[game_edu] Brenda Braithwaite's game_edu rant at GDC
Grace, Lindsay Mr.
gracel at muohio.edu
Thu Mar 3 14:53:35 EST 2011
To push your metaphor a bit-do you need to be a mechanic to design cars, because I'd argue that having specific programming skill is more similar to the work of a mechanic than an engineer. Mechanics know plenty about what's under the hood.
I don't think you need programming skills, I think you need formal logic skills coupled with creativity. If you close the door on non-programmers, you're losing an opportunity.
Sent from my iPhone
Lindsay Grace
LGrace.com
On Mar 3, 2011, at 11:37 AM, "pawlicki at cs.rochester.edu" <pawlicki at cs.rochester.edu> wrote:
> Consider:
>
> Do you need to be an engineer to design a sports car?
>
> I think that you do. Sure sports cars are "fun". You can't
> design a sports car without understand issues of art, style,
> and the psychology of interaction with the machine and
> technology. Nonetheless, you need to be an engineer to
> design a car because you have to understand how the technology
> "under the hood" determines the user experience. The two
> are not separable.
>
> Likewise, and for the same reasons, you need to be an engineer
> to design a game. The technology is not separate from the
> user experience.
>
> Ted Pawlicki
> Department of Computer Science
> Hajim School of Engineering
> Univerisity of Rochester
>
>
>> 'Good', yes. But there are inferences in what you are saying that I'd
>> like to clarify.
>>
>> You are describing the process as a solo one. I think that's not usual,
>> and the role of the designer in the development team is not one that
>> involves programming (at least not necessarily). Programming is not a
>> big part of the design phase at all IMO, and only once one has a clear
>> design concept can you really build anything, then iterate it. Assuming
>> that the designer holds the game in their hands until it solidifies into
>> a playable is not something I personally would do.
>>
>> JP
>>
>> On 3/3/2011 11:10 AM, Seth Sivak wrote:
>>> I think it is good for designers to be able to code. They do not need
>>> to be "engineers" but be able to code enough to prototype their own
>>> designs. As soon as you add in another person the iteration loop gets
>>> much longer, and the longer the loop the fewer iterations that can be
>>> completed. Once the game is out of the design phase and more into
>>> production the game design role becomes more about problem solving
>>> than pure creativity, so at that point it is fine to no longer code
>>> and let pure engineers create the production level stuff.
>>>
>>> Seth
>>>
>>> On Thu, Mar 3, 2011 at 12:53 PM, jparker <jparker at ucalgary.ca
>>> <mailto:jparker at ucalgary.ca>> wrote:
>>>
>>> Interesting rant, and she certainly has credentials.
>>>
>>> Still, I don't think that game designers are necessarily excellent
>>> programmers. They need to understand limits and possibilities, and
>>> to be able to communicate well with programmers. Game design is
>>> not a programming task, and game development is not a software
>>> business. It's a business that does involve software to be sure.
>>> Computer science programs (in my observation over only the past 12
>>> years) produce relatively poor game designers, as their focus is
>>> rather different than that of most design fields. It makes as much
>>> sense that a CS major could design a good chair or house as design
>>> a good game. And in fact, the game programmers on a team
>>> traditionally have relatively little input to the creative process
>>> (again, there are certainly exceptions, and things are changing in
>>> some places).
>>>
>>> If a game designer has a vast knowledge of programming that could
>>> be a good thing. I don't believe it to be a requirement. Thus the
>>> question is 'is it worth the time needed to become an excellent
>>> programmer'? That's hard to answer with authority.
>>>
>>> Jim
>>>
>>>
>>> On 3/3/2011 8:38 AM, Peter Border wrote:
>>>
>>> For anybody else who's stuck at home this week.
>>>
>>> http://bbrathwaite.wordpress.com/2011/03/01/built-on-a-foundation-of-code-game-edu-rant/
>>>
>>> Peter Border
>>> Game and Application Design Chairman
>>> Globe University/Minnesota School of Business
>>> 1401 West 76th St
>>> Richfield, MN 55423
>>> pborder at msbcollege.edu <mailto:pborder at msbcollege.edu>
>>> ________________________________________
>>>
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>>>
>>>
>>> --
>>> From Hauptmann
>>> --------------------------------------------------------------------
>>> The inflated style is itself a kind of euphemism. A mass of Latin
>>> words falls upon the facts like soft snow, blurring the outlines and
>>> covering up all the details. The great enemy of clear language is
>>> insincerity. —George Orwell
>>>
>>> Dr. J. R. Parker, Digital Media Laboratory
>>> Professor of Play http://www.ucalgary.ca/~jparker
>>> <http://www.ucalgary.ca/%7Ejparker>
>>> Faculty of Fine Arts jparker@ ucalgary.ca
>>> <http://ucalgary.ca>
>>> University of Calgary 403-220-6784 AB606/AB611
>>>
>>>
>>> _______________________________________________
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>>>
>>>
>>>
>>> --
>>> +Seth
>>
>> --
>> From Hauptmann
>> --------------------------------------------------------------------
>> The inflated style is itself a kind of euphemism. A mass of Latin
>> words falls upon the facts like soft snow, blurring the outlines and
>> covering up all the details. The great enemy of clear language is
>> insincerity. —George Orwell
>>
>> Dr. J. R. Parker, Digital Media Laboratory
>> Professor of Play http://www.ucalgary.ca/~jparker
>> Faculty of Fine Arts jparker@ ucalgary.ca
>> University of Calgary 403-220-6784 AB606/AB611
>>
>> _______________________________________________
>> game_edu mailing list
>> game_edu at igda.org
>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>
>
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