May 6,
2010
By Eric M. Scharf
I am passionate
about the approach creative technical schools have taken towards
educating their students and preparing them for their chosen career
paths.
Creative technical schools to be
fair are not the only known portal into the games industry . . .
just the only formal one. An increasing number of self-taught people
are gaining entry into the games industry through a growing
collection of free open source development tools.
Outside of that group, there remain
just as many talented people who seek a formal opportunity in the
form of a structured technical school to refine their talents into
their dream careers. The relatively small percentage of those promising talents who actually
receive the opportunity through government subsidized financial aid
or extremely generous parents should make the
most of that opportunity, especially in the current economy and
in honor of those less fortunate.
I was invited to make a presentation
to the new game art development program of a west coast art
school back in August of 2009. The school administration
indicated it was
committed to a full-bodied approach to the development of game art
assets. They were understandably hopeful like any other
institution branching into a new direction that I would deliver a
celebratory speech that could be webcast over and over, encouraging brilliantly creative students-in-waiting to stampede
their admissions office with fistfuls of tuition money.
My audience included a curious
collection of operations officers, department chairs, faculty
members, teaching assistants, and students from other established departments.
My presentation displayed below included a realistic perspective that drew attention to the
shared responsibilities involved in an in-depth
higher education that can make or break a young or transitioning
career.
The earliest video games can be traced back to the original pin ball game
the Montegue Redgrave Bagatelle but the
video games that most of us know and love came into play in 1972
with the official release of Ralph Baer's Magnavox Odyssey home video game
console. Decades later even in a slumping economy people cannot
seem to get enough of video games. The game development industry, in
fact, officially began surpassing the film
industry in annual profits just a couple years ago. That is quite an
accomplishment for an industry born of hobbyists indulgences and
toy maker determination.
Kids for the longest time used to dream
of becoming firemen, police officers, astronauts, sports stars, or
even the President of the United States. Parents dedicated to
putting food on the table for those kids used to dream of finding
a job they could enjoy. Many kids to be fair still dream of
traditional occupations, and many parents still dream of jobs they
can actually enjoy, but they would collectively drop almost everything for
a shot at making the video games that are celebrated by so many people and
making the associated income enjoyed by so few who succeed.
How on Earth did that happen?
When did the game development community become players on the
international scene? How could there be so many video games in
development?
While North America continues to be the
biggest hub of video game development, Japan and the UK have been at
it for quite a while as well. Pockets of French, German, Spanish,
and Swiss developers have also joined the fray over the past 10-15
years.
The past 10 years have resulted in a
virtual invasion of Indian development efforts in a spectrum of
technologies that reaches well beyond games. China to no one's
surprise has been literally bursting with an import / export
combination of game development opportunities.
While components of
video game projects are being outsourced anywhere and everywhere,
there are certainly not 100,000+ mass market, instantly commercially-viable,
fully-funded video games being developed worldwide.
"Video game developers" to some people
represent entire companies, while for others like me the term
refers to the talented individuals who comprise a greater whole. A labor pool of 100,000 is, in fact,
small for most industries, but game development has until recently
always been a
more exclusive and specialized trade than most.
Such specialization, however, has
generated an attraction like few other industries enjoy. Game
development represents an incredible and accessible vehicle of
opportunity to deliver a cross-section of creativity,
technology, communication, and new business for anyone on the
worldwide stage with the hunger to learn and the drive to succeed.
While games industry outsourcing was late blooming, it has converted
the steady natural competition of a boutique industry into an aggressive survival of the fittest,
with lower overseas production costs and the worldwide economy
starving for new business.
The culture of
outsourcing, of course, began eons ago when individuals and
companies required a task to be completed for less money, at a
faster pace, and for similar quality to what they could deliver
themselves. As more game development tasks are
outsourced to still-developing countries that are aggressively
seeking to adopt and drive modern day technologies even more fledgling game
developers will join what has become a global game development crusade.
Bleeding edge game development tools
have always been rather expensive to acquire, whether you are
purchasing for just one person or aiming for a company site license.
It is hard enough for an independent
game developer to get a project funded. While there has been an
exception or two, it has become just as hard for a wholly-owned
subsidiary to ask a parent company for more project funding, in
support of necessary software development tools or unforeseen
production problems.
A growing number
of game developers small and large, here and abroad however, have refused to let the
issue of money prevent them from procuring the tools they need to
succeed.
There was a 1970's candy bar called
"Mounds," and it had a catchy slogan: "Sometimes you feel like a
nut, sometimes you don't."
If you polled the greater game
development community on their collective ability and desire to
legally purchase their own commercially licensed software tools
for any game development discipline you might hear another catchy
slogan: "Sometimes you feel like paying, sometimes you don't."
When it comes to stock commercial 3D modeling and animation
applications, Autodesk 3D Studio MAX is the most widely used package in the world.
Stock is the appropriate word, as so many companies now make wholesale
alterations within source code and through custom plug-ins to
those commercial packages in order to more accurately fit their
specific CG film, broadcast television, or game
development requirements.
Before Autodesk Maya was purchased from SGI, it was the younger
sibling of a real film industry power house called Alias | Wavefront, and Alias
Power Animator before that. Maya was created to continue SGIs
excellence with CG and character animation-based products, and
Autodesk appears to be honoring that pathway.
Autodesk
Softimage, for such an excellent character creation and animation
package, continues to have a smaller but loyal following of game
developers. Autodesk gobbled it up for safe measure, all but
cornering the commercial market for big ticket 3D animation,
modeling, and rendering solutions.
Autodesk
MotionBuilder has just come into its own over the past few years as,
quite simply, a very powerful animation and file-sharing gateway
between MAX and Maya. It has become very popular among artists who
are encouraged by their employers to utilize whichever tools they
need, even though MotionBuilder can be a costly luxury.
Newtek
LightWave 3D has been known for some time as the predominant leader
in broadcast 3D graphics and animation, and to a much lesser extent
in film, and to an even lesser extent in games. While it may not
dominate the digital television waves anymore, LightWave, with its
almost toy-like ease of use, is still very popular.
After incubating in the film industry for some time, Pixologic's
ZBrush was finally shared with the games industry around 2004, and
certainly earlier for beta testing by some higher profile
developers. ZBrush is an incredible 3D sculpting tool. An artist can
import a low detail 3D model into ZBrush from several but not all 3D
applications, and, then, use an unending number of digital sculpting tools to
enhance the details of that
model in almost any way imaginable.
The resultant higher fidelity sculpted
details generated within ZBrush are, then, typically exported for
use as depth-adding texture-maps for 3D models that would otherwise
require a prohibitive amount of physical detail in a typically
constrained real-time 3D environment. The catch with ZBrush is the
equally incredible interface. It takes an engineering-centric approach, and even some of the most
intelligent folks in games today did not and will not learn its magic
immediately.
Autodesk
Mudbox is another former stand-alone product adopted by Autodesk. It
was generated partially as an innocent alternative to ZBrush, but an
alternative that delivered a much simpler interface without
sacrificing any real depth of features or power. It remains to be
seen if the more user friendly product will be able to make a dent
in the market share currently enjoyed by ZBrush.
Google
SketchUp Pro has become the games industry favorite among concept
artists and designers, as it provides the perfect middle ground of
communication between the game designers who currently grow and shepherd
ideas from conception and the concept artists who are currently charged with
creating beautiful interpretations of those ideas. As Google expands SketchUp Pros feature set, you can expect it to become a real
player in the full-capacity 3D application market.
What else can be said about Adobe Photoshop that has not been said?
It is not perfect, but with such a refined-over-time interface, it
is darn near perfect for everything that must be accomplished in 2D
in and out of the games industry. While there are competitors in the
form of GIMP and Painter, those applications tend to tease you with
open-ended interfaces that lull you into experimentation rather than
completion of your tasks and meeting of your deadlines.
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