when starting the course you may have one idea of what you
want to in industry and then after studying for a year you realise you may want
to do something else. when it comes to teaching game design as people come onto
the course at different levels of both 2d and 3d skills it's hard to cater to
everyone's needs but it's also the industry that the university is catering for
as they are trying to mould students into what games companies are looking for.
seeing as the games industry is always changing its
challenging for courses keep up with
current standards as the more and more technology develops the more games
course will be need to upgrade machines etc as consoles can handle more things.
a good example is the new console which will be released this year, when we had
Cameron small come in and talk to us about character models it was surprising
how high tri counts were for his characters as they were a lot more than we
have ever been allowed to use for a project. one character which was a NPC was
25,000 tri's and he said he has worked a
main character around which totalled to 120,000. this shows the change in what
consoles are capable of as far as I'm aware current main characters are
probably less than 25,000 tri's. I understand that we are taught to use a
smaller amount as being given an amount like 25,000 would seem mental as I'm
used to trying to use as least as possible to be efficient.
i think this course does well as it teaches you the basics
and gradually builds you up for 3d, I'd like to learn more specific things
about modelling but as the course teaches 2d and 3d there just isn't the time where
as some courses teach solely 3d but I reckon they probably learn the same
amount as we do maybe less. some aspects can be self taught as there is so much
available on the internet you can use your spare time to try and improve areas
that are not taught in massive detail.
" Richard "Lord British" Garriott, industry
veteran and Portalarium founder, believes that the video game industry is
dramatically underskilled.
Off the back of his Shroud of the Avatar Kickstarter
success, Garriott was extremely candid in an interview with PC Gamer,
explaining that most of the designers he has worked with in the industry lack
the skills necessary to create good video games.
"I think there's really very few great game
designers," he said. "I think Chris Roberts is one of them, Will Wright's
another, Peter Molyneux is another. They clearly exist, but on the whole, I
think that the design talent in our industry is dramatically lower than we
need, as an industry. It's a very hard skill to learn."
Garriott suggests that a lot of video game designers take up
the role because they lack the necessary skills for other roles. "If you
like games, you eventually get to the point where you'd like to make one,"
he noted."
"But if you had this magic art talent as a youth, you
can refine your skills and show a portfolio and say, 'I’m a good artist, go
hire me.' If you're nerdy enough to hack into a computer, programming on your
own, you can go to school and learn proper structure, make code samples and go
'Look, I'm a good programmer, hire me.'"
to be honest i think this article is more about the concept
of the games rather than the the modellers and artists as i think he is saying
people apply for jobs in the game industry without proper teaching on just no
artistic skill at all so they get a job in the industry but another area of it.
i think our course is probably one of the best in the
country for teaching game design as it has a lot of connections with the
industry but also teaches the right aspects companies are looking for.
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