Gabriel McIntyre
Academic Appointments
HAN University of Applied Sciences
Lecturer in Game Design — Dutch title: Docent Game Design
Arnhem/Nijmegen, Netherlands
2017–2021
Full-time faculty appointment teaching game-design theory and practice within a bachelor-level applied higher-education program.
Courses taught
Game Design Theory
Game Design Practice
Responsibilities
Taught multiple classes and academic-year groups, with approximately 30 students per class
Created and updated course curricula
Developed assignments, workshops and instructional materials
Connected game-design theory with practical production processes
Assessed student projects, prototypes and design documentation
Provided individual and team-based critique
Supervised graduation and final-year projects
Participated in graduation assessment and peer-review boards
Established collaborations with outside clients and nonprofit organizations
Developed real-world project briefs addressing social, organizational and community needs
Guided students in working with clients, beneficiaries and other project stakeholders
Taught project governance, stakeholder communication, expectation management and professional accountability
Helped students evaluate project outcomes against client needs, user impact and stated objectives
Organized guest lectures and professional Q&A sessions with internationally recognized artists, designers and media pioneers
HKU University of the Arts Utrecht
Lecturer in Media and Game Design — Dutch title: Docent Media
Utrecht, Netherlands
1999–2019
Held part-time and full-time faculty appointments across interdisciplinary programs in film, animation, game design, new media and interactive performance.
Departments and program areas
Design for Virtual Theatre and Games
Film and Television
Animation
Game Design
New Media
Courses and subjects taught
Film and Television Production
Post-Production
Game Design
Presentation Techniques
Media Business
Interactive Theatre
Content and Media Design
Online Film and Video
Live Production
Responsibilities
Taught students at bachelor’s and master’s levels
Created the majority of the curricula and courses taught
Developed learning objectives, assignments, workshops and project briefs
Supervised individual and multidisciplinary creative projects
Guided students through research, concept development, production and presentation
Assessed creative, technical and theoretical work
Supervised graduation projects and theses
Served on graduation peer-review and assessment boards
Connected classroom instruction with current professional media practices
Introduced emerging technologies and formats for which established course materials did not yet exist
Built partnerships with external clients, nonprofit organizations and community stakeholders
Created project-based learning opportunities in which student work addressed real organizational or social needs
Guided students through client discovery, stakeholder interviews and project scoping
Taught students to balance creative goals with budgets, schedules, technical limitations and stakeholder expectations
Integrated project governance, evaluation and professional reporting into student assignments
Helped students assess the practical, social and creative impact of their completed projects
Invited professional practitioners into the classroom for lectures, demonstrations, critiques and student Q&A sessions
Industry-Engaged and Community-Based Teaching
A significant part of my teaching involved connecting students with outside clients, nonprofit organizations and real-world challenges.
Rather than working only from hypothetical assignments, students were frequently asked to respond to genuine organizational, communication, cultural or social needs.
These projects taught students how to:
Identify and communicate with stakeholders
Translate client needs into clear project objectives
Conduct interviews and discovery sessions
Define project scope and deliverables
Balance creative ambition with practical limitations
Manage expectations and communicate project changes
Work within schedules, budgets and organizational structures
Present concepts to non-specialist audiences
Document decisions and production processes
Evaluate outcomes against stakeholder needs
Reflect on the social and practical impact of their work
This approach allowed students to develop professional experience while producing work that could create a meaningful benefit for clients, communities and nonprofit partners.
Guest Lectures and Professional Engagement
Regularly brought leading artists, designers, technologists and media professionals into the classroom to expose students to current professional practices and alternative creative perspectives.
Guest lecturers participated in presentations, demonstrations, critiques and student Q&A sessions.
Selected guests included:
Bill Plympton — Academy Award-nominated independent animator and filmmaker
Marc Canter — Multimedia pioneer and technology entrepreneur
Eyal Gever — Digital artist and 3D sculptor
These sessions gave students direct access to established professionals and encouraged them to discuss creative process, technology, career development, production challenges and changes within the media industries.
Curriculum Development
Created the majority of the courses taught throughout academic and professional appointments. Many subjects involved emerging technologies and media formats for which established curricula did not yet exist.
Curriculum-development areas include:
Game Design Theory and Practice
Serious Game Design
New and Emerging Media
Interactive Narrative
Online Film and Video
Interactive Theatre
Content and Media Design
Film and Television Production
Post-Production
Media Business
Presentation Techniques
Live Production
Transmedia Storytelling
Professional Digital-Video Workflows
Client-Based Creative Production
Stakeholder and Project Governance
Community-Engaged Design
Curriculum-development responsibilities included:
Defining measurable learning outcomes
Designing weekly course structures
Creating assignments, exercises and project briefs
Developing assessment criteria and grading rubrics
Producing presentations and instructional media
Updating courses in response to changing technologies
Connecting theory with portfolio-ready student work
Recruiting external clients and nonprofit project partners
Translating real organizational needs into appropriate student assignments
Incorporating stakeholder communication and project governance into coursework
Developing methods for evaluating project effectiveness and social impact
Academic Service
Graduation-project and thesis supervision
Graduation assessment and peer-review boards
Curriculum creation and revision
Interdisciplinary student-project supervision
Professional-practice integration
Community-engaged and nonprofit project development
External client and stakeholder coordination
Guest-lecturer recruitment and event organization
Student presentation and portfolio development
Industry-informed critique and mentorship
Guest workshops and invited lectures