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- Do Game Development Degree
Programs Give As Good As They Get?
Part
4
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May 6,
2010
- By Eric M. Scharf
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So many decades later, video games that
cost millions of dollars to develop and produce were branded as AAA, and a handful of years
later still, the definition of AAA has transformed once again.
The paradigm has shifted with the success of social
networks and wildly successful platforms like the Apple iPhone. Now,
developers have the potential to create a simple yet compelling game
in their cost-free spare time - for iPhone, Facebook, or even Club Penguin, resulting in millions of
users paying $1-5 dollars for anything from playing
the game to purchasing downloadable content.
Fewer than 25% of all video game developers ship successful titles. Fewer developers get to work on AAA titles and even fewer
developers get to choose the platform, genre, or title on which they
work.
This is simply the law of averages, available resources, and
societys desire to spend its own food, health, and shelter money on discretionary
products. Most people who play video games have only so much spare cash
on hand, especially in the current economy.
Common customers from which the games
industry profits most will not be able to purchase every game, nor
will those customers be interested in every game being advertised to
them. Following popular themes through a well-crafted product
generally nets a reasonable profit, but personal taste is an
unpredictable product killer.
While
customer tastes often dictate the success of a product, the game
developers have the same amount of power before they release their
product from the wilderness of development onto the civilization of store shelves.
Game developers just like their more
traditional software development counterparts have more often than
not shipped games that are certified as complete and error free, but
which are not, in fact, error or bug
free. Bugs, of course, show up in all shapes and sizes, but the bugs
that are most noticeable are the bugs you can actually see, even if there is
a mechanism underneath the hood of the video game vehicle causing the
problem.
The flexibility of customer taste is
directly controlled by the level of feature completion and
refinement a product can display, whether video games, automobiles,
or homes. While game developers from every discipline are
empowered to manipulate customer flexibility from concept to
completion of their products, it has historically been the game
artist who is best positioned to generate the most customer
flexibility.
My experience in the games industry as a game artist, Art Director, Project Manager, Executive Producer,
and operational infrastructure consultant has shown me that game artists
are uniquely qualified to take a big picture approach to every task
they perform during the development of a video game: keeping product
quality, interdisciplinary responsibilities, and customer
flexibility in mind at all times.
If you go back in history to the mid-70s (on teams of 1-3 game developers) and on through the very early 90s
(when companies began to expand their team sizes), artists were game
designers and audio technicians as well.
It was the artist who communicated
verbally and visually with the designer and the writer
to develop the core product vision for the rest of the development
team. It was the artist who communicated verbally and visually with the programmer to
determine in what combination art and code assets needed to function.
It was the artist who communicated verbally and visually with
the designer and the programmer to make sure each of them was receiving the placeholder or
final art assets they needed to perform their own focused tasks. It
was the artist who collaborated with the sound engineer to ensure
the musical score and sound effects matched the on-screen visuals.
Artists were the original jacks
of all trade. While programmers decades ago used to share art
creation responsibilities on extremely small development teams, they
have effectively been banned from any such task except for proofs of
concept. Fewer and fewer game designers, in fact, are joining the
games industry with any art or visual communication background these days. This only
confirms the importance of the artist to the success of design and
programming, and vice versa, in the game development process.
While modern day game artists have also become dangerously
compartmentalized, the universal hunger to learn the coolest new tools
of the trade has resulted in the birth of hybrid "technical artists"
who can utilize robust scripting languages just as well as they can
generate crisply-built 3D art assets. Regardless of what the
future holds for game artists, they are still historically,
traditionally, and uniquely empowered to resume their genetic
responsibilities as jacks of all trade for the greater good of their
game development livelihood and the customers who support it.
There is an age-old myth shared by many who are interested in
getting involved in game development: Making video games for a
living?! That is so cool! It must be tons of fun, just sitting
around, playing games all day long!
Game development though seriously engaging and much more fun than
a "normal job" shares very little resemblance to this myth.
The first, best response
anyone can give regarding the truth about game development is this:
Creating amazingly entertaining-and-interactive
digital-fun-in-a-box is nothing short of highly-communicative hard
work, involving thorough pre-production planning, serious vetting of
game designs and all product goals, and intense interdisciplinary
collaboration, within a high-energy, fast-paced work environment
that regularly demands more effort than is allowable in a 9-5 time
slot.
"Fanboys" beware, lest your
lofty interpretation of video game development becomes shattered, leaving
you with even more emotional scarring than any mature-rated video
game could ever produce. Video game development is fun,
professionally challenging, socially engaging, and extremely hard
work.
Most game developers have never experienced what a project is like
without crunch time more commonly known as overtime and, thus,
they are so accepting of it as
common place that the alternative is easily dismissed. Realistic
planning and project scoping, however, can-and-will deliver a
reversal of fortune that has the game development community begging
for more.
I have seen mainstream game development burn out far too many industry
beginners who arrived with such energy, so much promise, and a willingness
to do anything to be a part of the digital entertainment scene.
While it is only natural for people to feel they must prove
themselves in a highly competitive industry, you can pace yourself
through a
broader vision, still respecting the bottom line, still
accomplishing everything you set out to achieve, and preventing your career in games from ending too soon. I
practice what I preach, and, like me, if you choose to start a
family at some point, you will be grateful for a more methodical
and quality-driven approach to game development.
A college degree for any subject matter
is ideally and at the very least worth the paper upon which it
is printed. Such value has never been achieved without in-depth
teacher / student collaboration, especially regarding the creative
arts.
Teachers are responsible for providing
professional training of well-developed course materials through finely tuned communication skills
and carefully measured compassion, like any good mentor preparing a
pupil for the real world. Students are responsible for providing a
healthy dose of humility and an unbridled willingness to learn
course materials.
Participation in a game development
degree program is as much about mastering the current tools of the
trade as it is about mastering how to succeed in all possible game
development scenarios, from local and outsource settings, in the
trenches of production, atop the towers of leadership, and from concept to
completion.
Game development instructors should
utilize every ounce of their industry experience to ensure that
every student in their program receives the robust game development education for which they are paying.
Easier said than done, as long as everyone involved buys into this
elementary concept.
I am a graduate of California Institute
of the Arts (CalArts), the original Disney school known for churning
out a large number of very talented and successful professionals who
span all areas of creativity and creative entertainment, including
acting, animation, dance, directing, music, photography, CGI, visual
communication, and writing. CalArts, however like any other
private art school is not infallible.
It takes two to tango, and CalArts no
matter how great its lineage has never done it alone. Some of the
best art schools have at most an "experience" to offer students.
This experience should reasonably include well-planned training on an
individual and collaborative assignment level with an in-depth
exchange of knowledge from department to department, instructor to
student, and student to student.
The experience should ideally also
include collaborative assignments that draw upon other departments
and even other competing schools through carefully planned project
cooperatives. Some existing creative technical schools currently
utilize assignments that introduce students to various degrees of
managerial and production responsibility, but these cooperatives
would be different. They would challenge different creative groups
each with unique talents, production methods, and communication
styles to pair up just like a company and a remote outsource
agency. The students by design would be strongly encouraged to pool their
available resources, find a common ground, and succeed with their
project goals . . . just like in real life, with real projects, and
real business.
Contrary to popular belief, it is much harder to manage the
talented resources and coordinate the creative tasks that comprise
entertainment software than it is to display the resultant and subjective
creativity within entertainment software. The same can be said for
the emotional conflict an
artist tends to go through when required to transform a beautiful-but-personal creation into a
slick, mass market, commercial product.
The sooner students
can learn through these departmental, interdepartmental, and
school co-op projects to successfully combine the joy of creative
"ownership" with the sometimes harsh reality of creative management
(and the need to pay the bills),
the better prepared they will be to succeed in the face of any
development and production challenges.
Arranged and course-credited internships
that follow successful projects before and after graduation are also
expected, with respect to the myriad of games industry contacts
expected of department chairs, faculty, and any public relations
officers.
Many instructors can educate students on
how to use a tool, but very few instructors can educate students on
how to avoid becoming a tool. Understanding the tools of the
game development trade is not enough to prevent a
student-turned-developer from being played by their colleagues and
companies alike in an aggressive industry. Instructors should train
students on how to develop the
core skills required to wear the entire tool belt, for the moment
they need to bolt from being screwed.
It is also up to the student to meet the
instructor half way towards such a well-rounded focus. The vast
majority of college students traditional or not enter their
higher education opportunity with little thought towards the primary
and secondary skills they wish to achieve upon their exit. Students
who wish to get a taste of everything involved in their
career-of-choice will be ripe and ready for refinement from an
equally encouraged instructor.
Students, however, who join a game
development degree program with the goal of just pursuing more of
what they know just creating concept art, just designing player
mechanics, or just programming user interface engines will be
completely missing the point of the ever-increasing dedication it
takes to enter, remain, and succeed in the games industry.
The bigger the games industry becomes
albeit through growth in outsource agencies the fewer chairs
will be available when the music stops.
Instructors and students especially in
an art school setting must be on the same mission with the same
level of commitment towards developing solid career skills within
the "experience."
Instructors (with reasonable access to
resources and full procedural support from their administration) and students share
in the
responsibility of determining whether or not the experience is a
Full Sail or a Full Sale. You get what you pay for, and such a
valuable collaboration will help ensure that game development degree
programs give as good as they get.
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