Otis College of Art and Design, a prestigious fine arts university in Los Angeles, sought to enhance its Game and Entertainment Design program by introducing a STEM-focused math course. The goal was to equip creative students with programming and scripting skills using Unreal Engine’s Blueprint system, a visual scripting tool based on the C++ language. This course aimed to bridge the gap between artistic creativity and technical proficiency, empowering students to bring their game design ideas to life through logic and behavior-driven systems.
Unreal Math: Teaching Visual Scripting for Game Design
Otis College of Art and Design
The Client Project
The Challenge
The primary challenge was to design and launch a comprehensive 16-week course using Blueprints to bring students' creative ideas to life. The course needed to cater to visual learners and artists, many of whom had limited technical backgrounds. Success was measured by students’ ability to create functional gameplay prototypes using Unreal Engine Blueprints, as well as their overall confidence in applying object-oriented programming concepts. Additionally, the course had to align with Otis College’s broader initiative to integrate STEM into its creative programs.
The Solution
To address the challenge, the course was structured into weekly modules combining theory, hands-on practice, and iterative problem-solving. Key topics included pseudocode, flow diagrams, and class diagrams, all taught through the lens of game development. The course culminated in a signature project where students designed a mini-game, complete with a game design document and a working prototype. An intergalactic theme was introduced to spark creativity and provide a cohesive narrative framework.
The Outcome
The course exceeded expectations, with over 55 students enrolled across two semesters. Students successfully built functional gameplay prototypes, demonstrating their ability to translate conceptual ideas into interactive experiences. The course also contributed to a 50% increase in student interest in the Game and Entertainment Design program. Feedback highlighted the effectiveness of live demos and hands-on troubleshooting sessions, which helped students overcome technical challenges. Based on its success, the course will be offered again with expanded sections and new topics like AI-driven narrative and combat mechanics.
My Role
As the lead Adjunct Associate Professor, I designed the syllabus, developed course materials, and taught weekly sessions. My responsibilities included creating lecture decks, live demos, and grading student projects. I also provided virtual office hours for troubleshooting and personalized support. This case study highlights the successful integration of technical skills into a creative curriculum, demonstrating how thoughtful design and hands-on learning can inspire students and drive program growth.
Client
Industry and Location
Higher Education
Los Angeles, CA
Los Angeles, CA
Project Highlights
Visual Scripting (Unreal Blueprints)
Object-Oriented Programming
Game Development
Iterative Problem-Solving
Higher Education
Object-Oriented Programming
Game Development
Iterative Problem-Solving
Higher Education
My Role
Course Design
Instruction
Mentorship
Curriculum Development
Technical Troubleshooting
Instruction
Mentorship
Curriculum Development
Technical Troubleshooting
SUMMARY
Experienced Researcher and Digital Strategy Lead with a proven track record in design thinking, user research, and data-driven design. Skilled in quantitative and qualitative research methods, market research, prototyping, customer engagement including surveys, focus groups, and remote/in-person testing. Expertise in product development, user experience design, and digital transformation with a strong technical aptitude in RStudio, Figma, responsive Web frameworks, Unreal Engine, and Unity. Demonstrated ability to lead cross-functional teams, deliver scalable solutions, and communicate insights effectively to diverse stakeholders.