Jennifer Gutterman

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

Mail Code CS
Jennifer Gutterman
Adele Simmons Hall 216
413-559-6279

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

  • This course will focus on digital painting techniques for 2D output. Work from this class can be applied to 2D static and still work, time based media, 3D textures, Game Design, Animation, film/video as well as for print and other media. Students will use industry standard software packages to translate traditional painting techniques in digital format. We will focus on technical aspects such as format and size as well as brush modification and creation, painting with light using the RGB color wheel, color theory and texture for use in static 2D images, applied 2D textures for 3D use, painting over reference images and creating images from scratch. Students will be expected to have their own digitizing graphics tablet that they can use in class and for work outside of class.The graphics tablet must support pressure sensitivity and the software the students use must support .tiff/.psd file format, layers, brush creation, output to print resolution and raster editing capabilities. Students will create work from still life to imagined spaces.Students should expect to have at least 6-8 hours of work outside the classroom for this course. Students are expected to use reference images in this course but absolutely no AI generated work will be accepted for work in this course in any format, including, but not limited to generated reference images, final work, thumbnail sketches, etc.Students are expected to have a familiarity and comfort with digital software and graphics tablets prior to taking this class Keywords:Digital Art, Illustration, Painting, Art, Computer Science

  • In this course, students will learn to create dynamic worlds with diverse populations, mythology, and characters for games and animation. 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 tabletop games, RPGs, and/or digital games are all welcome Keywords:Game Design, Creative Writing, Speculative Fiction, Animation

  • In this course, students will take existing foundational world systems and look at more complex solutions for social constructs, speculative created histories, speculative created species of flora, fauna and people as well as develop complex systems in existing worlds to further develop ideas in language, culture, history, architecture, social development and more. Students are expected to come into the course with an already developed world foundation from the previous Worldbuilding class. Keywords:Creative Writing, Speculative Fiction, Game Design, Animation

  • This course explores visual narrative over sequences of images as used in time based and interactive media and graphic novels. Students will become familiar with the discipline of sequential art and the tools necessary for composition, panel design, visually translating written scripts, time based media in both linear and non-linear modes as well as composition and over reaching visual arc of panels on physical pages as well as on a screen. Students will work through a professional workflow that includes initial concept, thumbnail development, visual milestones particular to the intended output, peer critique, revision and successful completion. Students will be expected to be able to draw prior to entering this class. Students will need to have access to a digitizing tablet for this course

  • In Game Studio Project, Division III students will pitch their games to the class of Division II students. Division II students will vote on which games they want to work on and then teams will be built within the class. The course will entail weekly check ins on progress on each group's games while each group self-determines their priorities, their production schedule and their deliverables. The game project itself may encompass time beyond the classroom so Division III team leaders will develop schedules and tasks lists that fit within the time frames of the course. This class is instructor permission to maintain the balance of teams and projects. Please email Professor Gutterman at jgutterman@hampshire.edu for permission to register for this course. Keywords:3D, Game Developer, Unity, UNREAL

  • Life is a Cooperative game! In this course, students will be introduced to the study of games, game play and why we play games with a little bit of game design thrown in. Students should be prepared to play a lot of games, talk about game themes and game play in the specifics of the game but also in the general overall context of game play for the players, the region and the content. Students should expect to learn how to be effective team mates! Students will be talking a lot, writing a lot and hopefully playing a lot of games

  • This course provides an introduction to the history of games, terminology and principles of game design and game mechanics. We will also explore the development of analog games and game systems from inception through playtesting and prototyping. Students will learn to analyze, design, prototype, and document games for deployment in digital or analog format using professional practices that include, but are not limited to professional game documentation, iterative design, paper prototyping and play testing. Students will be creating a prototype for an individual game concept and then create a playable prototype as a collaborative analog game. Keywords:Games, game play, tabletop This course could be used to fulfill the Division II Project requirement.

  • This course is designed to give students a strong introduction to the workflow of creating concept art for the entertainment industry using professional digital tools. Students will be expected to have their own graphics tablet and computer to handle the software used in class. While this course is designed to give students, who have no other digital art background a strong foundation in concept art skills that will help with future digital art courses, the course does not teach basic drawing in a traditional manner. While we explore techniques and workflows pertinent to the entertainment industry, we will be looking at concept design that is not limited to the current popular culture norm. Students will be encouraged to explore concept development that takes in account accessibility, inclusivity and diversity issues from character design to color palette choices Keywords:Game Design, Animation, Digital Illustration This course could be used to fulfill the Division II Project requirement

  • Students are expected to have at least one course, or equivalent experience in 3D Poly Modeling for games and animation using an industry standard software, preferably Autodesk Maya. The course work will include practical examples and project-based work, ideally providing useful material for student portfolios. By the end of the course, successful students will be able to model characters that can reasonably be used in games and animation. Students will be encouraged, in the development of their 3D assets that they dive deep into concept design that is not limited to the popular culture norms of the time. Students will explore the necessary modeling and design workflows for consideration of inclusivity, accessibility and diversity in the 3D design and modeling. Keywords:Game Design, 3D Animation, VFX, High Poly Sculpting This course could be used to fulfill the Division II Project requirement

  • 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