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  • James has a very strange supposition about how to teach game design

  • to somebody who's never done it before.

  • And I don't mean teach in the casual sense, I mean like teaching in a formal setting at the university level,

  • because as many schools as we have out there offering game design programs,

  • most of them are still trying to figure out this problem: how do you properly teach game design?

  • ♫ [Intro Music] ♫

  • James had so many students come up to him and say

  • "My schooling didn't really prepare me for the life I wanted. It didn't really prepare me to be a game designer"

  • and it's led him to wonder if perhaps we need to take a whole new approach to how we do this.

  • More than this though, it's also the fact that he's had more and more professionals

  • come up to him lately saying that when hiring for junior positions,

  • they don't put any special emphasis on people who have a game design degree

  • because many of the people they've hired from game design programs

  • haven't proven to be better candidates. In fact, they've often proven

  • to be less adaptable than those with other educational backgrounds.

  • Overall, it's really made him question how we go about educating designers,

  • and after putting a lot of thought into it, the strange hypothesis he's come up with is that

  • we are perhaps teaching too much game at game schools.

  • I know that sounds odd, but hear me out.

  • We learned long ago that we shouldn't just teach designers

  • tools and software, game engines and 3d software; a game designer should be able

  • to pick those up on the job. Every company I've ever worked for has had its

  • own unique scripting language, or at least its own crazy additions and modifications

  • to the tools they use, so simply learning a piece of software

  • isn't enough, because tools change constantly and they're not universally applicable.

  • If you've learned Maya, but then you find yourself working on a 2d

  • mobile game, well, Maya's not gonna do you much good. If you learned Unreal 3

  • a mere half decade ago, that knowledge is practically worthless today.

  • So much of the industry has moved on to other engines and even those using Unreal now

  • are working with such a radically different version that what one might

  • have actually learned in classes on Unreal 3 doesn't have a lot of application today.

  • And most schools have realized this. They stopped just teaching tools long ago.

  • Instead, they went on to teach courses like level design and game balancing.

  • But here's the thing: level design and game balancing are actually just tools as well.

  • They aren't fundamentals. They aren't the key skills that a designer needs to be a good designer.

  • James talked about this at GDC, and in preparing to do so, he asked many of the

  • professional designers he knew what they really look for in a fellow designer,

  • and it basically boiled down to these things: First: communication. You need the ability

  • to express the design to members of all the different departments clearly and concisely.

  • Second: collaboration. You need to be able to work with people from

  • many different fields and with many different mindsets. The ability to take feedback

  • and to really incorporate it in your design. Third: a love of learning.

  • You need the ability to be able to pick new things up quickly because different

  • projects will require developing an in-depth knowledge of different things.

  • You might have to learn about the flowers of the English countryside

  • or the weapons of World War II, not to mention figuring out the scripting engine and

  • the pipeline and the peculiar quirks of whatever team and studio you're working with.

  • And a designer needs to love doing it to really do the kind of deep dives that

  • allow them to add the little touches that really make a project special.

  • Fourth: scope. You need to be capable of creating realistic design plans and the willingness

  • to cut even the parts you personally love the most in service of the project as a whole.

  • Fifth: logical thinking. You need to be able to build and work with logical systems,

  • as that's the foundation of most game systems and scripting languages.

  • Sixth: lateral thinking. You need to be able to see problems from a new perspective, and

  • find answers outside of those that are traditionally used.

  • Seventh: a breadth of knowledge. This is the only one on this list that I think is debatable, but most

  • designers I know like to see potential applicants have knowledge of things

  • other than just games, as this gives them a greater field to draw from when

  • solving design problems, which in turn leads to better solutions.

  • And if you look at this list you'll see one commonality: none of those things are

  • really game specific skills. It doesn't matter if you're coming in as a level designer

  • or a system designer, I'd rather see that you have good communication and

  • collaboration skills, a sense of scope, and the ability to learn quickly,

  • than to have a level design or system design course on your resume. So as utterly batty

  • as it might sound, in a world where we only have a very limited number of

  • courses to prepare you to be an effective designer, I would rather see us cut the

  • game specific courses from game design degrees if it meant us being able to

  • provide a better grounding in the rest of those skills. If James had to make a

  • guess he would wager that a well formulated game design course would actually look a lot like this:

  • First: a hardcore focus on the liberal arts. And when I say hardcore, I mean

  • challenging to the point where failure is not uncommon. It would include a

  • grounding in the philosophy and literature that makes up

  • the Western tradition along with a focus on Psychology and Mathematics.

  • The variety and volume of the material here would hammer in the ability to rapidly

  • assimilate new materials, and the courses would be taught in a discussion format

  • with regular papers to train up communication skills in both the verbal

  • and written medium. All rote tests and quizzes would be abandoned, as this

  • education is far more concerned with how the students are using and playing with

  • the ideas they are exposed to than with their absolute retention of the details therein.

  • Additionally, the pillar of mathematics in the course would be

  • strong with at least one math class per semester. This encourages logical

  • thinking and give students the one almost universally applicable design skill.

  • Next, one to two courses in formalized logic would also be a

  • possibility as this also reinforces the logic training and makes the jump to

  • scripting easier for designers who don't have much experience with scripting languages.

  • And then, anchoring the program, each semester would have an underlying

  • mega course project course that all students must take where they actually

  • make games. Every semester, month in and month out, every month they're there.

  • The best way to learn to make games is to make them.

  • This course would be given at least twice the credit hours of

  • most courses, and students would be expected to spend a fair amount of time

  • outside the class on this course. In this course, the students would work in teams,

  • preferably interdisciplinary teams if the school can support that, to create a

  • game that integrates an idea or topic from the other courses. This would build

  • collaboration skills, teach scope, and build lateral thinking muscles as the

  • constraint of having to incorporate elements from their core liberal arts

  • courses will force them to rethink traditional game genres, or force them

  • out of established genres entirely. Such a degree would probably preclude large

  • class sizes and would require someone with a fair amount of development experience

  • to mentor the students in the project course, but if that could be achieved,

  • it would produce far more adaptable designers that are far better

  • prepared for the industry and far more desirable as potential employees.

  • Way more so than those that simply have a smattering of game balancing courses to their name. ♫ [Outro Music Begins] ♫

  • Anyway, I hope that sparked some ideas. ♫ [Outro Music Continues] ♫

  • Thank you for watching, and I'll see you next week. ♫ [Outro Music Continues] ♫

  • ♫ [Outro Music] ♫

James has a very strange supposition about how to teach game design

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ゲームデザイナーを教育する - ゲーム学校で「ゲーム」が多すぎる - エクストラクレジット (Educating Game Designers - Too Much "Game" at Game Schools - Extra Credits)

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    盧政維 に公開 2021 年 01 月 14 日
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