SCHOOLS GROOMING
MAKERS OF FUTURE
Copyright 2002 www.theregister.co.uk
[ April 1st 2002 ]
Somewhere,
in a darkened bedroom or a cinderblock basement,
a kid is sitting at a computer, dreaming of creating
the perfect video game. In the past, that dream
probably would have died. But as the market for
video games accelerates into a multibillion dollar
industry, the need for developers to feed games
to the marketplace has grown.
Universities
and smaller private institutes are establishing
courses - and even degrees - to fill the need.
Students who might have signed up for film classes
a decade or two ago are increasingly looking at
video games as a means of expression. "Students
were coming up to me, asking me why we weren't
offering game courses," said Andy Phelps, an instructor
of information technology at Rochester Institute
of Technology in Rochester, N.Y. Phelps organized
a concentration in game development, which was
offered for the first time in the winter quarter.
He said the school is planning to offer a degree
soon.
One of
his students, Zachary Welch, 23, arrived at RIT
to major in computer engineering, but wants to
make games a career. "It's not going to be that
big a jump," said Welch, a Chicago native who
heads a campus gaming club that he hopes to expand
nationwide. Welch, like many now studying gaming,
grew up with games. "When I was a kid, my dad
worked and my mom worked off and on, so they pretty
much dropped us off at the arcade with $20," he
said. "Games are so universal. Everybody plays
games."
Other
schools are further along. Georgia Tech offers
a master's program in game development, and Southern
California is starting one this fall. The Art
Institutes International at San Francisco began
a Game Art & Design program last fall. For David
Yost, 21, of Merrimack, N.H., finding the school
on the Internet was a dream come true. "I always
loved video games, and I wanted to do something
I loved for a living," said Yost, one of six students
in the fledgling program, where the cost can hit
$5,000 a quarter.
For that
money, students don't sit around playing Final
Fantasy X or Madden NFL 2002. At RIT, for example,
students learn about programming two- and three-dimensional
graphics. They also take Programming for Digital
Media, Writing for Interactive Multimedia and
the obscurely titled Multi-User Media Spaces.
The payoff, the students hope, is a chance to
work on cutting-edge titles at a top game company
such as Electronic Arts, Sega or Konami.
One of
the best-known sources of development talent is
the DigiPen Institute of Technology in Redmond,
Wash., and Vancouver, Canada. DigiPen opened in
1988 as a computer animation and simulation company
doing work for architects and engineers. When
they were asked to create a season's worth of
cartoon shows, they realized they didn't have
enough staff, Vice President Jason Chu said. Advertising
got them just two or three of the more than 30
people needed. "We realized that without manpower,
the industry couldn't grow," he said.
The company
began offering classes in animation in conjunction
with the British Columbia Institute of Technology
in Canada. In 1991, Nintendo came calling, and
the idea of offering courses in video game development
was born. Under the arrangement, Nintendo provides
equipment and technical expertise, while DigiPen
provides people.
DigiPen
got 1,200 applicants for 30 slots, thanks to an
announcement in the magazine Nintendo Power. The
first class of 11 students graduated in July 2000,
followed by 36 in April 2001 and another 11 in
December. There are more than 100 students in
the gaming program now, paying about $320 a credit,
or close to $13,000 for a 154-credit degree.
The program
can be rewarding. Of DigiPen's initial 11 graduates,
nine went to such developers as Black Ops, Interplay
and Dreamworks. At Sony Computer Entertainment
of America in Foster City, 22% of Jim Wallace's
30-person game development team was hired right
out of school. Almost half have previous development
experience, and the rest come from the film industry.
How good
are these new grads? Wallace said graduates aren't
necessarily ready right away and require additional
training by employers. But within two months,
he said, "they are contributing to a game. After
six months, they're really hitting it."
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