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EDUCATOR, CURRICULUM DEVELOPER, MENTOR

Reshaping Game Design at Boston College

I modernised the way we teach game development by introducing Unreal Engine 5, redesigning the curriculum, and creating practical, industry-relevant learning experiences that empower students to build real projects and real skills.

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Unreal
Engine 5

Primary platform across courses

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Curriculum Development

Redesigned and future-proofed

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Course Leadership

Level 3 Course Coordinator

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Student
Impact

Stronger outcomes, confident developers

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BUILDING THE FOUNDATION 

When I joined Boston College, I didn't actually know what I would be teaching. It wasn't until I officially started that I found out I had been assigned both Level 3 Game Design groups, taking over from a member of staff who had recently moved into a management role and no longer had the teaching hours to continue delivering the course.


My responsibility focused primarily on the programming elements of the course. While Game Design students also study areas such as 3D modelling, animation, sound design and level creation, programming is the discipline that ties those individual skills together into a functional game. It was therefore important to establish a programming curriculum that not only taught technical concepts but also complemented the wider course.

As I began preparing for my first lessons, we discovered that the Unity teaching materials previously used were no longer available. Having joined after enrolment had already begun, there wasn't enough time to rebuild a complete programming curriculum before stepping into the classroom.

Fortunately, the course specification wasn't tied to a specific engine. Students simply needed to achieve the required learning outcomes. Since Unreal Engine was the platform I knew best, I proposed using it instead. It meant I could confidently begin teaching within days while still delivering the knowledge and practical skills expected by the course.

Although I was already confident using Unreal Engine, I quickly realised that teaching complete beginners was a very different challenge. Most of my students had never written a line of code before, and many had never worked with a game engine. It became clear that my role wasn't simply to teach Unreal Engine, but to teach students how to think like programmers.

 

Programming isn't about memorising syntax or learning where to connect Blueprint nodes. Whether using Unreal Blueprints, C++, C#, or any other language, the core principles remain the same. Students first need to develop logical thinking, understand how a computer follows instructions, and become familiar with universal programming concepts such as variables, data types, arrays, loops, functions, and problem solving. Without those foundations, progressing into more advanced gameplay systems becomes increasingly difficult.

 

As I reviewed the remaining teaching material from the previous Unity curriculum, I realised that many of these fundamental concepts were assumed knowledge rather than explicitly taught. While this approach may have been suitable for students who had already studied programming through the Computing course, many of the Game Design students were encountering programming for the first time. Before they could begin creating games, they first needed to understand the fundamentals.

 

This led me to redesign the structure of my lessons. Rather than separating theory from practical work, I introduced programming concepts at the point they became relevant. For example, while creating an AI character capable of patrolling between waypoints, the lesson would naturally reach a stage where students needed to repeat behaviour. At that point, I would pause the practical exercise, explain the theory behind loops, discuss the different types available and when they should be used, before returning to Unreal Engine where students immediately applied the concept within their own project.

 

This approach allowed theory to be reinforced through practice, helping students understand not only how a system worked, but why it was needed.As the curriculum developed, I also wanted to learn how experienced Unreal educators approached teaching the engine. After researching different resources, I discovered Unreal University, created by an Epic Games Accredited Instructor.

 

I recommended that the college purchase the course, allowing me to study a professionally developed Unreal curriculum and compare different teaching approaches. Rather than adopting the material directly, I used it as a reference point, adapting its structure where appropriate, expanding topics that required greater depth, and integrating ideas that complemented the learning outcomes of our own curriculum.

 

Alongside developing classroom materials, I also began creating my own online learning resources. After introducing a new topic during lessons, I would record a dedicated video covering the same material so students could revisit it in their own time. These were designed to be comprehensive learning resources rather than short tutorials, with many videos averaging around forty minutes in length and several extending beyond an hour.

 

During my first year I produced around twenty videos covering topics taught throughout the course, giving students a growing library of content they could return to whenever they needed to recap a concept or catch up outside the classroom

As the curriculum began to take shape, I quickly realised that planning months in advance simply wasn't realistic. While I had a clear understanding of the learning outcomes students needed to achieve by the end of the year and the assessment milestones they would work towards, I was still learning what worked in the classroom and, equally importantly, what worked for my students.

 

Rather than producing a rigid scheme of work for the entire academic year, I planned in much shorter iterations, typically one or two weeks at a time. This provided enough structure to ensure the course remained on track while giving me the flexibility to adapt lessons based on classroom experience. If a topic took longer than expected, I could spend additional time reinforcing it. If students grasped a concept quickly, I could introduce more challenging material or move on sooner than originally planned. Every lesson became an opportunity to reflect, adapt and improve the curriculum.

 

I always knew where the students needed to be by the end of the year. The learning outcomes, assessment briefs and practical projects provided that direction. What remained flexible was the route we took to reach those goals. As I gained experience teaching each topic, I continuously refined the order in which concepts were introduced, the pace at which they were delivered, and the practical examples used to reinforce them.

 

This iterative approach also shaped how I delivered my lessons. I have never been a strong advocate for presentation-led teaching, particularly when teaching programming. While I occasionally prepared short presentations to introduce a new concept, the majority of theory was delivered using a whiteboard and integrated directly into the practical work students were already undertaking.

 

Rather than separating theory from practice, I preferred to introduce new concepts at the point they became necessary. For example, while developing an AI system, we might reach a point where students needed to understand loops. At that stage, I would pause the practical work, explain the underlying theory on the whiteboard, discuss why the concept was needed, and then return to Unreal Engine where students could immediately apply it within the project they were building.

 

My lessons were therefore rarely scripted. Beyond knowing the concepts that needed to be covered, I preferred to allow lessons to develop naturally around the students' questions and the challenges they encountered. This often required thinking on my feet, explaining ideas in different ways, or exploring examples I hadn't originally planned.

 

While this style of teaching demands a strong understanding of the subject matter and confidence in adapting to the classroom, I found it created a far more engaging learning environment. Students weren't simply following a predefined set of instructions; they were encouraged to ask questions, explore ideas and understand the reasoning behind the systems they were building.

What began as the challenge of delivering a programming curriculum within a matter of days has since grown into a much broader role within the department. Following my first year at Boston College, I became the Course Coordinator for the Level 3 Game Design programme, taking responsibility for the planning and delivery of the course while continuing to lead the development of its programming curriculum. Alongside classroom teaching, I also act as a personal tutor for many of the Game Design students, supporting them both academically and throughout their wider college experience.

 

As the curriculum continued to develop, I also became Co-Coordinator for the Level 4 Game Design course and will continue this role as the Level 5 programme is introduced. My responsibilities extend beyond programming, contributing to the overall structure and direction of the course, working alongside the Course Coordinator to review units, shape the student experience and develop new assessment briefs that better reflect both industry practice and the learning outcomes of the qualification.

 

The success of the Unreal Engine curriculum within Game Design also led to wider changes across the department. Having seen the capabilities of students using Unreal Engine and following discussions with other colleges and industry events, I proposed transitioning the game development units within the Computing curriculum from Unity to Unreal Engine. This required adapting much of the material developed for Game Design to suit Computing students, whose timetable provides significantly less time for game development, while also supporting colleagues who would be delivering the new content. Although the two courses now share the same engine, each curriculum has been designed to reflect the different needs and objectives of its students.

 

Perhaps the most rewarding outcome, however, has been seeing the quality of work produced by students. The projects showcased below demonstrate not only the technical skills students have developed throughout the course, but also the confidence to tackle increasingly ambitious ideas. Seeing students progress from having little or no programming experience to producing complete gameplay systems and polished projects remains the most meaningful measure of the curriculum's success.

Curriculum Development

I led the integration of Unreal Engine into our Game Design and Computing courses and created a curriculum that balances technical depth with creativity, problem solving and industry best practices

STUDENT PORTFOLIO HIGHLIGHTS

Student Work in Action

Real projects. Real skills. Real confidence.
Here are some outstanding examples of what our students
achieved during their studies.

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IMPACT

Student Feedback

“They have been really helpful in teaching game development.”

YEAR 2 STUDENT
Game Design & Computing

“For being really helpful when setting up animations. And turning my computer off twice while I was working”

YEAR 1 STUDENT
Game Design & Computing

“Doing great for his first year of teaching, willing to give up his own time, helpful and tries to teach us what we want to learn as well as what we need to succeed”

YEAR 2 STUDENT
Game Design & Computing

The strongest measure of my teaching is the experience of my students. Their feedback reflects the confidence, skills and curiosity they develop throughout the course.

“Incredibly good teacher with being able to fluently explain aspects in lessons, friendly and relatable and of course, being super helpful when external help is necessary.”

YEAR 1 STUDENT
Game Design & Computing
LET'S COLLABORATE

Building the Next Generation of Game Developers

I'm always open to partnerships, guest talks, curriculum exchange and opportunities that support game development education.

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