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Splat! er, shmup? A postmortem on a capstone production experience.

, , and . FIE, page 1-9. IEEE Computer Society, (2016)

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Studying the past by playing the future., , and . IGIC, page 1-4. IEEE, (2012)Games in the Classroom: Using Games as a Motivator for Studying Computing: Part 1., , and . IEEE Multim., 16 (2): 4-8 (2009)Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard)., and . FDG, page 93:1-93:7. ACM, (2020)Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework., , and . HICSS, page 1-10. ScholarSpace, (2021)Playing the (Streaming) Fame Game: (Re)presentations of success, challenges, and demand in streaming simulation games., , , and . HICSS, page 2634-2643. ScholarSpace, (2024)The Garden: A 3D Adventure Puzzle Game Exploring Bosch's Garden of Earthly Delights., , and . DH, page 797-798. Alliance of Digital Humanities Organizations (ADHO), (2016)An open-source CVE for programming education: a case study., , , and . SIGGRAPH Courses, page 1. ACM, (2005)Performing Game Development Live on Twitch., and . HICSS, page 1-10. ScholarSpace, (2019)Tenure and promotion in the next era of game design and development programs: some thoughts and observations., and . FDG, page 92:1-92:7. ACM, (2019)Hello, M.U.P.P.E.T.S.: using a 3D collaborative virtual environment to motivate fundamental object-oriented learning., , , and . OOPSLA Companion, page 881-886. ACM, (2006)