[game_edu] reasons TO teach game dev (was Re: an undetermined number of reasons NOT to teach game dev)

Ian Schreiber ai864 at yahoo.com
Tue Nov 22 15:11:06 EST 2011


Well, yes. And most game developers would say the same thing - that in spite of all the reasons NOT to go into the industry, if you love the work, it's totally worth it. Generally the up sides are well known and glorified, hence why we don't need to spend any time selling our students on the idea of making games. The point of the "7 reasons" article was that there are down sides that most people don't consider or realize. I think the same applies to teaching - the academic freedom to try truly creative stuff that you could never get away with in industry, the joy of interacting with and mentoring these bright minds that are the future, holding classes where your students actually WANT to be there, having a flexible schedule, job security once you're tenured... this is what attracts people to the profession. Some of it is true, some of it is overstated... but I don't think most of it has to be stated, people already know.

As for those of you saying that freshman-level game development doesn't exist, I have to ask: if that's true, how come people with no prior game-specific skills, experience or training can still manage to make a game in a weekend under game jam conditions? Maybe it's a bit early to be teaching XNA, but surely something on the lower end like Game Maker would be achievable...


- Ian



________________________________
From: Steve Graham <skudge at gmail.com>
To: IGDA Game Education Listserv <game_edu at igda.org>
Sent: Tuesday, November 22, 2011 12:50 PM
Subject: [game_edu] reasons TO teach game dev (was Re: an undetermined number of reasons NOT to teach game dev)

Of course, this all a bit tongue in cheek, but being contrary, I'm
inclined to consider the other side. While there are all sorts of
challenges in teaching game dev, I've got to admit that I am absolutely
thrilled to be doing it, despite significant increases in both workload
and stress.

See comments below.

On 11/22/2011 7:40 AM, pawlicki at cs.rochester.edu wrote:

> ...

> The second reason not to teach "game development" is that it's

> multidisciplinary.

>

> When I get Freshmen wanting a course in game

> development I now tell them that there is no such thing. In order

> to develop games you need strong skills in Computer Science, but

> also in media studies (which is in our English department), Studio

> Art&  Art History, Music, and Business. (Wow - just like what we

> used to call "a well rounded liberal education" - surprise!).

> I help them put together a four year plan that emphasized their

> personal strength, but informs them in the other areas. (And of

> course, they need to build games as projects.) They wind up as well

> prepared for the video game industry as a formal education can get them,

> but they also are ready for other career choices. They get a real general

> education, not a "game specific" education. So, the second reason not

> to teach game development is that it's too narrow a topic for a good

> formal education.

I guess it's all in how you package it. While our degree says "Computer
Game Design" on the box, it is, as you suggest "a well rounded liberal
education" that is also rigorous and includes an emphasis in a
particular area (graphics, software, narrative) worked out as a
personalized program of study. Along with that we have an ongoing theme
of "soft skills" -- communication, teamwork, and problem solving --
which pervade our game design coursework.

Structured this way, it is neither too narrow for a good formal
education, nor too narrow for wide applicability in many industries.

I put this strongly in the category of "Reasons TO teach game dev".

When I'm advising students about their general education requirements, I
always delight in the fact that virtually anything (and everything) can
be relevant! psychology, sociology, history, geography, economics,
political science, literature, theater, music, physics, mathematics,
writing, speech, ....

cheers,
skg


>

> Yours,

>

> 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

>

>

>

>

>

>> Ian, several on your list are already in the first draft! Not worded in

>> quite the same way, but really good to know others are on the same

>> wavelength as me!

>>

>> This is going to be for #altdevblogaday and I normally just write from the

>> hip, but my confidence took a beating last post, when I got savaged in the

>> comments section. So thanks for the sounding board of suggestions, as I

>> feel I'm on the right track. Yes, these lists are generalisations, but

>> like all stereotypes the underlying truth often needs airing to be truly

>> scrutinised.

>>

>> Mike

>> _______________________________________________

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>>

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> game_edu mailing list

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> .

>



--
steve graham
associate professor
computer game design
dakota state university
skg at dsu.edu
605-480-6603

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