Nic Bidwell

Current Teaching

Computer games are increasingly pervasive and, while it is estimated that more than half of all Australians now play games for entertainment, the “serious game” is a popular medium to support training and co-operative work in many different sectors. Games on mobile devices, as well as on consoles and PCs, games involving massive numbers of players and games as “third places” are just of a few of the contexts which provide rich opportunities to understand and design interactions between humans and computers.

Students taking my courses are not all gamers, nor do they all seek careers in the burgeoning games industry (although, $850 million in game industry revenues predicted for 2005 suggest glowing careers prospects). Thinking carefully about and designing around play nurtures many valuable human oriented and creative problem solving skills to compliment a technical degree. If you would like to discuss how my courses suit your talents and your interests send me an email.

CP2430 Multi-media Games Characteristics & Culture (Semester 1)

This course aims to foster a mature, and interactionally- sophisticated, approach to multi-media games. It encourages students to develop an appropriate critical framework for practice which balances both appreciation and academic critique of the industry perspective of the characteristics and cultural form of multi-media games. Students reflect upon the history and project into the future of multi-media games to develop:


The course refers to readings on games, rules, play and social contexts in the textbook: Rules of PlayGame Design Fundamentals by Katie Salen and Eric Zimmerman

Students should consult the subject wiki for all course information.

CP2046 Directed Project – Game Principles (Semester 2)

This course aims to foster a robust foundation in designing and developing a balanced 3D game from concept generation to prototype evaluation. Students develop a critical understanding of the principles behind the rules and play of exemplar games in parallel to developing their own individual interactive PC game using the Torque games engine (Garage Games). The course emphasises the first stage of the design process and students develop:



Intensive practical script workshops for this course, run by Daryl Poyner, use the course text:

3D Game Programming All in One (Course Technology PTR Game Dev. Series) by Kenneth Finney

Many of the games design and protoing excercises are drawn from or informed by the text: Game Design Workshop: Designing, Prototyping, and Playtesting Games by Tracy Fullerton, Christopher Swain, Steven Hoffman




Students will benefit from becoming active in the Online Torque community

Students should consult the subject wiki for all course information.



CP3410 Advance Game Design (Semester 1 2006)

Develops a working understanding of game aesthetic design, including designing, creating and analysing the visual components, the sound and the interactive story line in computer games. Students develop an advanced working understanding of



Previous Teaching

Previously, I have taught Interaction Design, Information Science, Introduction to Databases, Sensory Physiology and Neurophysiology.

Top