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The Last Lecture

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<strong>The</strong> <strong>Last</strong> <strong>Lecture</strong><br />

<strong>The</strong>se were students whose paths might never have had reason to cross,<br />

given how autonomous the various disciplines at Carnegie Mellon could<br />

be. But we made these kids unlikely partners with each other, forcing<br />

them to do together what they couldn’t do alone.<br />

<strong>The</strong>re were four people per team, randomly chosen, and they<br />

remained together for projects that lasted two weeks. I’d just tell them:<br />

“Build a virtual world.” And so they’d program something, dream up<br />

something, show everyone else, and then I’d reshuffle the teams, and<br />

they’d get three new playmates and start again.<br />

I had just two rules for their virtual reality worlds: No shooting<br />

violence and no pornography. I issued that decree mostly because<br />

those things have been done in computer games only about a zillion<br />

times, and I was looking for original thinking.<br />

You’d be amazed at how many nineteen-year-old boys are<br />

completely out of ideas when you take sex and violence off the table.<br />

And yet, when I asked them to think far beyond the obvious, most of<br />

them rose to the challenge. In fact, the first year I offered the course, the<br />

students presented their initial projects and they just blew me away.<br />

<strong>The</strong>ir work was literally beyond my imagination. I was especially<br />

impressed because they were programming on weak computers by<br />

Hollywood’s virtual reality standards, and they turned out these<br />

incredible gems.<br />

I had been a professor for a decade at that point, and when I<br />

started BVW, I didn’t know what to expect. I gave the first two-week<br />

assignment, and ended up being overwhelmed by the results. I didn’t<br />

know what to do next. I was so at sea that I called my mentor, Andy<br />

van Dam.<br />

<br />

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