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Dive into the research topics where Jason Pace is active.

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Featured researches published by Jason Pace.


IEEE Computer | 2013

The Ways We Play, Part 2: Mobile Game Changers

Jason Pace

The lines between PC, console, and mobile games appear to be blurring more each year, suggesting that developers are learning to take advantage of each platforms unique strengths.


IEEE Computer | 2014

Corrupted: A Game to Teach Programming Concepts

Brian Chau; Adam Robinson; Jason Pace; Rob Nash; Kelvin Sung

Collaborative teams at the University of Washington Bothell are designing games like Corrupted that introduce students to basic programming structures and functionalities.


IEEE Computer | 2013

The Ways We Play, Part 1: From PCs to Consoles to Mobile Phones

Jason Pace

Genre-defining conventions for touch devices like those established over many years for PCs and consoles have yet to arrive.


Archive | 2015

Introducing 2D Game Engine Development with JavaScript

Kelvin Sung; Jebediah Pavleas; Fernando Arnez; Jason Pace

Video games are complex, interactive, multimedia software systems. These systems must, in real time, process player input, simulate the interactions of semi-autonomous objects, and generate high-fidelity graphics and audio outputs, all while trying to engage the players. Attempts at building video games can quickly be overwhelmed by the need to be well versed in software development as well as in how to create appealing player experiences. The first challenge can be alleviated with a software library, or game engine, that contains a coherent collection of utilities and objects designed specifically for developing video games. The player engagement goal is typically achieved through careful gameplay design and fine-tuning throughout the video game development process. This book is about the design and development of a game engine; it will focus on implementing and hiding the mundane operations and supporting complex simulations. Through the projects in this book, you will build a practical game engine for developing video games that are accessible across the Internet.


IEEE Computer | 2014

Working with Students Where Theory and Practice Intersect

Jason Pace

The Digital Future Lab enables University of Washington Bothell students to apply multiple interactive media skills in a wide range of endeavors--from creating a commercial transmedia game franchise to developing a simulation that raises awareness about bullying.


IEEE Computer | 2014

Learning while Building Games for Teaching

Fernando Arnez; Jason Pace; Kelvin Sung

An innovative learning project brings students together with faculty and digital design studio staff to create videogames that help teach basic programming concepts.


Journal of Computing Sciences in Colleges | 2016

Computational thinking: what does it really mean for the K-16 computer science education community

Kelvin Sung; Rob Nash; Jason Pace


technical symposium on computer science education | 2016

Learn CS1/2 by Playing and Building Commercial Grade Casual Games (Abstract Only)

Kelvin Sung; Rob Nash; Jason Pace


foundations of digital games | 2015

Building Casual Games and APIs for Teaching Introductory Programming Concepts.

Brian Chau; Rob Nash; Kelvin Sung; Jason Pace


Archive | 2015

Integrating Physics and Particles

Kelvin Sung; Jebediah Pavleas; Fernando Arnez; Jason Pace

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Kelvin Sung

University of Washington

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Fernando Arnez

University of Washington

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Rob Nash

University of Washington

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Brian Chau

University of Washington

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Adam Robinson

University of Washington

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