Hooper, SteffanWünsche, Burkhard C.Denny, PaulLuxton-Reilly, AndrewSousa Santos, BeatrizAnderson, Eike2024-04-302024-04-302024978-3-03868-238-71017-4656https://doi.org/10.2312/eged.20241009https://diglib.eg.org/handle/10.2312/eged20241009The game development industry has a programming skills shortage, with industry surveys often ranking game programming as the top skill-in-demand across small, mid-sized, and large triple-A (AAA) game studios. C++ programming skills are desired, however, educators can perceive C++ as too difficult to teach due to its size and complexity. We address the challenges of teaching C++ in an upper-level Game Programming course and demonstrate how learners are up-skilled in C++ game programming, providing insights and reflections on the course. We show how through careful educational-design choices, combined with scaffolding a C++ framework and contemporary middleware, it is possible to transition learners to C++ for game programming.Attribution 4.0 International LicenseCCS Concepts: Applied computing → Computer games; Computing methodologies → Computer graphics; Social and professional topics → Computing educationApplied computing → Computer gamesComputing methodologies → Computer graphicsSocial and professional topics → Computing educationTeaching Game Programming in an Upper-level Computing Course Through the Development of a C++ Framework and Middleware10.2312/eged.202410094 pages