[game_edu] game_edu Digest, Vol 59, Issue 13
John Sharp
john at supercosm.com
Wed Sep 23 22:48:32 EDT 2009
Lewis' comment on accreditation and what is known as justification
(simply put, proving someone's qualifications to teach in a given
field in the absence of a terminal degree in that field) is an
important one here. With a governing body like SACS, the documentation
to prove this is exhaustive (and exhausting). Using myself as an
example, I had to write a 20+ page document explaining how my
professional experience qualifies me to teach each learning outcome
for all classes I teach. It took numerous drafts and hours and hours
of work to complete and get approved. It also has to be re-done every
few years when the accreditation body revises its justification
criteria.
SCAD is willing to at least attempt this process-- roughly 25% of our
game design and dev faculty don't have terminal degrees in the field--
but not every institution is willing to even try given the burden.
This can hurt the quality of education in a field like game dev where
the traditional means of learning was on-the-job training and there
aren't so many people out there with the proper academic credentials.
But you all knew this already...
On Sep 23, 2009, at 8:57 PM, game_edu-request at igda.org wrote:
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> ----------------------------------------------------------------------
> IGDA Education SIG
> ----------------------------------------------------------------------
>
> Today's Topics:
>
> 1. Re: placement rates (was Introduction - Sheri Rubin)
> (baylor wetzel)
> 2. Different kinds of accreditation causing confusion
> (Lewis Pulsipher)
> 3. Re: placement rates (was Introduction - Sheri Rubin)
> (Johnnemann Nordhagen)
> 4. Re: game_edu Digest, Vol 59, Issue 12 (Kevin O'Gorman)
> 5. Re: Readings, Libraries & Copyright (Malcolm Ryan)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 23 Sep 2009 12:26:06 -0500
> From: baylor wetzel <baylorw at gmail.com>
> Subject: Re: [game_edu] placement rates (was Introduction - Sheri
> Rubin)
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID:
> <e30391930909231026i106e3074o60b70913861d7018 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
>> I wonder if there will be a backlash from that in a few
>> more years (for example, imagine a school with
>> 25% adjuncts that suddenly found with an economic
>> upturn that half of its adjuncts left for industry again
>
> In our case, we went from ~18 full time/0 adjunct to 8 full time and
> some
> number of adjunct (6-7 i think). We were already teaching 5-6
> classes/quarter, so workloads increased and the chair always seems
> to be a
> few seconds away from a heart attack, but he somehow manages it (we
> have a
> really good chair). We've also managed it by increasing the number of
> students we turn away (i think we've always turned away a fair
> number, but
> it got a lot stricter this year)
>
> We were told by our parent institution that we were out of sync with
> comparable schools in the number of adjuncts (and therefore, cost).
> They had
> let us skate by because our program was wildly successful in
> recruiting (in
> ~7 years we've grown from zero students to ~650, roughly half the
> school).
> Now that we're ~50% adjunct, i wonder if we're at the average. i
> personally
> thought it was a bad idea to lay off so many people - we could have
> really
> hurt the school if those people hadn't come back as adjuncts. But the
> administration felt the current staff would come back and they were
> correct,
> so from their standpoint, it was a good move
>
> Like most schools, we don't have a lot of game companies nearby.
> Most have
> had layoffs, which is where a lot of our faculty came from. One
> recently
> packed up and moved to North Carolina, leaving a lot of game
> developers
> looking for jobs and willing to work (for now) for what we pay
> (~$40k-$60k+benefits for full time, i think ~$2k per class for
> adjunct). We
> haven't (in our area) lived through an upswing where everyone went
> away for
> better jobs but i know at least half our faculty has side companies
> that, if
> they take off, will probably leave
>
> We have lost several of our senior faculty, but not to game
> companies. They
> all went to normal businesses where they work less and get paid more
> (and
> have happier wives and possibly kids). i saw the same thing in the
> game
> industry for the same type of people at the same age (early to mid
> '30s,
> first kid)
>
> -baylor
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> ------------------------------
>
> Message: 2
> Date: Wed, 23 Sep 2009 13:37:31 -0400
> From: Lewis Pulsipher <lewpuls at gmail.com>
> Subject: [game_edu] Different kinds of accreditation causing confusion
> To: game_edu at igda.org
> Message-ID:
> <790382db0909231037u5abff844ke82cce7d3775e71d at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> You're talking about two very different kinds of accreditation.
> Full Sail
> is accredited as a trade school, not a standard college, which makes
> it
> plausible that they're expected to have a 70% placement rate, vastly
> higher
> than the typical placement rate of standard colleges. If they're
> specifically teaching a trade, the students ought to succeed in it.
> SCAD
> and a few others with game-related programs are accredited as standard
> colleges and universities.
>
> The standard college accreditors have become "academic Nazis" more
> interested in degrees than in knowledge or experience. In one extreme
> example I heard from the college president himself, SACS deemed a
> person
> with a Ph.D. in Zoology not qualified to teach freshman biology--
> degree not
> specifically in biology! The college let him go rather than contest
> this
> (which doesn't say anything good about the college, does it?).
>
> Full Sail is called a "university" because the state of Florida
> approved
> that name change, it has nothing to do with accreditation.
>
> LP
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> ------------------------------
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> Message: 3
> Date: Wed, 23 Sep 2009 10:06:34 -0700
> From: Johnnemann Nordhagen <jnordhagen at gmail.com>
> Subject: Re: [game_edu] placement rates (was Introduction - Sheri
> Rubin)
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID:
> <558f402b0909231006x3e17edeen316698dce47363d4 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I'd be curious to see the source of those statistics - are you sure
> it was
> LA specifically, and not California as a whole? The San Francisco
> Bay Area
> is also a big games center - larger than LA, I think, with LucasArts
> and all
> its spin-offs, Sony, Capcom, Konami, and of course EA. Seattle
> might also
> be up there, with MS, Nintendo, and Valve, plus a handful of others.
>
> On Tue, Sep 22, 2009 at 3:01 PM, baylor wetzel <baylorw at gmail.com>
> wrote:
>
>>> USC has a 49% placement rate?
>>
>> Oh lord no. i was at their last demo days in May and from listening
>> in the
>> hall, it sounded like everyone had multiple offers. i watched give
>> people in
>> a row turn down an executive from a particularly well known MMO
>> that my
>> students would have killed to get into. i'd be surprised if their
>> placement
>> rate wasn't near 100%
>>
>> The last statistics i saw said 49% of all game jobs in North
>> America are in
>> LA. 18% are in Austin and then a handful of cities (or North
>> Carolina) had
>> the majority of the rest. Games jobs, like Hollywood jobs, are very
>> concentrated geographically. My school, in the midwest, has a hard
>> time
>> getting companies to visit us (especially in Winter), which is
>> perhaps why
>> we've had 40-50 of our students at the last 3 GDCs. LA, on the
>> other hand,
>> has game companies everywhere, so it's less of an imposition for
>> their staff
>> to show up at a local school
>>
>> Location isn't the only reason USC's program places so many people
>> (from
>> what i can tell, it's actually a pretty good program), but it
>> certainly
>> helps
>>
>> -b
>>
>> On Tue, Sep 22, 2009 at 4:54 PM, Dan Carreker <DanC at narrativedesigns.com
>> >wrote:
>>
>>> Baylor,
>>>
>>> I think you have some great points here.
>>>
>>> USC has a 49% placement rate? (making sure I understand you
>>> correctly)
>>> Does anyone have any other data on placement rates? I'm giving a
>>> talk
>>> soon on how to choose a game design school and I'm sure this
>>> question will
>>> come up.
>>>
>>>
>>>
>>> Dan Carreker
>>> www.NarrativeDesigns.com
>>> "If I had only six minutes to live, I wouldn't brood.
>>> I'd type a little faster." - Asimov
>>>
>>> ----- Original Message -----
>>> *From:* baylor wetzel <baylorw at gmail.com>
>>> *To:* amenezes at imagecampus.com.ar ; IGDA Game Education Listserv<game_edu at igda.org
>>> >
>>> *Sent:* Tuesday, September 22, 2009 2:45 PM
>>> *Subject:* Re: [game_edu] Introduction - Sheri Rubin
>>>
>>>> In the end, we are training future customers for these
>>>> companies and it would be wiser to consider us as
>>>> partners, not customers, don't you thnk?
>>>
>>> i realize i'm going to seem like a tremendous jerk, but i'm not
>>> sure that
>>> it is a real partnership. Probably the top issue our school is
>>> facing is
>>> placement - most of our students just aren't getting jobs with game
>>> companies. This situation is true for most of the game schools i
>>> know of
>>> (USC's GamePipe, based in LA next to 49% of all North American
>>> game jobs,
>>> being the big exception). i don't think my school has a lot of
>>> leverage with
>>> game companies and although i wish they'd give us licenses for old
>>> games,
>>> snippets of source code, free (or cheap) copies of Unreal 2007,
>>> etc., i
>>> honestly don't see any reason why they should
>>>
>>> It's also worth noting that publishers aren't developers and
>>> developers
>>> are often very, very small and frequently go out of business, so
>>> setting up
>>> a relationship with most is fairly difficult. Many of the people
>>> they hire
>>> aren't people with game degrees, they're friends and talented people
>>> (probably without a degree) who send in a fantastic portfolio.
>>> Maybe they
>>> should hire someone different (although there's a good argument
>>> that they
>>> shouldn't), but they don't. So what's their incentive to take the
>>> (not
>>> insubstantial) time to manage relationships with game schools,
>>> especially
>>> given how many have popped up in the last few years (the growth in
>>> the
>>> number of game schools has been truly dizzying)?
>>>
>>> We use cheap tools (Flash, Torque, the level editor in Unreal
>>> 2004) and
>>> not very cheap educational versions of tools such as Photoshop and
>>> 3DSMax.
>>> If we want to show them "classic" games, we show them movies and
>>> screenshots
>>> of them (asking a student to invest 40 hours per game to find
>>> those classic
>>> bits like the bathroom scene in Deus Ex or the low int dialog
>>> option in
>>> Fallout is fairly unrealistic) or, to study concepts, we make our
>>> clones. As
>>> much as we wish we could get Mudbox, a motion capture system, the
>>> source
>>> code to Half-Life and unlimited free copies of Monkey Island, we'd
>>> be happy
>>> with just the game companies showing up at our career fair
>>>
>>> -baylor
>>>
>>> ------------------------------
>>>
>>> _______________________________________________
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>>>
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>>>
>>
>> _______________________________________________
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> Message: 4
> Date: Wed, 23 Sep 2009 13:48:01 -0400
> From: "Kevin O'Gorman" <gamekog at gmail.com>
> Subject: Re: [game_edu] game_edu Digest, Vol 59, Issue 12
> To: game_edu at igda.org
> Message-ID:
> <f38f33020909231048v3dfec1fcjf3c0a4fc3dd705e4 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Thanks, John. I knew if I kept scrolling I would find someone who
> would lay
> out the accreditation system and save me the trouble. : ) Funny
> how the
> folks accredited by SACS have such a handle on this. By the way,
> there are
> regional and national accreditors, and different ones for
> universities and
> trade schools. So you will not find one answer to fit all situations.
>
> Come to think of it, if someone would just launch a game development
> PhD
> program that is available online thye would have packed classes and we
> wouldn't have the terminal degree issue anymore.
>
> --Kevin O'Gorman
> Art Institute of Atlanta
>
>
>>
>> Message: 1
>> Date: Wed, 23 Sep 2009 12:41:30 -0400
>> From: John Sharp <john at supercosm.com>
>> Subject: Re: [game_edu] game_edu Digest, Vol 59, Issue 11
>> To: game_edu at igda.org
>> Message-ID: <61639BFA-9130-47B0-8104-67DA26171C5C at supercosm.com>
>> Content-Type: text/plain; charset="us-ascii"; Format="flowed";
>> DelSp="yes"
>>
>> Accreditation varies from institution to institution. At Savannah
>> College of Art and Design, we're accredited as an institution by the
>> Southeastern Association of Colleges and Schools. Within SCAD, some
>> departments are further accredited by industry-specific organizations
>> as required by that particular field and or law. Architecture and
>> interior design, for example, both have outside accreditation, for
>> example.
>>
>> As far as I know, there isn't an accreditation body for game design/
>> dev, though it has been a topic of conversation within the education
>> SIG from time to time.
>>
>> John Sharp
>> | supercosm LLC
>> | www.supercosm.com
>> | P 404 377 5440
>> | C 917 673 0374
>>
>>
>>
>>
>>
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> ------------------------------
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> Message: 5
> Date: Thu, 24 Sep 2009 10:57:21 +1000
> From: Malcolm Ryan <malcolmr at cse.unsw.edu.au>
> Subject: Re: [game_edu] Readings, Libraries & Copyright
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID: <B2E36C48-851B-41F0-A18E-04BB21E92144 at cse.unsw.edu.au>
> Content-Type: text/plain; charset=us-ascii; format=flowed; delsp=yes
>
> On the issue of licensing, I discovered that Steam offers a special
> "CyberCafe" license [1] that gives access to "100 games". This may be
> an option for universities if they want to run a games lab. I have
> contacted them about educational pricing, but haven't heard anything
> yet.
>
> As for the games I use, I structure my course around MDA and the 8
> kinds of fun [2]. My list of examples changes from year to year, but
> this year I've used:
>
> Bartok (card game)
> - A simple modifiable game to illustrate MDA
>
> Trogdor
> - To analyse mechanics, dynamics and aesthetics
>
> Braid
> - Discovery: For the elegantly crafted training levels
> - Sensation: the atypical choices of art and music
>
> AudioSurf
> - Drama: pacing and a dramatic arc
>
> The Path
> - Fantasy: Creating fantasy through atmosphere and indirect
> storytelling.
> - Discovery: An open world with many paths to 'victory'.
>
> Fahrenheit/Indigo Prophecy
> - Storytelling: Changing avatars creates dissonance as the
> player's loyalties shift
> - Storytelling: The opening scene puts the player in media res.
>
> Mafia (round-table game)
> - Fellowship: Mixture of cooperation and competition.
>
> Zen bound
> - Sensation/Ritual: Slow meditative pacing with art and music to
> match.
>
> Everyday shooter
> - Sensation: The game is as much about interactive colour + music
> as it
> is about challenge.
>
> Galatea/Aisle/Facade
> - Fantasy: Storytelling with many endings. Dialogue systems.
>
> Fallout 3
> - Self expression: Character creation and growth. (I could do with
> a shorter game to illustrate this but most RPGs tend to be long).
>
> Crayon Physics
> - Self expression: Not just about finding a solution, but building
> the 'coolest' solution.
>
> World of goo
> - Sensation: A consistent theme and an interface that makes the
> 'goo' feel almost tactile.
>
> Once Upon a Time (card game)
> - Fanstasy/Self Expression: A 'story-making' game that facilitates
> the players to tell their own story.
>
> [1] https://cafe.steampowered.com/
> [2] http://8kindsoffun.com/
>
> On 23/09/2009, at 1:26 PM, pawlicki at cs.rochester.edu wrote:
>
>>
>>
>> Even if the list were 100 long it should be annotated to the point of
>> why it makes the list - what it exemplifies. In this way, someone
>> with specific course goals could select from the list.
>>
>>> Haha... "standard"... good one. :-)
>>>
>>> There have been numerous "must-play" lists. Whenever I try to make
>>> one of
>>> my own, I can never seem to narrow it down below 30 or so.
>>>
>>> I think a lot depends on your goals. If it is just a matter of "game
>>> literacy" -- that is, playing at least one canonical game in each
>>> major
>>> genre, playing all the games that are well-known, and so on, then
>>> you will
>>> come up with a very different list than if you are looking for
>>> games that
>>> offered technical innovation for its time, which in turn is
>>> different from
>>> a list of games that were pioneering new forms of design or unique
>>> visual
>>> art styles or even games that were failures in notable ways.
>>>
>>> Rather than trying to cram all of these into a single class, it
>>> might be
>>> better to spread it across the entire curriculum. Provide exposure
>>> to a
>>> few games at a time as they tie in to the content of any given
>>> course, and
>>> make sure the sum total of classes gives students exposure to all
>>> the
>>> games you'd consider "must-play". Sure, you can have a "Game
>>> Appreciation"
>>> course that covers a lot of games, but I'm not sure you could fit
>>> everything into 10 or 12 weeks... nor would you want to (else you
>>> run the
>>> danger of students thinking that all the games in that class aren't
>>> relevant to their other coursework, since it's all too self-
>>> contained).
>>>
>>> - Ian
>>>
>>>
>>>
>>>
>>> ________________________________
>>> From: "pawlicki at cs.rochester.edu" <pawlicki at cs.rochester.edu>
>>> To: IGDA Game Education Listserv <game_edu at igda.org>
>>> Sent: Tuesday, September 22, 2009 1:17:48 PM
>>> Subject: Re: [game_edu] Readings, Libraries & Copyright
>>>
>>>
>>> Malcolm,
>>>
>>> I would be interested in your list.
>>>
>>> Assuming that a semester is about 12 weeks or so, do we have
>>> a "standard repertoire" of the top 10 games that all
>>> students should have played and critically examined?
>>>
>>> Ted
>>>
>>>
>>> Thaddeus F. Pawlicki, Ph.D.
>>> Undergraduate Program Director
>>> Computer Science Dept. (585) 275-4198
>>> University of Rochester FAX (585) 273-4556
>>> Rochester, NY 14627-0226 pawlicki at cs.rochester.edu
>>> http://www.cs.rochester.edu/u/pawlicki/
>>>
>>>
>>> ''One of the most difficult tasks men can perform, however much
>>> others may
>>> despise it, is the invention of good games and it cannot be done by
>>> men
>>> out
>>> of touch with their instinctive selves.'' - Carl Jung 1977
>>>
>>>> Malcolm Ryan wrote:
>>>>> As a lecturer in game design, I want to set a 'reading list' of
>>>>> games
>>>>> for my students to play. In other disciplines the University has
>>>>> standard copyright arrangements which allow them to make sets of
>>>>> readings available to students at little or no cost, but there
>>>>> doesn't
>>>>> seem to be any appropriate arrangement for software.
>>>>>
>>>>> Have you encountered this problem? How have you addressed it?
>>>>>
>>>>> I know that a lot of good cutting-edge independent work is
>>>>> available
>>>>> cheaply or for free online, but I don't want to be forced to
>>>>> exclude
>>>>> AAA titles from examination. Ideally I would like to set up a
>>>>> library
>>>>> of games but I am worried about the copyright and licensing
>>>>> issues.
>>>>> Does anyone know more about this?
>>>>>
>>>>> Malcolm
>>>>> _______________________________________________
>>>>> game_edu mailing list
>>>>> game_edu at igda.org
>>>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>> _______________________________________________
>>>> game_edu mailing list
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>>>>
>>>
>>> _______________________________________________
>>> game_edu mailing list
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>>>
>>>
>>>
>>> _______________________________________________
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>>> game_edu at igda.org
>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>
>>
>> _______________________________________________
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>
>
>
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>
> End of game_edu Digest, Vol 59, Issue 13
> ****************************************
John Sharp
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