[game_edu] Brenda Braithwaite's game_edu rant at GDC
Mike Sellers
mike at onlinealchemy.com
Fri Mar 4 11:18:09 EST 2011
I started my career as a software engineer: I was on the first team outside
of AT&T to use C++. I've programmed professionally in Fortran, C,
Smalltalk, LISP, C++, Pascal, Java, ActionScript, Python, and other
languages I'm sure I've forgotten.
I've also designed games professionally for over 15 years: MMOs, social
games, and other online games.
So with that as context, IMO telling students "to be a designer you have to
know how to program:" is doing them a grave disservice in putting
programming in a position of primacy above other skills (and I think is
perhaps "the zeal of the recently converted" in Brenda's case, as she's only
recently begun to learn programming).
I would of course agree with the more moderate statement that knowing a bit
about programming and understanding technical realities is extremely helpful
for designers (and maybe necessary for senior designers) -- as is, say,
having a grasp of UX principles for programmers. But we don't tell our
graphics engine programmers they have to spend a year doing usability
studies either.
Being a game designer necessarily means being something of a generalist.
This includes being able to draw from psychology, art, theater,
anthropology, statistics, combinatorics, and other disciplines. There's a
lot of advice on what it takes to be a designer out there; IMO one of the
best pieces is that from the Escapist last year (see
http://www.escapistmagazine.com/videos/view/extra-credits/2443-So-You-Want-to-be-a-Game-Designer).
IMO, while rants may be cleansing for the soul, setting expectations like
this does a disservice to the still fast-developing understanding of how to
best educate future game designers.
Mike Sellers
On Fri, Mar 4, 2011 at 9:33 AM, Roberts, Scott <sroberts at cim.depaul.edu>wrote:
> Hear, hear. I fully endorse Stephen's sentiment. Paradoxically, I also
> think it's a very good idea for our Game Design students to all learn C++.
> I just don't believe in strident absolute declarations, except maybe in
> internet talkbacks.
>
> As for the suggestion that Brenda's "rant" be taken in context--she posted
> it to her blog for everyone. The context is that she's led a game
> development program, worked in the industry, and now hires people in the
> industry. It's naïve to think that this opinion piece won't be taken as
> dead serious advice by scores of students and educators, and be quoted in
> many future curriculum proposals.
>
> Thanks to everyone for the lively and interesting discussion! This list
> always seems to heat up around GDC.
>
> Scott
>
>
> -----Original Message-----
> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On
> Behalf Of Stephen Jacobs
> Sent: Thursday, March 03, 2011 11:28 PM
> To: game_edu at igda.org
> Subject: Re: [game_edu] Brenda Braithwaite's game_edu rant at GDC
>
> Does a Game Designer need a CS degree? No. You don't need to be able to
> build an engine from scratch to design a game any more than you need to
> build a motion picture camera from scratch to write or shoot a film.
>
> (and yes, I know that games aren't films. They are however major pieces of
> media created primarily by small or large teams)
>
> They obviously can design games without being programmers, many do. Many
> of them do a good, or even great, job despite the fact that they are
> non-programmers.
>
> They don't need to be automotive engineers to make racing games. Mario
> Cart doesn't need that level of accuracy. Forza may or may not need that
> level of accuracy, game designers cheat all the time because the simulate
> experience. People who need to create scientifically and engineering
> accurate simulators for the automotive industry need to either be engineers
> or employ them as subject matter experts.
>
> Any member of a multidisciplinary team is a stronger member if they've
> walked a mile in the other members' shoes. Ideally game designers will have
> had some programming, writing, art/modeling/animation experience so they
> have an experiential understanding of the needs, processes, constraints,
> roles, etc of the other team members and can " sketch" what they want from
> the other members using their vocabulary and/or tools.
>
>
>
> Sent from my iPhone
>
> On Mar 3, 2011, at 10:10 PM, game_edu-request at igda.org wrote:
>
> >
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