[game_edu] question from the community
pawlicki at cs.rochester.edu
pawlicki at cs.rochester.edu
Wed Jun 29 00:43:13 EDT 2011
Does the "nope", refer to "perhaps inadvertently"?
Jim - don't you find it just slightly ironic that you
manage to teach in what you term a "creative" major
while all your formal training has been in what you
seem to classify as the "non-creative" fields of
mathematics/CompSci/Informatics ? Isn't the example
of success and creativity demonstrated by your own
life and career the in direct contradiction to the
advice you seem to offer? Doesn't this just seem
a bit along the lines of "do as I say, not as I do"?
No offense.
Ted
> Nope.
>
> Computer science is more than programming, but it is not less.
> (Dijkstra) It is the programming skills, and to some degree a knowledge
> of algorithms, that game developers use most. It is the algorithms that
> are embodied in the tools I mentioned, and CS folks and engineers
> certainly participated in the development of those.
>
> Creativity is a different issue, and perhaps Ted and I have different
> sets of students to draw on. Creativity is a relatively rare thing, in
> CS and in other fields. That's one reason I like to see masters degrees
> - more time to assess that aspect. But having taught in CS, Art, and
> Drama, I noted that what I thought of as creative existed to a lesser
> degree in the science students. Also, what I think of as mathematical
> existed to a lesser degree in the art students. No offense, simply an
> observation (from one who spent most of his career with CS students).
>
> The answer, IMO, is to always pick from the top few percent of the group
> you are hiring from. Using the best is always a better promise of success.
>
> Jim
>
> On 6/28/2011 10:11 PM, pawlicki at cs.rochester.edu wrote:
>> Ryan,
>>
>> I don't want to get into an argument, but I do feel the need to
>> debunk some common myths in the post below. Jim's post (perhaps
>> inadvertently) implies that computer scientists are "programmers".
>> Computer Science is not "programming". (That's like calling
>> astronomers "telescopers"). Jim's post also (perhaps
>> inadvertently) implies that computer scientists exhibit low creativity.
>> Or that CS is not a "creative subject".
>> The fact is that computer science offers one of the highest career
>> opportunities for creative expression.
>>
>> Yours,
>>
>> Ted
>>
>>
>> (http://www.schoolsintheusa.com/TopReasonstoMajorInComputerScience.cfm)
>> Top Reasons to Major in Computer Science Programs In America
>> Computing is part of everything you do (really)!
>> Computing will develop your ability to solve complex problems.
>> You will make a difference.
>> Computing jobs are among the highest paid and have the highest job
>> satisfaction.
>> There are more computing jobs than there are people to fill them.
>> A computing major can serve as a competitive advantage regardless
>> of
>> what career filed you chose.
>> Computing is creative and supports creativity in other fields.
>> Computing allows you to work independently or as a member of a
>> team.
>> Computing is seen by employers as part of a well-rounded graduate.
>>
>>
>>
>>
>>> Interesting
>>>
>>> As one who taught Computer Science fot 26 years, and created the game
>>> programming course and concentration in my department, I found that CS
>>> was a discouraging and negative place to try and work on games. I
>>> finally gave up and moved to the drama and art departments.
>>>
>>> There are many ways they were negative, in the face of evidence that
>>> they were mistaken, but the most telling statement was from a theory of
>>> computation person who said that offering courses on games 'sent the
>>> wrong message'. Not sure what that message was, but perhaps it was
>>> 'computer science can be fun and interesting'.
>>>
>>> My opinion is that it very strongly depends on the school and the
>>> department, and a CS degree is not always (or even often) the best
>>> route. When putting the course together, it became clear that the
>>> programmers on a game development team had the least creative
>>> contribution, often limited to statements like 'we can't draw that many
>>> polygons per second'.
>>>
>>> Nowadays the tools available have reduced the need for programming
>>> quite
>>> a bit. When I started this work in 1999 there were about 6-7
>>> programmers
>>> on a team of 10 on a development group. Now its more like 2-3. The game
>>> engines and physics packages have really helped, and now we can say ' I
>>> want to do this' and not have to express it in code all of the time.
>>> The
>>> tools can do it, and the programmers can easily link those into the
>>> game.
>>>
>>> In that sense game development has become much more democratic.
>>> Creative
>>> people can now create prototypes even, and that is quite helpful in
>>> demoing mechanics. My art students can now build games in weeks that
>>> used to be a whole semester in CS.
>>>
>>> Encouragement comes in many forms - mine would be that you don't have
>>> to
>>> be a computer science major to develop games, and it's not even an
>>> advantage in many cases. The Nike rule 'Just Do it' would be my
>>> offering
>>> to them. Build a portfolio, work with programmers and artists and
>>> designers, and take a degree in a creative subject. Get a masters would
>>> be good advice.
>>>
>>> Jim
>>>
>>> _______________________________________________
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>>>
>>
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