Video Game Design and Development

North Seattle College

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Career Training Program
Program Code: GES605
Hours: 500
Fees: $1995.00 USD

About The Instructor

Stan Trujillo has been a developer in the computer games programming field since 1981. During the early '90s, he spent much of his time writing DOS and Windows game class libraries, some of which would go on to become the subject of best-selling game programming books. C++ Game Programming and Windows 95 Game Programming were published in 1995, co-authored with friend and long time Dr. Dobb's C columnist, Al Stevens. The next year, Stan followed this up with two successful solo books, Cutting-Edge Direct3D Programming and High Performance Windows Graphics Programming. He went on to spend two years at Sierra Online working on game software. More recently, Stan has been working as a full-time technical consultant and freelance developer for both online and offline technology companies in the Seattle, Washington, area.

John DeGoes began writing software and designing digital logic circuits during the early 1980s. He has been actively involved in the fields of computer science, mathematics, and game development for more than fifteen years. John graduated at the top of his class in undergraduate studies in applied mathematics at Montana State University-Billings. He has authored two successful games programming books, 3D Game Programming with C++ and 3D Game Programming with C++ Gold Edition, and he's co-authored a third book. John has also written and published articles for popular programming magazines and technical journals. He developed software for commercial programs such as "qED," "Pro Bass Fishing," "Mansion of Mystery," along with other assorted titles. Currently, John is on the road to acquiring his doctorate in applied mathematics, and he intends to research computational and mathematical methods for the study of complex dynamical systems.

Gary Simmons started games programming in 1981. He was always fascinated more by how games worked than actually playing them (although he will admit to playing too). In 1985 Gary became the host of "Video and Chips," a United Kingdom television program dedicated to exploring future computer technology. Over the years, Gary has dedicated most of his time to researching and developing cutting-edge game techniques. In May 2000, Gary founded, a teaching site dedicated to helping game programmers (hobbyists and professionals alike) learn cutting-edge game programming techniques. Over the years, Gary has published dozens of full-length game development papers and tutorials. He has been teaching programs at the Game Institute for over four years and also serves as the faculty director.

Adam Hoult got his start programming in the early 1980s on the ZX-80/81. After developing several demos for the Commodore 64, Adam got a job writing software for a local company, specializing in accounting and production software. He went on to develop 3D multimedia presentations demonstrating client production systems. This experience rekindled his earlier passion for games programming. Over the years, Adam has worked on many projects, but he's focused his efforts mainly on engine and tool design for games. He spent time running a successful tools production company as well as his own game programming Web site. Adam later teamed up with fellow faculty member Gary Simmons and developed the successful teaching Web site. The site gathered a loyal following as it provided information and tutorials for beginners and professionals alike on subjects that were often considered difficult to find on the Internet or in books. Adam is currently the lead technology developer at the Game Institute. He's working on some exciting upcoming 3D game projects in addition to teaching programs.

Brian Hall is currently an engine and AI programmer at Midway Amusement Games, where he's working on advanced AI algorithms for an upcoming action-adventure console title. He has also designed and written parametetric airport generation software for SimAuthor Inc, as well as a real-time CLOD terrain system using real-world satellite imagery and elevation data. Previously Brian was a senior engineer at Accurate Automation Corporation, where he developed real-time learning systems for detecting pilot-induced oscillations in aircraft and intelligent path-finding for cruise-missile type applications.

David Bourg is a naval architect and marine engineer, David Bourg performs computer simulations and develops analysis tools that measure things such as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction, and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to his practical engineering background, David is professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massive multiplayer online role-playing game, several Java-based multiplayer games, and a couple of PC-to-Macintosh game ports. David is currently finishing his Ph.D. in engineering and applied sciences.

Frank Luna has been programming interactive 3D computer graphics for more than six years, and he's been using DirectX since its fifth iteration. He has over eight years of C++ programming experience and has also programmed in Java, C#, and MATLAB. He has worked as a contractor, with Hero Interactive, and on the open source Scorch 3D engine. In 2003 his book, Introduction to 3D Game Programming with DirectX 9.0, was published and became a bestseller in its genre. Frank also maintains a game and graphics development Web site,, where he provides tutorials and sample codes on DirectX and game-related issues.

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