpret feedback and observation, and revise designs through iteration.
  4. Contribute meaningfully to a collaborative game-production process using clearly defined roles, shared repositories, documentation, versioning, and production milestones.
  5. Demonstrate technical or creative depth in at least one area of game production.
  6. Analyze games as cultural, social, aesthetic, and ethical objects.
  7. Document and present game work through playable builds, design documents, process evidence, trailers or walkthroughs, portfolio case studies, and public demonstration.
  8. Articulate realistic pathways into professional, independent, entrepreneurial, research, educational, cultural, or graduate-level work.

4. Shared Competency Framework

All students in the specialization should encounter the following competencies, although the depth and form may differ by degree track.

CompetencyIntroducedPracticedAdvancedDemonstrated
Game Systems and MechanicsRule systems, goals, feedback, player actionSmall playable prototypesInterdependent systems, balance, emergenceSubstantial playable work and design rationale
Prototyping and IterationPhysical and digital prototypingRepeated design-test-revise cyclesComparative testing and evidence-based revisionDocumented iteration process and final design decisions
Programming and Technical ImplementationBasic interactive logicMechanics, state, input, data, and feedbackArchitecture, tools, AI, physics, networking, optimization, or platform systemsStable working build appropriate to the student's role
Visual and Spatial DesignComposition, form, space, and visual communicationEnvironments, interfaces, assets, animation, and feedbackCohesive art direction, technical art, 3D systems, or spatial experienceIntegrated visual and spatial language
Sound and MusicAudio as feedback, atmosphere, narrative, and spatial informationSound implementation and responsive systemsInteractive music, spatial audio, middleware, or advanced sound designIntegrated and documented audio system
Narrative and WorldbuildingCharacter, setting, structure, and player perspectiveInteractive narrative choices and environmental storytellingSystemic narrative, nonlinear structure, or authored worldbuildingCoherent narrative experience where appropriate
Interaction and Player ExperienceAffordance, feedback, usability, and accessibilityPlaytesting and interface revisionPlayer research, onboarding, accessibility, and experience designEvidence-based player-experience decisions
Collaboration and ProductionRoles, scope, attribution, and shared workflowMilestones, repositories, asset pipelines, and critiqueSustained production and cross-disciplinary leadershipPublicly presented work with clear credits and process record
Game Studies and Critical ContextGames as cultural and designed objectsFormal and contextual analysisResearch into social, ethical, historical, and political questionsCritical framing integrated into creative or scholarly work
Professional and Independent PracticeRoles, fields, and modes of practicePortfolio documentation and production planningPublishing, funding, entrepreneurship, community, or client contextsPublic release, exhibition, pitch, case study, or professional presentation

5. One Specialization, Two Track-Specific Routes

The specialization should have a shared intellectual and production core while allowing students to develop depth through the existing degree tracks.

Shared Core

All participating students should develop competency in:

Computing B.S. Route

The B.S. route would emphasize:

CMSC425 is the clearest existing technical anchor. Related electives may include computer graphics, HCI, artificial intelligence, machine learning, computer vision, visualization, software engineering, and other approved courses relevant to the student's intended role.

Emerging Creatives B.A. Route

The B.A. route would emphasize:

IMDM350, ARTT370, advanced digital-media courses, creative coding, collaborative studios, and approved special topics provide important existing components.

Shared Standards, Different Depth

The two routes should not imply that B.S. students only code or that B.A. students only make assets. Every student should understand design, iteration, collaboration, and critical context. The track-specific route identifies the student's principal area of depth, not the limits of their participation.

6. Current Assets and Current Gaps

Current Assets

NeedExisting or Potential Support
Programming foundationIMDM127, IMDM227, and the CMSC core
Collaborative productionIMDM101, IMDM290, IMDM390, and Capstone
Game programmingCMSC425
Graphics and 3D systemsIMDM327, CMSC427, ARTT200, ARTT370, and advanced digital-media work
Interaction and HCIIMDM227, IMDM327, IMDM390, and CMSC434
AI and intelligent systemsCMSC421, CMSC422, CMSC472, and project-based application
Visual and digital-art practiceARTT foundations, ARTT255, ARTT370, and ARTT47x
Critical and cultural contextIMDM150 and IMDM350
Sound and musicIMDM227, IMDM290, advanced topics, and project-based work
Independent depthIMDM398, IMDM399, IMDM498, and IMDM499
Public demonstrationIMDM491 and the Senior Capstone Showcase

Current Gaps

  1. No clearly shared introduction to game design. Students need an accessible course centered on mechanics, prototyping, playtesting, and iteration rather than on advanced programming prerequisites.
  2. Unequal access to the clearest game course. CMSC425 provides substantial depth but is most readily accessible to students who have completed the upper-level Computing sequence.
  3. Game studies is present but not established as a dedicated, shared sequence. IMDM350 provides important critical context, but it is part of the B.A. route.
  4. Advanced production is project-dependent. Students may make games in IMDM290, IMDM390, special topics, or Capstone, but a sustained advanced game-production experience is not guaranteed.
  5. Audio, narrative, technical art, and production are available unevenly. These areas may depend on instructor expertise, special topics, or individual project choices.
  6. The pathway is not visible through advising or public-facing materials. Students may not know which courses, roles, projects, or portfolios constitute meaningful preparation.
  7. Faculty ownership is distributed. The program lacks a dedicated faculty member responsible for connecting game design, game studies, curriculum, student community, and external relationships.

7. Illustrative Curricular Model

The following is a conceptual structure. Course numbers, credit totals, and formal requirements would require a separate curriculum audit and approval process.

Stage 1: Foundation

Students develop foundational ability in creative practice, computation, media, critique, collaboration, and documentation through the existing B.A. or B.S. requirements and the shared IMDM core.

Relevant courses: IMDM101, IMDM127 or CMSC preparation, IMDM150, IMDM227, ARTT foundations, and related track requirements.

Game-design evidence: a small interactive system, rule-based experiment, physical game, mechanic study, or analysis of an existing game.

Stage 2: Shared Game Design and Prototyping

Students complete an accessible course focused on game design rather than advanced game programming.

Provisional course concept: IMDM2XX: Game Design and Prototyping

Core content:

This course could initially run as a recurring IMDM298 or IMDM398 topic before formal course approval.

Stage 3: Track-Specific Depth

Students select technical, creative, or critical coursework aligned with their intended roles.

Possible B.S. depth: CMSC425 plus approved work in graphics, HCI, AI, vision, software engineering, or related technical fields.

Possible B.A. depth: IMDM350, ARTT370, ARTT47x, and approved work in animation, digital art, sound, narrative, 3D, interaction, or related creative fields.

Cross-track expectation: Students should complete meaningful collaborative work with peers whose principal expertise differs from their own.

Stage 4: Advanced Collaborative Production

Students apply their areas of depth within a sustained team production.

This could occur through:

The advanced experience should include preproduction, prototyping, production milestones, playtesting, revision, documentation, and public presentation.

Stage 5: Demonstration

Students demonstrate the specialization through Senior Capstone, a substantial advanced project, or an approved portfolio of connected work.

The culminating evidence should include:

8. Illustrative Credit Structure

A formal concentration should use existing degree requirements and elective space wherever possible. The following model is illustrative rather than prescriptive.

ComponentPossible RequirementLikely Status
Shared foundationExisting IMDM and track requirementsAlready required
Game design and prototypingOne accessible shared courseNew or recurring special topic
Game studies or critical contextOne approved course or embedded requirementExisting for B.A.; access or alternative needed for B.S.
Track-specific depthOne or two approved electivesLargely existing
Advanced game productionOne sustained collaborative production experienceNew, adapted, or recurring special topic
DemonstrationGame-focused Capstone or approved advanced portfolioExisting structure, with added criteria

A realistic goal would be to create a concentration that adds little or no time to degree completion by using track electives, approved special topics, and existing Capstone requirements.

9. Project Continuity Case

The specialization should explicitly support project development across courses while requiring new learning at every stage.

StagePossible Student WorkRequired New DevelopmentHandoff Evidence
FoundationRule system, interaction study, creative-coding sketch, or physical prototypeBasic concept, interaction, and documentationPrototype, reflection, source materials
Game Design and PrototypingSeveral small mechanics or one tested game conceptPlaytesting, iteration, rules, player experience, and scopeDesign brief, playable prototype, test record, next-step memo
IMDM290Collaborative vertical slice or media-rich prototypeTeam workflow, asset pipeline, integrated media, and production planningBuild, repository, credits, asset inventory, critique record
Depth CourseTechnical system, art pipeline, audio system, narrative system, or research projectRole-specific expertiseReusable system or body of work with documentation
IMDM390 or Advanced ProductionSustained team projectIntegration, independent decision-making, larger production, and public testingStable build, production archive, player evidence, portfolio documentation
IMDM490Capstone proposal and developed prototypeSubstantial transformation, feasibility, research, and production planningApproved proposal, prototype, schedule, risk and resource plan
IMDM491Completed and publicly presented workRefinement, exhibition, promotion, and professional presentationFinal build, case study, installation guide, trailer, credits, and postmortem

Students would not be required to carry one game through the entire sequence. At each transition, they could continue a promising project, reuse a system or asset pipeline, transfer a research question, or begin a new project informed by documented prior experience.

10. Portfolio Expectations

A student completing the specialization should graduate with evidence of process and depth, not only one large final game.

Recommended Portfolio Evidence

The portfolio should make the student's developing identity legible. “Worked on a game” is less informative than “designed and tested combat systems,” “built the procedural-animation pipeline,” “directed environmental art,” or “implemented adaptive music and spatial audio.”

11. Faculty Capacity and Hiring Priority

A formal Game Design specialization requires identifiable faculty leadership. A hire in game design and game studies should remain a high program priority.

The ideal hire would be able to:

No single hire can cover every game-production specialty. The purpose of the position would be to provide curricular coherence and intellectual leadership while connecting existing faculty expertise.

12. Facilities and Community

The specialization would benefit from treating the Innovation Design Lab as a regular game-development and playtesting hub.

Possible uses include:

The specialization should also identify required or recommended access to:

Facilities should support the curriculum, but the specialization should not be defined by a particular engine, platform, or device.

13. Career and Public Messaging

Career language should be ambitious and accurate. The specialization should not imply that completion leads directly to a narrow AAA studio pipeline.

Relevant Career and Practice Areas

The program should prepare students to explain how their abilities transfer beyond the commercial game industry. Systems thinking, prototyping, real-time media, collaborative production, interaction design, and user testing are relevant across a much wider range of fields.

14. Implementation Path

Phase 1: Make the Existing Path Visible

Phase 2: Pilot the Missing Shared Core

Phase 3: Formalize the Concentration

Phase 4: Sustain and Review

15. Evidence of Success

The specialization should be evaluated using evidence that reflects both curricular coherence and student development:

Success should not be measured only by placement in large commercial studios. A specialization aligned with IMD should also value experimental practice, independent production, research, education, public culture, social impact, and the transfer of game-design methods into other immersive and interactive fields.

16. Decisions Requiring Faculty Discussion

  1. Should the public-facing name be Game Design, Game Design and Interactive Systems, or another formulation?
  2. Should the specialization be one concentration spanning both tracks or parallel concentrations with shared requirements?
  3. Which competencies must every student demonstrate regardless of track?
  4. Can a recurring special topic establish the shared introductory course before permanent course approval?
  5. Where should game studies reside so that both B.A. and B.S. students can access it?
  6. Should advanced game production occur within IMDM390, in a dedicated course, or through multiple approved options?
  7. What portion of the concentration can fit within existing electives without increasing time to degree?
  8. What faculty expertise is already available, and what gaps require a new hire?
  9. What constitutes an acceptable culminating demonstration: a game-focused Capstone, a portfolio of connected work, or either?
  10. How will the pathway remain open to experimental, serious, physical, XR, installation-based, and noncommercial game forms?

Working Conclusion

Game Design is already latent within IMD. The program has technical depth, artistic depth, collaborative studios, critical inquiry, specialized facilities, and a public Capstone structure. What it lacks is a shared design foundation, equitable access across tracks, a guaranteed advanced production experience, visible advising, and dedicated faculty leadership.

The specialization should therefore be understood as an act of connection rather than invention. Its purpose would be to connect existing strengths into a coherent student journey:

Foundation → Game Design and Prototyping → Track-Specific Depth → Advanced Production → Portfolio and Capstone Demonstration

That model could later be adapted to other areas of specialization across IMD.

Source Basis and Companion Documents

This case should be read alongside the IMD Current-State Curriculum Map and the IMD Faculty Syllabus Continuity Guide. Course availability, prerequisites, elective access, staffing, and credit applicability should be confirmed before any formal proposal is developed.