
If your curriculum doesn't have them analyzing, critiquing, writing about and making their first game until the second year, you have failed.

The best candidates have had maximum exposure to creating games of all kinds - not just one genre, not just one platform, not just one style. As many genres, audiences, and styles as you can give them access to.
Games are a new and independent medium. Game engineering isn't 'just like any other programming but with graphics' or 'just like film but with interactivity'. You have a limited amount of direct contact in the program - where possible course work should be game oriented and relevant to their games career.
Curriculum Ideas:


An Engineering approach might be games in different genres with one missing piece - A 2D RTS game that is missing pathfinding or AI, a shooter that is missing aiming code, a social game that is missing networking. (UNTESTED: I just came up with this today, and it would certainly be a lot of work to get set up but I would try to structure a game engineering program this way - building templates with missing pieces.)
Some of the best schools are really starting to get this right! If I had to pick a primary indicator of success of a game design program it is the number of completed games or the shortest time between idea and execution that the program allows at any given point.
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