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 Jiyoung Lee

Co-Director / Assistant Teaching Professor

Entertainment Technology Center - Silicon Valley Campus 

Carnegie Mellon University

209 Redwood Shores Parkway 

Redwood City, CA94065 




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Brief Biography


Jiyoung Lee is a founding faculty member and co-director of Carnegie Mellon University’s Entertainment Technology Center (ETC), Silicon Valley Campus. She was previously a founding member and music instructor of Carnegie Mellon University Entertainment Technology Center, Australia campus.


She is a graduate of Carnegie Mellon University, receiving Master of Music (MM) in Music Composition and Master of Entertainment Technology (MET) from the Entertainment Technology Center, both in 2006. She received her Bachelor of Music (BM) in Music Composition and Education at Konkuk University in Seoul, Korea. Before attending Carnegie Mellon, she was a music teacher at a middle school in Korea, and the head of composer at ATM (All That Music) studio; computer music studio for Game, Dance and Film Industry.


Her music compositions span diverse genres and styles that include modern dance music, animation, multi-media art, chamber works, films, chorus and electro-acoustic music. She has won numerous competitions with her compositions, including the 2004 CuartetoLatino Americano String Quartet Competition. Her pieces have been performed at Carnegie Music Hall in Pittsburgh, PA as well as the 29th Composition Recital, Seoul Arts Center in Seoul.


Her research interests are in edutainment (education + entertainment) and applying the learnings from her research to teaching. She has been developing several edutainment projects, including TuneTrain, an incidental music learning app that has received wide media coverage.



§  Master of Entertainment Technology, May 2006

Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA

§  Master of Music (in Composition), May 2006

 College of Fine Arts, Carnegie Mellon University, Pittsburgh, PA

§  Bachelor of Music (in Composition), Feb 2000

 Music Education Department, KonKuk University, Seoul, Korea

Professional Experience

§  Co-Director & Faculty, Jan 2007 – Current
Entertainment Technology Center - Silicon Valley, Carnegie Mellon University

o   Direct and manage the ETC-SV campus  

o   Develop and teach classes 

o   Represent ETC-SV to Electronic Arts (EA) and other companies and organizations

o   Oversee and guide student projects 

o   Organize and host external events and campus visits 

o   Lead student and client meetings 

o   Taught and mentored 200+ students


§  Music/Sound Instructor, May 2006 – Jan 2007
Entertainment Technology Center – Adelaide, Australia, Carnegie Mellon University


§  Teaching Assistant, Fall 2005
Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA

o   Building Virtual Worlds (BVW) – Instructor: Prof. Randy Pausch 


§  Teaching Assistant, Fall 2004
School of Music, Carnegie Mellon University, Pittsburgh, PA

o   Introduction to Music Technology - Instructor: Prof. Keith Bajura 

o   Electronic and Computer Music - Instructor: Prof. Keith Bajura 


§  Music Teacher, Aug 2001 – Feb 2002 
Kaebong Middle School, Seoul, Korea 


§  Producer & Head Composer, Jan 2001 – Dec 2002
ATM (All That Music) Studio, Seoul, Korea 


§  Teaching Assistant, Jan 2000 – Dec 2000
Jin Sub Shim Computer Music Studio, Seoul, Korea 


§  Honorary Teacher of Chorus Competition, May 2001, May 2000, May 1999 
Sinsa Middle School, Seoul, Korea


§  Honorary Teacher of Chorus Competition - May 1998, May 1997, May 1996
Hyundai High School, Seoul, Korea

Research & Performances


J. Lee, A. Gea, N. Levin,  C. Yang, R. Deciron, M. Lee,  P.-L. Lu, and M. Xie,

TuneTrain: Incidental learning through interactive music creation.

Proc. 2013 IEEE International Games Innovation Conference (IGIC) (Vancouver, BC, Sept. 2013), pp. 130-133. Digital Object Identifier: 10.1109/IGIC.2013.6659139.


§  Samsara : an expressive artistic game that helps both kids being bullied and who are bullies.

o   Google Play App Store, Feb 2014

o   Apple App Store, Mar 2014


§  TuneTrain : a music creation app, where kids can quickly learn, create and edit melodies through a fun line-drawing mechanic.

o   Apple App Store, May 2013 (Downloaded over 80,000 times as of Sep 2014)


§  Original Composition Performed “INSIDE OF THOUH” for Orchestra, Mar 2006

Carnegie Mellon University Philharmonic, conducted by Efraín Amaya.

Carnegie Music Hall, Pittsburgh, PA


§  Selected Performance Cuarteto Latino Americano Concert, Sep 2004

“INTUITION” for String Quartet, Alumni Concert Hall, Carnegie Mellon, Pittsburgh, PA

Winner of the Cuarteto Latino Americano String Quartet Composition Competition


§  Original Composition Performed  Free Tonality” for violin and piano Performers, Oct 2003

Kresgie Hall, Carnegie Mellon University, Pittsburgh, PA


§  Original Composition Performed in Alumni Concert, Oct 2002

Konkuk University-Weneart, Seoul, Korea


§  Original Composition Performance of Opera, “Heo nanseolheon”, Sep 2000 – Feb 2001

HANJEON Arts Pool Center, Seoul, Korea


§  Original Composition Performance of Graduation Recital, Feb 2000

Department of Music Education, Konkuk University, Seoul, Korea


§  Original composition for the KOREA SOKA GAKKAI INTERNATIONAL, Oct 1998

Composed a branch office song, “Song Chun Ga”, Seoul Korea


§  Original Composition Performance, May 1998, Jun 1997

Konkuk University, Seoul Korea


§  KAIST Entrepreneurship Interview, Aug 2013

“Experience of being a founding faculty member of the ETC-SV campus” Redwood City, CA


§  Interview for Samsung Economic Research Institute Report. p.130-133, Aug 2011

"Responsibility of Korean University Education for Information Technology Talent Development"

Media Coverage

Professional Activities

Conference Presentations / Panelist  


§  Invited Talk, "Edges of Learning", Nov 2014

Leadership Pittsburgh Unboxed, Farmington PA


§  KAIST Entrepreneurship Day PanelistAug 2013

KOTRA (Korea Trade Promotion Corporation) San Jose, CA


§  Invited Talk, “Music Edutainment (Education + Entertainment)”, Jul 2013

Music Education Department, KonKuk University, Seoul Korea   


§  Invited Talk, “The Art of Leadership”, Jul 2013

Film, TV & Multimedia Department, Seoul National of Art University, Seoul, Korea


§  G4C13 Nominating Panelist, May 2013 
4th Annual Games for Change Awards 
New York, NY


§  IGIC 2013 PresenterSep 2013

 “TuneTrain: Incidental Learning Through Interactive Music Creation” 
5th International IEEE Consumer Electronic Society Game Innovation Conference, Vancouver, British Columbia, Canada 


§  ISAC 2009 Speaker, Sep 2009

 “The Impact of Gameplay Where you Least Expect It”

 International Symposium for Arts and Contents, COEX Convention, Seoul, Korea 


§  Sound Design Lecture, Sep 2007

Entertainment Technology Center, Carnegie Mellon University, Osaka, Japan 

Conference Organization

§  IEEE GEM Technical Program Committee, Oct 2014

6th IEEE Consumer Electronics Society Games, Entertainment, Media Conference, Toronto, Canada


§  ICEC 2010 Exhibition Chair, Sep 2010

9th International Conference on Entertainment Computing COEX Convention Center, Seoul, Korea


§  ICEC 2010 Technical Program Committee, Sep 2010

9th International Conference on Entertainment Computing COEX Convention Center, Seoul, Korea


§  KGC 2008 Workshop Organizer, Nov 2008

Korea Game Conference KINTEX Convention Center, Gyungido, Korea


§  Gstar 2008 CMU-ETC Exhibition Organizer, Nov 2008

Korea Game Conference International Game Festival KINTEX Convention Center, Gyungido, Korea


§  KOCCA 2008 Summer Program Workshop Organizer, Jul 26- Aug 8 2008

Korea Creative Content Agency 
Entertainment Technology Center at Silicon Valley Campus of Carnegie Mellon University 

Professional Membership

§  Education Advisor of Korean School of Arts and Science for the Gifted,  2014-Current

National Research Center for Gifted and Talented Education


§  Member of IGDA (International Game Developers Association),  2004-Current

Largest non-profit membership organization in the world serving all individuals who create games.


§  Member of Ti:ME (Technology Institute for Music Educators), 2012-Current

Helping Music teachers Integrate Technology Since 1995 – TI:ME is a 501-c3 Non-Profit Educational Organization


§  Associate Member of The Zakak Association for Contemporary Music, 1998 – 2003

Korean Composition Society, Seoul, Korea

Research Grant

Š       Location Based Mobile Game, Booyah (Social web/mobile entertainment company in San Francisco), $75,000  - Spring 2011

Š       iOS Mobile and Tablet, SmileGate (Korean Game Company), $75,000 - Fall 2012

Š       Classical Music Game, SmileGate (Korean Game Company), $75,000 - Spring 2012

Awards and Achievements


§  Participant in the Summer music festival for composition, Aug 2005


§  Harry G. Archer Award - Winner of the Cuarteto Latino Americano, Apr 2004

String Quartet Composition Competition, Carnegie Mellon University, Pittsburgh, PA

Torroella de Montgri, Spain


§  Harry G. Archer Award – Scholarship from being a winner, Apr 2004

String Quartet Composition Competition, Carnegie Mellon University, Pittsburgh, PA


§  Graduate Scholarship and Assistantship, 2003 – 2004

Carnegie Mellon University, Pittsburgh, PA


§  Certificate of the 1st Computer Music Sound Synthesis Program, Jul 2001

The Korean National University of Arts, Computer Music Studio, Seoul, Korea


§  Certificate of Introduction to Algorithmic Composition Program, Jun 2001

The 4th Computer Music Summer School, Korean Electro-Acoustic Music Society, Seoul, Korea


§  Certificate of qualified High-school Music Teacher, Seoul, Korea, Feb 2000


§  Winner of the Korean music festival, Feb 2000

Composition Competition, Seoul, Korea



Carnegie Mellon University 

Entertainment Technology Center - Silicon Valley Campus

Co-Director/ Assistant Teaching Professor  

Course Developed / Currently Teaching


§  Current Issues in Entertainment Technology and Design [ETC L 53619] (12 Units) - Spring 2007 – Current


§  Fundamentals of Audio Design [ETC L 53615] (12 Units) - Spring 2013 – Current

Course Teaching

§  ETC Interdisciplinary Project  [ETC A 53610] (36 Units) - Spring 2007 - Current


Carnegie Mellon University 

Entertainment Technology Center – Australia Campus

Music Instructor

Course Developed / Taught  

§  Fundamentals of Audio Design [ETC L 53615] (12 Units) – Spring, Fall 2006



Project List


Fall 2014



Faculty Pitched (Jiyoung Lee)

Nickel decodes the melody behind everyday objects using a 3D scanner technology. Our web platform allows users to scan, modify and listen to the music generated from real world objects. A user can scan a physical object into a virtual space, generating a 3D model hosted on our platform. Our platform then automatically discovers and plays the object’s hidden melody. By using our powerful tools, the player can also modify the 3D model to change the music in real time. Our web platform provides users a new way to discover, compose, edit and present music.




Faculty Pitched (Carl Rosendahl)

Palimpsest develops a unique augmented reality experience on the Moverio BT-200 Glasses, which enables users to interact naturally with a character in a markerless environment. We create an augmented reality navigation assistant that also acts as an interactive companion to entertain users. Our application provides a glimpse of the future, showcasing augmented reality’s role in daily human life.



Working closely with Electronic Arts' OCCO (Office of the Chief Creative Officer), we develop a game for EA's new connected TV platform, which is currently under development. We develop one of the first family-friendly shooter games targeted for the platform's action channel where players can use any mobile device as a controller. 


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Spring 2014



Faculty Pitched (Jiyoung Lee)

We developed an expressive artistic experience that addresses the serious issue of bullying. This is an unsolved social problem that results in both emotional and physical trauma for its victims. Bullying is a problem that is rooted in negativity, so the philosophy of Serenity was to create a positive and collaborative experience.




Worked with Electronic Arts’ Office of the Chief Creative Officer to create a golfing game for Connected TVs.

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Fall 2013



Working with the Office of the Chief Creative Officer (OCCO) at Electronic Arts, we developed an iPad game, whose assets and the product created by tEAm, headquartered in Pittsburgh, can influence data. This game is completely agnostic of other media, and yet has meaningful changes occur when a player interacts with outside products. The OCCO provided both ETC teams with a cloud server to act as an intermediary between each project’s save data. This allows future EA projects to incorporate play data from other games without requiring their respective production teams to be in constant contact throughout their global company. Through this experimentation, we explored the evolution of interconnected gameplay.


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ZIMENSION developed a game on the zSpace platform - an interactive system that provides astounding 3D semi-holographic display and precise stylus tracking. We created a unique and unforgettable game experience. The game takes full advantage of the platform and delivers innovative mechanics and novel gameplay, which includes 3-dimensional puzzle solving and spatial reasoning.



Spring 2013



Faculty Pitched (Jiyoung Lee)

Bravura created TuneTrain, an application that helps everyone ages 8+ be comfortable with and encouraged to make music.  Our tool is targeted towards everyone – novices and experts alike; regardless, we want them all to be able to use our app to create good music that they can be proud of.





In collaboration with EA’s Office of the Chief Creative Office, Heidegger developed a system that identifies player types with the purpose of making recommendations to gamers accurately, unobtrusively, and with a high degree of personal specificity.


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Working with the Institute of Play and Electronic Arts, we developed an assessment tool that makes educational data beautiful, engaging, and useful for middle school students. This tool helps shorten feedback loops and students can use it to assess their progress and share with their families, friends, and peers. iAchieve bridged the gap between the functional and aesthetic in the educational space.



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Fall 2012



West-Turn created a memorable, innovative game that friends play together in the same space using their iOS mobile and tablet devices.  Working with SmileGate, a world-renowned Korean game company, we developed a game that uses device-to-device local network so that players can play in their living room, at a park, or in a coffee shop, without the need for a complicated setup, or expensive equipment.  It also features simple analogue finger gestures and embodies a game design concept familiar and accessible to North American audiences.



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Working with Electronic Arts, we created a connected living room play experience using smart TVs, phones, and tablets. We explored the viability of the multi-device platform for interactive game content, and examined what it means to bring multi-screen gaming into the living room space.



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Project Xenon explored the possibilities technology will provide us in 10 to 20 years. Our mission was to foresee how we will use new devices with augmented reality and other technologies such as GPS data, biometric data, sound, video and computer graphics. After researching the possibilities for newer technologies, a video was made to showcase the group’s vision of how we may use the technology of tomorrow.



Spring 2012


Crescendo Encore

In the previous semester, Crescendo created a classical music game geared for families that encourages cooperation, brings people together and gives players the feeling of playing real instruments. Crescendo Encore continued the work done by Crescendo. We built a new version of the game for the Xbox360 upon the existing framework and enhanced the game with better feedback, better hardware and a better UI, all the while leveraging our industry contacts to create a great experience.



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The Electronic Arts Office of the Chief Creative Officer has tasked us with creating a game using WebGL that redefines the expectations of browser-based gaming. WebGL is an exciting new software library that expands Javascript to generate interactive 3D graphics in web browsers without cumbersome plugins. The game is a tower offense game, based on original EA IP. The game features fast paced multiplayer battles, different character classes with distinct weapons and abilities that can be upgraded, and a customizable battle kit of units that the player can summon to help them win the day.



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Fall 2011



Crescendo created an experience for children and families that encourages cooperation, brings people together, and gives players the feeling of playing real instruments without requiring them to have the skills of a musician. With these ideas in mind, Crescendo created a rhythm/music game for the PC. The game requires players to match rhythms in time with music and rewards players for playing in harmony with one another. This game is played with custom instruments that look like their real counterparts while greatly simplifying their use.



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Five Sided Square 

5SS (Five Sided Square) created a table top multi-player game using Sifteo Cubes – a recently introduced game platform. We built a fully functional game that combines the digital play of the Sifteo Cubes with a physical game board and custom game pieces aimed at an older demographic than is typical for the product to create interest in Sifteo Cubes within this demographic.



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We created a tech demo for a new gaming platform and did preproduction work on a possible future EA title. After the tech demo was delivered, we built a playable game prototype in Unity for future EA implementation. In addition to this prototype, antEAter provided design documentation, a number of polished animation cycles and a fully illustrated game storyboard using a comic book art style.



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Spring 2011



Working with Booyah, a social web and mobile entertainment company in San Francisco that incorporate the real world and people’s lives into the gaming experience, we explored new methods in which people can interact with each other using mobile devices in deeply collaborative ways. Using iPhones, players need to work together to fulfill tasks. The times and locations of each player’s status updates influence the game experience for other players. The blue dot that indicates a player’s position on a map of the real world indicates the state of player’s game in the digital world.



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Empyrean 2D
Working with EA2D, a division of Electronic Arts, Empyrean 2D created an iPad game that, in the future would be extensible to other tablets. This game integrates closely with EA2D’s upcoming title Dragon Age Legends and created a connected experience between both games that enhance the player’s experience across both platforms. We delivered a fully functional and connected game that is ready for release to the general public.



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Project Ethereal

Project Ethereal delivered sword & shield and spear combat in a player-versus-player online game environment. It combined a realistic cooperative strategy of the sword & shield and spear weapons formation to reveal how working together means survival on the battlefield.



With the goal of enabling personal interactions with virtual characters, Puppetineering designed an experience that breaks the 4th wall so virtual characters can speak directly with their real-life fans. We created a tool that allows a person to control and puppeteer a virtual character, giving it a full range of movements, voice, and emotion. The end product was a prototype that people can interact with.




Fall 2010



ARCA project was the first collaborative project with EA/Maxis, the famous creators of Spore. We utilized Maxis' newly developed platform that is used for authoring Maxis-style simulation games. Maxis investigated how usable the engine is for other applications.



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Coco & Co

Coco & co designed an online game that replaces text and speech with another form of communication…play! The game focused on cross-cultural communication and collaboration through play, and provided a shared space for players to discover each other, progress together, and learn about each new person they meet.

** Won Best Student Game in IGF Awards

** Won Game of the Year in Games For Change Festival

** Selected Nuovo Finalist in Independent Games Festival

** Won Game Developer’s Choice in IndieCade Game Festival





Opsis2 created stereoscopic games for a 3D auto-stereo laptop developed by Super Perfect Ltd. The games enhance the players experience by having them interact within virtual three dimensional spaces without visual aids. We developed stereoscopic games that explore different game play techniques and environments that benefit most from the added dimension.



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Spring 2010



PlayOnSocial is a project with Next Human Network (NHN) Corporation of Korea. NHN’s focus is to make people enjoy their lives, so they wish to experiment in the social network gaming market to broaden their range of entertainment offered online in Korea. We designed and created an online game prototype set in social networks chosen by NHN.



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Fluxion created an iPhone game using fluid simulation as game mechanics. The main concept of the game is to make use of physics features of liquid to solve puzzles by utilizing the unique input controls of iPhone such as accelerometer and Multi-Touch. We developed an immersive game experience and explored the possibilities of innovative game mechanics based on fluid dynamics.

** Presented as a poster at ICEC 2010




iLearn was a project on language learning initiated by NHN Corp of Korea. We developed a stand-alone iPhone application for English training for Koreans using CMU’s PocketSphinx speech recognition system. We used the multimodal interfaces of the iPhone to provide users a more immersive and intuitive learning experience. We also used the speech recognition system to analyze user’s fluency in English.


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Project Mirage - International VR Contest 

Project Mirage developed a new and innovative platform/interface as an entry to the International Virtual Reality Contest (IVRC), a Japanese-based competition held collaboratively with Laval Virtual in France. We developed a projection table that displays in three-dimensions and is viewable from all sides. Utilizing recent innovations in fog screen technology, we made an interactive display that gives the same experience for multiple guests and could perhaps even inspire the term “hologram.”

** Memorial Award in International Virtual Reality Contest (IVRC)


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SPIKE (California Academy of Sciences)  

SPIKE (Scientific Personalized Interactive Kiosk Exhibit) designed an integrated network of websites and physical installations for the California Academy of Sciences. It installed a system to expand the Academy experience by connecting the interactions at the museum to the Academy website at home. Users create personalized avatars online or on kiosks in the front lobby of the Academy, and upon returning home, users are able to use their achievements at the Academy to compare their avatars progress with those of their peers.

** Presented as a poster at ICEC 2010



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Fall 2009


Project iDev

Project iDev developed innovative games for the iPhone and iPod Touch mobile devices, publishing these games to the app store, and building the framework that enables us to continue creating games as an independent design collective.



ORCAS (California Academy of Science)

We teamed up with the California Academy of Science to enhance the experience of guests at the new Academy building in the Golden Gate Park, San Francisco, CA. The project identified areas for enhancement and evaluated feasibility, paving the way for polished products to be produced in following semesters.


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Spring 2009


See-Saw Skill Based Games 

Project See-Saw aimed at finding the best balancing technique to create a player skill-based multiplayer game. A successful balance technique helps both very skilled and less skilled players find the right challenge and satisfaction in a cooperative multiplayer skill-based game.



Trino 2.0

For the second semester for the Trino team, we released a full version of the game to Xbox Live Arcade. We built a vertical slice of Trino, ready to be certified by Microsoft for XBLA distribution and also playable on PCs.

** Trino 2.0 has evolved into a publishable full-length game

** Penny Arcade PAX 10 Award 2009

** Selected as one of the 10 best independent games of the year 2009 



Fall 2008



Hatch project worked with Global Imagination's "Magic Planet," a spherical projection screen with unique potential for information and entertainment. Hatch took full advantage of the Magic Planet’s one-of-a-kind display, and created eye-catching, useful, and fun applications that showcase information in a worldwide context and interactive experiences that explore the possibilities of a truly 3-D interface.


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Tea & Sugar Train

We developed a virtual interview with fictional Tea & Sugar Train employees to be installed in Australia’s Port Adelaide Railway Museum. The team worked with curators from the museum and students from UniSA. Upon completion the system was installed in railway cars at the museum.



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Spring 2008


Projecx: XBOX Live Arcade (Trino)

Trino developed a game for the Xbox Live Arcade. This platform was only recently opened up for small developers. The team learned how to develop for the Xbox and distributed their game through this platform.


Project CA- Cultural Awareness

We created a short animated documentary addressing the issues of working in multi-cultural groups in a light-hearted manner. The team interviewed more than thirty people about their multicultural experiences and casted some of these voices as 3D animated creatures. As the population in ETC students becomes increasingly culturally diverse, the animated short built on the experiences of people who have worked cohesively in multicultural teams, is invaluable to students and faculty alike. It allows the audience to better understand issues when working in multicultural groups and thus avoid conflict or miscommunications arising from cultural diversity. The final deliverable was a four minute long animated documentary that addresses important issues that students in ETC face while working in multi-cultural groups.

** Finalist for competition at the International Animation Festival of Brazil, ANIMA MUNDI 2010

** Invited to present at the annual Regent Park Film Festival 2009, Toronto, Canada

** Showed as part of the retrospective shorts program 2009

** Received Kodak grant from NextFrame




Spring 2007


Project ISTP

The Gaming with Alice for Middle School Education (GAME) team worked with ISTP (International School of The Peninsula) to help the middle school students use the Alice program, developed by ETC co-founder Randy Pausch, to create games focusing on interactive storytelling.



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Project Spaceship Earth

Project Spaceship Earth was a pioneering project based out of ETC-Silicon Valley, working with Walt Disney Parks & Resorts Online and Siemens to create an educational mini-game.



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Spring 2006



Created visual demos demonstrating the possibilities of physical rendering for Intel Research Lab.

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Fall 2005



HazMat used video game methods and technology to augment the training of the Fire Department of New York City's Hazardous Materials and Anti-Terror Teams.

Spring 2005 


Japanese Language Learning

The Japanese Language Learning Software project was a prototype for an edutainment game geared specifically towards 14-18 year olds who like anime & video games. Our work was presented at:

**GDC (Game Developers Conference), Mar 2005

    Moscone Center, San Francisco, CA

**SEATJ 2005, The Southeastern Association for Teachers of Japanese, Jul 2005

    Hosted by Georgia Institute of Technology.

**CALICO (Computer Assisted Language Instruction Consortium), Sep 2005

    Michigan State University

**JALTCALL (Japan Association for Language Teaching –CALL), Nov 2005

    Ritsumeikan University in Japan



Spring 2004



X-Gaming team created a game prototype that allows players to readily download and play their favorite classic arcade style, multiplayer online game.