Oh FFS autcorrect....
I CAN'T say much, not "can say much", though that was deliciously ironic of
the autocorrection given this is the intertubes :p

On Tue, Jan 20, 2015 at 5:47 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> As someone who has little experience and no preference I can say much in
> any authoritative fashion.
> Two things I would consider though that have not been mentioned much:
>
> Do you have programming in the curriculum, maybe even in other degrees
> that eventually connect with the one you teach in? If so consider the C++
> C# difference G mentioned.
>
> Do you plan to encourage and offer collateral support for your students
> that decide to go dip in the deep technical end? Same consideration, make
> sure they can be supported by someone with experience.
>
> Do you have particularly successful or fruitful work placement ties with
> companies or other unis? If you do what do they prefer? Which of the two is
> more marketable for the average profile you have created insofar for your
> students, or the profile you aim to create.
>
> Ultimately I don't believe the valuable lessons in game design will be so
> tightly coupled with the engine you choose that you will do damage either
> way, much like if you are an extremely good creative or TD you can shine
> even through an app you're not hugely familiar with and pick it up as you
> go. All that said, if in doubt to the point of a coin toss decision then
> look at post-degree consequences of the choice, whichever gives the more
> immediate edge in employment is likely preferable.
>
> Winning the junior employment race for a lot of people that aren't head
> and shoulders above the average is made of 1% edges.
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!

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