I did not go to game design school -- not that I had a choice, since only a handful of game design programs existed when I attended college. Like many in the industry, I'm "self-taught" -- which is to say, I relied on informal learning from a network of creative communities and random online tutorials. Today, I teach in one of the better-rated and better-funded game design programs in the world. With my self-taught background, I'm often suspicious of the idea of formal technical education. So here's my experience with teaching game development for the past 5-6 years:
There's often very loud implications from students, parents, and industry developers that we, as universities, are never doing enough to prepare students for the "real world". This criticism exists alongside the skyrocketing cost of US higher education, the ivory tower elitism of academia, and a societal shift toward privileging "practical" "hard" skills like science and engineering, instead of "useless" "soft" skills like literature or ethics. This anxiety is understandable, but it also plays into a very politically conservative vision of universities: that we exist only to train a productive and compliant workforce.
Danette Beatty recently tweeted something that seems very reasonable and actionable, and her thoughtful thread started a long important conversation on generalism vs specialization and how we ought to teach game development... but a lot of people don't read beyond the first tweet in a Twitter thread so I'd like to get into why "set your students up with the skills to actually get jobs that are in demand in the industry" has been complicated for me as a game dev teacher.
Saturday, May 5, 2018
Thursday, May 3, 2018
A MAZE 2018 after-action report
This year I attended A MAZE 2018 in Berlin. It's still probably one of the best video game events in the world; it happens in one of the coolest places in one of the coolest cities around. In the day, you basically hangout in a beer garden and drink some surprisingly affordable beer. At night, hordes of punky post-apocalyptic Berliner teenagers hangout and dance. This unique audience and format makes it all feel pretty special, and I think this year's award show host Tim Rogers put it best: usually people at games events are frantically planning where they're going afterwards, but at A MAZE, the after-party is the festival itself, and many people often linger into the wee early hours of the morning in true Berlin fashion.
There's also a strong participatory focus at A MAZE. Each night, there was an open booth for anyone to plug into and DJ, and "open screens" for anyone to exhibit their projects. There were also stand-up comedy routines, hypertalks, and a "devolution" show featuring various old builds of Superhot to understand its 3-4 year dev cycle. In that spirit of experimentation, I ran a "democratic lighting workshop" where I solicited lighting suggestions from the audience, and then attempted to realize their designs in a Unity scene. We laughed and we learned!!!
But wait, that's not all...
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