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Simon Redman s.redman@livjm.ac.uk

Simon Redman s.redman@livjm.ac.uk. Senior Lecturer/Programme Leader MA Digital Games www.magames.livjm.ac.uk International Centre for Digital Content Liverpool John Moores University. Contents. Overview of the ICDC Programme rationale Course content Design and validation process

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Simon Redman s.redman@livjm.ac.uk

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  1. Simon Redmans.redman@livjm.ac.uk Senior Lecturer/Programme Leader MA Digital Games www.magames.livjm.ac.uk International Centre for Digital Content Liverpool John Moores University

  2. Contents • Overview of the ICDC • Programme rationale • Course content • Design and validation process • Key issues affecting the programme • Successes

  3. Overview of the ICDC • Partnership between Liverpool JMU Media School and Mersey TV • European Union funded • Three main activities: • teaching, research and production • Work in partnership with industry, education and the wider community • University based, but externally focused • www.icdc.org.uk

  4. MA Digital Games overview • 1 year f/t, 2 years p/t, post-graduate programme • Offers 14 full-time and 6 part-time places • Focuses on the art, design and theory aspects of game development: not programming • Takes people from a wide range of backgrounds • Receives increasingly tangible and substantial industry input • Benefits from support of the ICDC

  5. Aims and objectives • Provide high level practical skills in modelling and animation • Enable students to articulate and communicate their ideas, both visually and verbally • Expose students to the game design theories and production methods unique to development • Develop their critical awareness to investigate issues that affect the future of the industry • Enable students to produce an innovative portfolio of work • Provide a stimulating environment • Produce graduates who are able to enter the industry

  6. Course content • Intensive series of taught practical, team based and theoretical modules covering: • History and cultural significance of games • Gameplay analysis • Game design • 3D modelling and texturing • Animation • Game development: teams and processes • Management and planning • The games market

  7. Why a games course? • Director initially approached by industry in 1998 • A demand was identified through the presence of the games industry in the region • Growing belief that studying game development could lead to employment in the industry • Games now require serious study as a cultural form

  8. Design and validation • ICDC recruited from industry to develop the programme • Developed in consultation with the regional games industry • Research began in mid 1999 • Design and preparation of documents carried out over a 6 month period • Approval and validation process took upwards of 6 months • Validation panel comprised: • University representatives, external academics and an industry expert

  9. Meeting aims & objectives: A balancing act • How do we achieve anticipated graduate destinations? • Academic education vs Vocationaltraining • Practice vs Theory • Transferable skills vs Specialist skills • How do we define effective teaching strategies? Setting a precedent. • Independent study vs Taught components • Individual study vs Team projects

  10. Entry & applicant profile • How do we identify our target intake/student profile? • Attracts talented people from a wide range of backgrounds… • Architecture, set design, product design, fine art, textiles, illustration • … Who see the course as providing a stepping stone into the industry • Recruitment & publicity • attracting the ‘right’ applicants • Funding issues • Non-standard entry • industry experience vs academic qualifications

  11. Content and structure • How do we keep the curriculum coherent, relevant and up-to-date? • Interfacing modules – • Seeing the programme as a whole • Regular revisions to take into account changes in the industry • Ongoing internal revision • Student/graduate feedback • External consultation • Identifying appropriate literature for a new discipline • Lack of formal academic references

  12. Teaching staff • How do we fulfil academic requirements AND provide industry experience? • Recruited from industry to run the course • Core team members combine to provide expertise in all key aspects of the course • technical, art, design, theory and programming • we play to the strengths of our team • Support and input from ICDC production and research staff • Demonstrator & technical support • Finding staff is one of the toughest challenges

  13. Resources and facilities • How do we provide an appropriate software/hardware provision? • Where is the course run? • AMD sponsorship provides PC hardware • Dedicated & fully equipped game development studio • Substantial ICDC investment in the programme • Latest releases of industry standard software • Access to ICDC resources

  14. Relationship with industry • How areindustry links established and what form do they take? • Alleviating industry scepticism • Bandwagon jumping – it’s just a fee grabbing fad • Teaching the wrong things – the skills are impossible to teach • Fooling students – we have no relevance to industry • Making it happen • Make contacts, explain what you do and nurture the relationship • What is “tangible” and “substantial” input? • Now: Guest lectures, tutorials, studio visits, feedback to staff • Future: mentoring, sponsorship, placements, advisory panel, research relationship

  15. Success so far… “Neil is producing some exceptional workof a very high standard, which I think not only comes from his previous career experience but also his understanding of the games industry which has obviously been developed from your course content…” “I feel he was very well aware of the certain technical limitations we have to work with to produce good quality art.” Mark Barton Creative Manager Eutechnyx

  16. Success so far… “Alex has fitted in to Genepool very well indeed. He's a talented animator and has a natural feel for weight, movement and anticipation when animating. He's holding his own against experienced animators.” “He got up to speed with MAYA with great ease, after which he was producing quality work that was going straight into the game.” Han RandhawaGenepool

  17. Success so far… “Simon has been a great success, and is up and coming as one of our best developers.” “It goes with out saying if you have any on this years course who we may be interested in working with Evolution then don't hesitate to call.” Martin Kenwright Managing DirectorEvolution Studios

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