Jennifer Gutterman

Assistant Professor of Game Design and Game Studies
Jennifer Gutterman
Contact Jennifer

Mail Code CS
Jennifer Gutterman
Adele Simmons Hall 216

Jennifer Gutterman holds a B.F.A from Syracuse University, with a double major in computer graphics and painting, and an M.F.A in visual FX, focusing on 3D modeling and concept development from the Academy of Art University.

Gutterman’s primary research interests are in 3D development for animation, analog and digital games, and accessibility and intersectionality of world-building and concept development for games and animation.

Gutterman developed and runs the game design program at Manchester Community College in Manchester, Connecticut, and is a freelance artist and game designer. Gutterman has spoken at Metatopia and PAX Unplugged on topics such as "Queer Worldbuilding, Eat, Drink, Be Merry: Developing Cultural Touchstones for Immersive Worldbuilding," "Queer Game Design: More Than Just Representation, Latinx Game Designers, Games and Education,and "How to Pitch: Pitching Games at Every Level of Development."

Currently Gutterman is working on several projects that include hybrid games utilizing digital and analog elements, a cooperative board game introduced at Metatopia 2018 and freelance work on several in progress projects in both analog and digital games.

Recent and Upcoming Courses

  • In this course, students will focus on workflow and techniques for creating polygonal surface models for game assets, character models and 3D environments for animation and video games, as well as 3D prototyping for physical game assets. This class will focus on poly resource management, modeling workflow and the creation of 3D assets from conception/reference art through modeling, basic materials, lighting and rendering. Project requirements will range in complexity and detail, and students are expected to work outside of class to apply in-class demonstration of techniques to projects and assignments. KEYWORDS:Game Design, Game Development, Art, Entertainment Media, 3D Visualization

  • In this course, students will learn to create dynamic worlds with diverse populations, mythology, and characters for games, animation and other media. Students will use a variety of techniques and processes to develop and design worlds for their concept. World building gives a rich and dynamic canvas on which to develop characters, obstacles, motivations, macro and micro issues, and conflicts and resolutions. Such practice allows for more robust and consistent worlds in which to set singular or serial events in linear and non-linear ways. Using visual and written content, students will develop characters and environments that are influenced by both created and existing cultural and historical content. Students interested in creative writing, film and animation, graphic novels, tabletop games, RPGs, and/or digital games are all welcome. KEYWORDS:Animation, Entertainment, Media

  • In this course students will be introduced to the workflow of game level design from concept, documentation, paper prototyping and developing 2D game levels using an industry standard game engine. Students will progress through a series of small assignments while developing a larger project idea alongside. The second half of the semester will focus on developing their idea through deployment as a playable game level or portion of a playable game level. This course will focus on 2D game level design but student work is not limited to that for the purposes of this class. This course will act as an introduction to a professional level game engine software package. Students will be challenged to create a viable and interesting game level experience while learning the basics of the software. During this, students will be encouraged to explore and experiment with the game engine's capabilities beyond the class content.Keywords:Games,Unity,2D,Animation

  • In this course students will be introduced to the workflow of animation using an industry standard 3D animation program. Students will create animation using Forward Kinematics (FK) by setting keyframes on a timeline, use hierarchy tools to control complex animation, understand and use deformers and constraints and will then be introduced to the basics of animation using Inverse Kinematics (IK) and basic rigging for character animation. At the end of this course students should be able to set up a timeline, create, edit and refine animation keyframes, meet the objectives of each animation assignment, pre-plan and storyboard an animated short, render their animations and be able to deploy them as a standalone short movie. While it is not required, it is strongly recommended to already have experience with Autodesk Maya and modeling techniques before taking this class. Students should expect at least 8 hours of work outside of class time.Keywords:Animation,3D,Maya,Game

  • No description available

  • This course will look at how the digital and analog game worlds were impacted by the global pandemic. We will explore how the pandemic changed game design workflows and expectations of human interaction in the games industry and focus on project-based game design that is relational to the human experience of the pandemic. Students will be encouraged to consider in person and remote elements to game design challenges in the process of creating a hybrid game that utilizes user experience that contains both remote and in person/community game elements. Students will consider accessibility and technology limitations as well as physical game component questions that are designed to work between local and remote play. Students should expect research and documentation as well as game prototyping in digital and paper format. Keywords: analog games, digital games

  • This course will look at different game mechanics from analog, digital and hybrid games and systems through the lens of intersectionality and accessibility. Students will explore game mechanics and game genres throughout modern game design and develop or, in some cases, redevelop them further with the goal of inclusivity and accessibility. Can this game be accessed by everyone? If so, what value systems are applied to player identity in visual, written and game play elements? If not, what changes to the mechanics, genre, visual or written elements must be addressed to bring a game into full accessibility? Game design for the masses or game design for specific groups, this course will help students develop a broader understanding of what mass market focus really means and how that can be changed moving forward. Key words: game development, game art, entertainment design, game design