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B3 Is Key:  Better Training, Better Products, And Better Returns
 
alphaZED studios (AZS) is a full service digital studio, owned and operated by Duane Loose, who has been hitting visual home runs for the greater entertainment industry since 1978, and with whom I first crossed paths back at FASA Interactive Technologies in Chicago in 1996.  AZS provides CG, animation, visual effects, and production design services, but they are also working on modifying their infrastructure to create and add a core teaching component to their already-in-depth studio values and overall function.  In this vein, they are experimenting with a couple of ideas, one of which involves operating, in-part, as a teaching studio.  This preliminary concept would have AZS sharing knowledge in several ways, as described in detail on the AZS blog.  The following is a response.
 
October 23, 2008
By Eric M. Scharf
 
Duane,

I was studying the alphaZED studios blog recently, and I find your teaching studio concept and high-level plan fabulous and, potentially, overwhelming all at once.

I will assume (accurately or not) that, like me, you are concerned, on a certain level, for the annual-and-growing collection of promising students and eager career-crossroads people who want very much to be a part of the CG workforce at large and who also require legitimate-and-robust training before entering the industry. Never has there been a time when there have been enough acceptable quality technical schools which are capable of providing the necessary instruction and solid, long-term guidance to this huge new crop of potential talent.

We see, every day, how many of the existing institutes, whether affiliated with larger established schools (like Dallas, Texas-area Guildhall is with Southern Methodist University) or not (the relatively new Flash Point Academy in Chicago), are advertising how "you will be trained by the best, the brightest, and the most established that the film, broadcast television, and entertainment software industries have to offer."

Even if these schools had the hard currency to attract the very best (which, outside of accredited schools like Art Center, CalArts, RISD, and a handful of other public, private, domestic, and international establishments, they do not), "the best" generally yawn at the possibility of sharing their trade secrets with "newbies" considered to be instantly lacking in appreciation of what great lessons they would learn. Furthermore, many of the best have no patience for such a job, nor any natural communication, nurturing, or teaching skills towards proper articulation of their experiences to others (whether full-time staff, part-time interns, or students).

The SMU Guildhall, as a brief aside, does belong on the "can do" list, as they happen to employ one of the brightest technical minds ever involved in game development, in one Wouter Van Oortmerssen, formerly of Crytek and continuously of impressive knowledge and capabilities.

Nonetheless, there are some, like yourself, who have immense, long-established knowledge and talent, who have covered the gamut of creative adventures, and who are brave enough to take on this task. Even in carefully measured doses, however, this is not an easy feat to accomplish, especially with the number of candidates (students and teachers alike) you have suggested may be run through your studio gauntlet.

I hope to eventually be able to pursue much the same entertainment industry "enhancement and support path," as described for your potential teaching studio. My focus, however, is on the very core foundational methodologies and techniques almost completely missing from the common practices of the games industry, where I have spent the majority of my career.

People within the games industry, from the top of the food chain down to the lowest impression on the totem pole, must be encouraged and must find a way to conquer the wide-spread fear of (1) high- and low-level planning, (2) acknowledging true requirements of that plan, (3) pursuing proper resources for that plan, (4) maintaining or scaling down that plan based upon available resources (funding, time, and talent), and on and on. For those working within one of the 800 pound publisher-developers, the blessings of rightfully-greedy shareholders, who appreciate the financial glory of great, top-quality product(s) created by a well-oiled team (whether in-house, outsource, or both), certainly would not hurt, either.  "B3" is key - Better Training, Better Products, and Better Returns.

The next generation of creative and technically-creative minds, for the sake of "a quality product," deserves superior foundational support and solid, tested examples, initially from technical schools and throughout their careers from the entertainment industry at large. Contrary to popular belief, there are not that many successful self-taught entertainment industry legends, and, in the face of this fact, it remains to be seen whether or not the educational and professional CG resources really do comprehend their extremely important roles in encouraging and shaping the enthusiasm and readiness of the next wave of creative troops.

Familiar production phrases such as "sense of ownership" and "being on the same page" fail to live up to their age-old meanings when your production team has an incomplete description of what they own which prevents them from being on the same page with you, thus, resulting in the personnel and product quality turmoil that occurs all-too-often in the industry. The folks from the entertainment industry awards committees do not hand out 'at-a-boys or trophies every time someone is annually reminded "only 10% of all game products in production make it to literal or virtual store shelves."

Again, the quality of the product should be the very top end-all priority, and yet, you cannot ever count on delivering the very best quality without a production team that is on an informed, unified mission. A product is only as good as the team that created it, and logic (which has proven to be an endangered species) dictates that you must "respect the product by respecting your teammates."

Further muddying the water is the fact that so many new, fresh faces enter the industry blatantly rolling over, almost desperately accepting that "this is how it is done without question" and who are willing to take a career-long set of lumps to go with that acceptance . . . simply because of what one of several young, sudden-success-story heroes may have irresponsibly stated in a magazine or in an online interview.

As much as it pains me to admit it, however, you cannot expect a relative new-comer to the industry, who slogged their way to surprising first-time-success to suddenly turn around, with a great sense of moral purpose and responsibility, and tell everyone (through a much-anticipated interview), "Yes, I succeeded, but it was far from ideal. In comparing notes with some of my more established industry colleagues, I want to share some important tips on a better approach to game development, as well as what trouble areas to absolutely avoid."

Outside of technical schools becoming more pro-active in educating the masses on core fundamentals and teamwork, more of these game development success story heroes need to build up the nerve to speak up and share their experiences, so that people, who would some day be their teammates in the trenches, are much better prepared to help them maintain and enhance that success . . . than they are now.

Sure, established industry veterans publish post mortems of their projects at an ever-increasing rate on high-traffic game development web sites, such as Gamasutra.com, but that is not enough. In fact, the gospel, in this case, actually needs to come from the newer folks, who have tasted early-and-sudden success through not-the-best-of-plans, and who are willing to point out that, in fact, game content (that you see on TV commercials and that you play on Macs, PCs, consoles, and handhelds) may be super cool, but game development can be incredibly hard work requiring much preparation, on various levels that simply transcend knowing how to replace real-time 3D art assets, update game play scripts, and hack core engine code from a widely-used commercial game engine, within an extremely popular first-person shooter game.

Besides, while many people look to those who came before them for inspiration, knowing how to accomplish these tasks without piggy-backing someone else's hard work in a MOD is far more rewarding and satisfying . . . for those who want to be known as true originals.

Regarding commercial game engines versus writing your own proprietary software – as a not-so-brief aside – commercial game engines all begin as proprietary software.  Whether you have $100 dollars to license Garage Games' Torque Engine or $750,000 dollars for Epic's Unreal Engine 3, if you believe you have the chops for technological wizardry that is equal to or greater than the available competition, and you wish to be known for something original in the entertainment industry, rather than relying on a robust off-the-shelf technology, then, you will swallow hard, invest the personal time, perform meticulous comparative research, generate a thorough construction plan, dedicate a significant amount of programming energy into your own game engine . . . and never be afraid to ask questions of more experienced folks in order solve issues you had not considered.

You may hear three types of reactions to this decision.

1) The Pigeon Hole:  the type of game you want to create determines the type of engine you want to build.

2) Peer Outside The Box:  the more well-rounded an engine you want to build, the more types of games you will be able to create without having to perform a major overhaul too soon to that engine.

3) Think Big Picture:  while it will not be easy, you should enjoy the anxiety-and-excitement-filled experience of building your own game engine, doing so with a measured plan to support highly-popular elements from several different game genres . . . because you will learn much about your own natural abilities, as well as your determination to succeed in the face of similar software development challenges faced daily within game studios that are following the very same path.  "You choose.  You choose!" - Hogarth in Brad Bird's "Iron Giant."

I have been successful in re-directing the thought processes of many new creative, design, and technical folks, but the task of getting these new talents to Think Big Picture (and think beyond the status quo) is becoming an increasingly greater challenge the more they succumb to the "ain't it cool" factor. The kinds of conversations in which I get involved – with both junior and established members of the game development community – tend to rival the first (and, hopefully, only) discussion a parent might have with a child regarding the reasons why you never want to get involved with drugs.

It is my sincere hope that your teaching studio is able to establish and / or enhance creative skill sets . . . as well as successfully debunk certain status quo studio operational methods that should be no more than a myth.

I wish you and your team all the best in everything you have in store for the rest of us who eagerly await your next visual feast, Duane.
 
 
 
This response was e-mailed directly to Duane Loose and posted publicly on the AZS blog.