Gaming
Gaming
Gaming
ESA PARTNERS
15
ACADEMY OF INTERACTIVE ARTS & SCIENCES |
WWW.INTERACTIVE.ORG
The Academy of Interactive Arts & Sciences (AIAS) was founded in 1996 as a
nonprofit
organization to recognize outstanding achievements in interactive entertainment.
The AIAS conducts the annual D.I.C.E. Awards to promote and acknowledge exceptional
accomplishments in the field. In 2002, the Academy created the D.I.C.E. Summit
dedicated
to exploring approaches to the creative process and artistic expression as they
uniquely
apply to the development of interactive entertainment.
INTERNATIONAL GAME DEVELOPERS ASSOCIATION |
WWW.IGDA.ORG
The IGDA supports and empowers game developers around the world in achieving
fulfilling and sustainable careers through connecting worldwide game developers at
all
stages of their careers to peers with shared interests and goals, advocating on
issues that
are important to the professional and personal success of game developers, and
providing
educational resources for students, game developers, and game development studios
that
help solve game development�s most difficult challenges.
ENTERTAINMENT SOFTWARE RATING BOARD |
WWW.ESRB.ORG
The ESRB is a non-profit, self-regulatory body that assigns age and content ratings
for video
games and mobile apps so parents can make informed choices. It also enforces
advertising
guidelines adopted by the video game industry and helps companies implement
responsible
online and mobile privacy practices under its Privacy Certified program.
ESA FOUNDATION |
WWW.ESAFOUNDATION.ORG
Created by the American entertainment software industry, the ESA Foundation works
to
make a positive difference in the lives of America�s youth by providing
scholarships to the
next generation of industry innovators and supporting charitable organizations and
schools
that leverage entertainment software and technology. The ESA Foundation receives
its
primary funding proceeds from the signature annual fundraiser Nite to Unite and
other
charitable initiatives.
THE NPD GROUP, INC. |
WWW.NPD.com
NPD is the leading global provider of market information and business solutions
covering
brick-and-mortar, e-commerce, and emerging channels in more than 20 industries. We
combine our unique data assets with analytic solutions to help our clients measure
performance, predict trends, and improve results, advising them to help drive
successful
growth. Practice areas include apparel, appliances, automotive, beauty, books,
consumer
electronics, e-commerce, entertainment, fashion accessories, food consumption,
foodservice,
footwear, home, juvenile products, mobile, office supplies, retail, sports,
technology, toys,
travel retail, games, and watches/jewelry.
BDM�s Photoshop User Guides: Adobe Photoshop Manual, 2nd Edition 2018
https://careers.animationmagazine.net/job/art-director-retro-studios/44955164/
Location:
Austin, Texas, United States
Job ID:
44955164
Posted:
November 14, 2018
Description
Retro Studios
DESCRIPTION OF DUTIES
*Thisjob description outlines primary duties and requirements and is not intended
toidentify all tasks that may be performed; individuals occupying the positionmay
be required to perform other duties. The company may modify job duties from time to
time, either in practiceor in writing.
Qualifications:
SUMMARY OF REQUIREMENTS
NOA - RG
Description
We are searching for artists with strong technical skills to be responsible for
shot workflow between departments from Story to Final Composite. People who can
take care of the technical aspects of the setup, such as assets resolution, camera
movements, 3D integration, etc.
Responsibilities
Prepare and set up shots with 2D and 3D elements, for a 2D workflow
Export / Import data from one department to another ensuring all components
work according to pipeline specifications and the next department has all the
components they need to do their job.
Pre-comp when needed the different elements from which shots are going to be
created
Check the Animation levels out of Harmony from Rough to Ink & Paint to ensure
there are no issues with brush lines, closed lines, ensure the mattes and palettes
are set up correctly.
Requirements
Show respect for the procedures and requirements of the studio production and
pipeline
=========================================
Description
We are searching for a talented 3D generalist. As the perfect candidate you will
have experience creating 3D models, texturing, modeling, 3D FX, and compositing,
etc. Someone who can effectively communicate and collaborate with your team, art
directors, and production leads at our studio.
Deliver high quality work, hit deadlines, work well with others, communicate
effectively.
Requirements
A Strong knowledge of Maya, Photoshop, Nuke and Toom Boom are essential
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https://www.artinstitutes.edu/pittsburgh/academics/gaming-technology/game-art-
design-degree-program
you study:
Digital Imaging
Life Drawing
Drawing & Anatomy
2D Animation
Digital Storytelling
Character and Object Design
3D Modeling
Game Art & Design
Texture Mapping
3D Animation
Material & Lighting
Game Modeling
Game Production Pipeline
Designing Interior Spaces and Worlds
Game Development
Game Programming
Game Art
Level Design
Game Theory
Computer animation
Film
Entertainment business
Animation
VFX
Music production
Graphic design
And more
Game theory
Game genres
Design principles
Fundamentals of programming
3-D graphics programming
Character animation
Game engine architectures
Artificial intelligence
BlizzCon
Kublacon
Electronics Entertainment Expo also known as E3
Activision
Naughty Dog
Infinity Ward
Insomniac Games
Blizzard
Sony Computer Entertainment
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For 2018, the best video game design schools in California are:
USC
The Academy of Art � SF
UC Santa Cruz
CalArts
UCLA
The LA Film school
Ex�pression College for Digital Arts � Emeryville
Gnomon School of Visual Effects
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https://www.gamedesigning.org/schools/california/
https://www.academyart.edu/degree/game-development/
https://software.intel.com/gamedev?cid=sem43700038600420327&intel_term=%2Bgame+
%2Bdeveloping&campaign_name=intel_div_idz_in_google_gaming_general_search_bmm_engli
sh+%28e%29&gclid=EAIaIQobChMIh878vcaX3wIVT6SWCh27Eg9sEAAYASAAEgI-
7vD_BwE&gclsrc=aw.ds
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Deciding to pursue a video game development major will not only link students'
careers with their passion, the decision can also be a potentially lucrative
investment. The undergraduate degree in video game development will prepare
individuals for being part of a development team at an actual game developer's
studio. A video game development major will help gain any of several high-
responsibility roles when on a development team.
Possible Roles on a Development Team
Programmer
Producer
Director
Software developer
Software quality assurance engineer
Software quality assurance tester
Graphic designer
Level designer
The reason these roles are so diverse is because the undergraduate degree in video
game development itself covers a diverse field of study that requires a familiarity
with the many different phases of creating a video game. The curriculum of an
undergraduate degree in video game development spans the entire process of game
creation, and therefore is a mixture of mathematics, computer science and
production. That being the case, video game development majors will be well versed
in both the overview of the game development process, as well as the specifics at
each step. A robust undergraduate degree in video game development will prepare its
graduates to both oversee the production process as a whole, as well as take the
lead on a particular aspect within the broader division of labor. In fact, many
video game development majors have the opportunity to, as their final project,
create a real video game! International students hoping to have a career that will
involve their passion for video games might want to pursue a career in video game
development.
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Video game development is a hybrid field, drawing from the fields of computer
science, mathematics, and production. As such, the jobs with development studios
that are available to game development graduates are similarly diverse. This
article helps international students understand the nature of video game
development, distinguishes the discipline from other specialized game degrees, and
identifies the capacities in which video game development graduates will be
prepared to serve on a development team when working with a studio.
Generally speaking, video game development is the field that spans the entirety of
the many aspects involved in creating a video game, from conception and storyline
to graphic design, programming, and public release.
Video game development, unlike one of its sub-fields like graphic design, is a
broad field where those students who study video game development must decide what
role on a development team they would like to have upon graduation. Once a desired
role has been established, an international student should then subsequently fine-
tune their degree that they are to receive so that it will optimally prepare him or
her for that particular role on a development team.
Roles on a Development Team
Game producer
Game artist
Programmer
Graphic designer
Creative writer
Storyline editor
Audio specialist
Level designer
Students studying video game development will become familiar with both the overall
process of creating a video game and game production, as well as the particular
elements of software engineering, programming and graphic design utilized in the
actual construction of the video game. In order to most effectively study video
game development, keeping a specific specialization and role on a development team
in mind while studying in the United States is the best plan of action for any
international student hoping to seriously prepare for their career in video game
development.
Despite the initial excitement and allure that comes with pursuing a dream
occupation like video game development, international students who want to
effectively study video game development in the United States will have to begin
asking important questions like, "What is video game development?" Asking these
types of preparatory questions will ensure that an international student is both
equipped and able to pursue the specific degree and desired role on a video game
development team to which they are aspiring.
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With the thriving state of the video game industry both in the United States and
around the world, one of today's most increasingly popular fields of study amongst
international students is video game development. The reasons behind a decision to
study video game development vary, but surely the exceptional prospects for careers
in video game development play a key role in drawing students to the field. Besides
being the dream job of many gamers, careers in video game development have high
starting salaries, enjoyable and relaxed work environments and thrive on creative
freedom. Development teams are made up of a group of like-minded individuals all
hoping for the same thing: to turn their passion for video gaming into a career.
The form video game development jobs take on is membership on a development team.
The diversification and specialization of roles on these video game development
teams amount to a highly diverse job field, offering a number of outlets for the
video game development degree international students will be receiving. Some
example careers in video game development in the United States and their starting
national median salaries include:
National Median Salaries for Video Game Developers in 2013
Aside from the exceptional starting salaries and highly diverse range of
applications available with this degree, video game development jobs also provide a
highly rewarding work environment. Not only is the number of international students
who are receiving video game development degrees quickly on the rise, the total
number of video game development jobs have been steadily increasing also. This
increase in international presence leads to diverse development teams and truly
rewarding work experiences with a like-minded cohort all seeking the same goal: to
use their passion for gaming and to create the next big gaming hit.
Students looking to study in a field with exceptionally high starting salaries and
job opportunities that are full of creative promise should consider the flourishing
discipline of video game development. Careers in video game development are
numerous and their benefits impressive. The graduates of video game development
programs go on to work with some of the most prominent video game developers in the
world as members of a development team. Whether this field is chosen for the
monetary benefits, the freedom, the atmosphere, or the number of potential roles on
a development team, video game development can be one of the most rewarding fields
of study for international students in the US.
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Course Description
Playcentric Design
Narrative Design
2D Game Studio
Game Design Studio I, II, III, IV
Introduction to 3D Art
Introduction to Game Analysis
Systems Literacy
3D Game Design
Publishing Video Games
Art Direction for Game Developers
Usability Testing for Gamers
Multiplayer Game Design
Level Design
Marketing Video Games
The Business of Video Games
History of Video Games
The Great Video Games
Collaborative Thesis
Master�s Thesis Production
Sound Design for Games
Ethics of Video Games
Cinema Studies
Playcentric Design
This course provides a foundation of knowledge for understanding games as playable
systems. Students learn the language of Playcentric Design and practice the craft
of prototyping, playtesting, and iteration in an environment independent of
computers. This is to provide the student with hard skills that can be used
throughout a career in games�transcendent of changing technologies.
1) Understand Fundamental Theory � See how any game breaks down into Formal,
Dramatic, and Dynamic systems. And learn how the three interrelate.
At the end of the course each student will have a portfolio of paper game
prototypes.
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Narrative Design Workshop
This course examines the critical elements that make strong story concepts and how
they can be shaped to create the foundations of great games. Students will design,
narrative, game play, physical environment (world, gameplay spaces), and other key
elements. Guest speakers will include veteran game designers and writers.
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2D Game Design
This course exposes students to the beginning technology of 2D games. Each student
gets the experience of running his or her own game studio in collaboration with 1-4
classmates. Students deliver a working digital game at the end of the semester.
Industry standards such as Agile, Scrum, Confluence, and JIRA expose students to
state-of-the-art production methods and enable teams to deliver software
efficiently.
Students work in teams to build their working digital game and receive
individualized tutelage and direct coding support from their instructor. Students
learn that they can produce working software�even with beginner skills in a short
time. They sharpen their skills by practicing this process multiple times in the
degree.
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Introduction to 3D Art
This course introduces students to Autodesk�s Maya Animation, Visual Effects, and
Compositing software, a robust application used throughout the video game industry
for the creation of visual assets. Students learn how to optimize the Maya
interface for enhanced productivity. They are introduced to polygon tools and
taught polygonal modeling in a hands-on environment.
Each student gets the experience of running her own game studio in collaboration
with 1-4 classmates. Students deliver a working digital game at the end of the
semester. Industry standards such as Agile, Scrum, Confluence, and JIRA expose
students to state of the art production methods and enable teams to deliver
software efficiently.
Once a foundation in narrative theory is established, the game design school�s MFA
students are then introduced to the tools, theory, and craft of storytelling in an
interactive medium. They are given a foundational understanding of video games,
which will create a baseline language for discussion and interaction throughout the
program. Finally, students are introduced to essential game technology, which helps
inform what is possible today in video games. Students also have an introduction to
animation class, which is intended to give our future designers and writers a taste
of what goes into the 3D animation process found in video games.
In the second semester, MFA students continue game deconstructions as a tool for
deepening their understanding of game design. They also create their first original
video game concept. These ideas are shared and workshopped in class, as students
increase their skills and confidence in programming, narrative, and design.
Students also study the history of film, giving depth to their understanding of
narrative culture.
Understand Playcentric Design and how to deconstruct any game into formal,
dramatic, and dynamic systems.
Learn the theories of game design; how to make a game fun; how to make a game
entertaining; how to engage and immerse the player in a gameplay experience.
Understand, through study, analysis and practical application, the theories of
interactive storytelling; how to enhance player engagement; how to craft a
character arc for a player; how to maintain a narrative structure in an interactive
form.
Understand the process of creating 3D art for video games.
Deliver working software in collaboration with classmates.
In semester four, students create their fourth working game concept � this time as
a collaborative thesis project. At the same time, they learn about Ethics of Video
Games and Sound Design, and do an advanced analysis course called The Great Video
Games.
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1-on-1 With Video Game & Animation Expert Chris Hatala, CEO of Massive Black
by Erin Kent
Video games have come a long way since 1980, when Pac-Man began eating his way
through a computer-generated maze and into arcades across America. But even with
today�s mind-blowing innovations in technology and design software, modern computer
animation still relies on one key thing: good, old-fashioned creative vision.
As President, CEO and co-founder of Massive Black, a full production art, design,
and animation studio, Chris Hatala knows all about pushing technological and
artistic boundaries for the sake of creating visual magic. Hatala and his company
are experts in cutting-edge concept art, illustration, development and animation
for film, television and video games. I-Robot, King Kong, and the Academy Award-
winning Lord of the Rings series are just a few major films featuring Hatala�s
work.
Prior to working with director Peter Jackson on the Lord of the Rings films, Hatala
worked at Tippett Studio on the films Cats & Dogs and Evolution. But his work
doesn�t stop with animation for films. He has also contributed his skills to an
array of video game projects, including Project Offset for Intel, the Tomb Raider
series, and Bioshock 2.
While I always dreamed of working in a traditional animation studio, and did well
in early scholastic art courses, I didn�t really have much experience in animation,
if any at all, before college. The only real [loose] experience I received in
traditional animation was an opportunity in high school to work at an animation
advertising studio, called Bandelier. I say �loosely� since my job was to paint
animation [celluloids], not to actually animate anything. Regardless, I thought it
was an epic opportunity, and absolutely cherished my time there. Without question,
this cemented my desire to pursue animation and started me on my path.
eLearners: Your undergraduate degree was in Industrial Technology. What is that?
At the time, Industrial Technology was really the only degree ASU offered which
required the use of computers (yeah, I�m old). It mostly consisted of using
Autodesk�s AutoCAD to draw orthographic machine parts. The official degree was
�Industrial Technology: Interactive Computer Graphics (ICG).� There weren�t many
animation opportunities within the degree, but there were some, and that was enough
for me. I would occasionally visit the restricted Silicon Graphics computer lab on
campus where the pros would show me demos, etc., and I was just blown away by what
those machines could do; I knew I wanted to learn more. Upon finishing my
undergraduate degree, I had a fair knowledge of using the many different software
of the day (3D Studio R1/R2 [without the �Max� part], Lightwave [love that Video
Toaster!], Photoshop, Macromedia�s Director, After Effects, and Premiere), and how
to author a CD Rom, which is pretty much dead with the dodo bird now. Regardless,
this certainly prepared me for what was yet to come.
eLearners: As compared to your undergraduate degree, how did your MFA prepare you
for your professional journey?
Once I received my MFA degree, while I did have a decent foundation in animation, I
was so hungry for more. Funny enough, the most important thing I took away with me
were my connections with the industry professionals that had been my instructors.
These relationships eventually led to my first animation job in the film industry.
eLearners: After being a successful animator on major big budget films, what
prompted you to found your company?
I consider myself extremely lucky to have been able to work alongside the industry
legends and plethora of extremely talented folks at Tippett Studio and Weta
Digital. I am still in awe of how good everyone was at their craft � masters. If
you go into either of those places with an ego, you won�t last long. The amount of
animation knowledge I gained through these experiences was intense, truly a dream
come true. And while I will always be grateful for the direction and knowledge
passed down to me from all the incredibly talented folks at these studios, I was
also curious what it would be like to strike out on my own. In college, a good
friend of mine, Justin �Coro� Kaufman, and I would always daydream, talking about
what it would be like to run our own studio. To my memory, we never really
considered it an actual possibility since it was just so far out of our grasp at
the time. But lo and behold, in 2004, after a mere four or so years in the film
animation industry, I got a call from him where we discussed the actual possibility
of starting our own thing. Some other friends were interested as well, so, while
the company officially formed in 2004, I finished work on King Kong (2005), and
then headed back to San Francisco to give it a go.
eLearners: What are some of the biggest challenges you face as a leader in your
industry?
There are so many challenges; it�s hard to know where to begin. The difference
between animating eight or more hours a day for someone else and owning/operating
your own business is pretty much the difference between night and day. There are of
course many more responsibilities: worrying about getting your next client, keeping
the team happy, and making sure the business has longevity are just a few. The team
is assembled of such talented artists that it was never an issue of quality � they
crush every project thrown at them. And while we did get a fair amount of animation
jobs in the first few years, as time went on, I personally found myself animating
less, which was a challenge in itself. I would say the greatest artistic challenge
of all is staying relevant. For instance, I probably can�t even count of the amount
of times the team has been tasked with concepting a �space marine,� so always
maintaining originality in a hugely popular icon can be challenging. While the team
never seemed to have a problem with it, I�m guessing that has a lot to do with them
staying up to date on what�s out there already: movies, games, TV, etc.
eLearners: What are some of the most recent/biggest game changers in the animation
industry that will directly affect the future of gaming?
Animation in games today is an ever evolving beast. The success of a well animated
game today seems to have more to with good programmers, than finding a great
animator. Games are a super complicated medium which take a lot of time, energy,
and money to complete (likely more than anyone not in the games industry would ever
believe). Having great animations is just a very small piece of the pie. The way
those animations are played, transitioned, and used, make all the difference in the
world. Thus having great animations and poor programming can result in a �not so
great� looking product. On that note, there are always new tools being written for
the game engines out there to help assist in this. From Unreal to Unity to
Cryengine, the game engines of our time are constantly trying to help make this
process easier and as slick as possible. Also, if funding and time allows, some
teams have the daunting option of making their own game engine in order to do
things exactly the way they want. That team, I think, are the real game changers.
eLearners: Animation has evolved immensely over the years. How do you stay
relevant? Has your skillset evolved along with the industry?
This answer is easy: work hard and watch as much animation as you can. I can�t tell
you how many times I�ve seen a movie, game, or whatever with animations that are
just jaw dropping. Stuff that makes me think, �Wow, that is incredible. How did
they do that?� The animation is just so good, I�m taken back. I mean, I know how
they did it since it all goes back to hard work, but I certainly question if I
personally could ever have achieved the quality mark they hit. While this may seem
like a downer, it�s actually a great feeling, since it pushes and challenges you to
do better. The worst place you can be from an animator�s standpoint is one of
complacency. How can you ever get better if you�re never challenged or no one is
better than you? So, when you see something like that, don�t get all bummed out,
study it, learn from it, and apply what you see to your own stuff.
eLearners: From your perspective, what are some of the most inspirational
innovations in the industry?
Hmm� I guess this would just be software driven, like updates to Maya, or Max, or
Motion Builder. The more tools out there that help an animator do their job more
cleanly and efficiently, the better. Maybe someone will take the initiative to
create new software that takes all the best parts of existing animation software
and combine them. Sign me up!
eLearners: Where did the idea come from to create Zombie Playground?
Zombie Playground is the brain child of the amazing Jason Chan. Jason created a
piece of artwork he affectionately titled �Zombie Playground� that has gone on to
not only inspire us, but also thousands of others out there. You can check it out
here. We all loved the painting so much, and just thought it would make an
incredible game idea. Thus, �Zombie Playground� the game was born. It�s taken a lot
of work to get to where we are now with the game, and we are hopeful we can release
what we have to masses sometime in �14 (fingers crossed). There�s still plenty of
work to be done in order to make the game stable, feature-full, and most
importantly, fun. But we are confident that upon release it will be all those
things and more. You can check out more of Jason Chan�s incredible artwork here.
eLearners: For individuals hoping to have a career in animation or game design,
what are some of the programs and skills that are absolutely necessary?
There�s really only one thing anyone needs to do to get into these professions:
work your ass off. And when you are sure you�re working at your maximum capacity�
work harder. I wouldn�t say there are any particular programs that are absolutely
necessary, since it�s a skill set you are trying to build, not a knowledge of a
particular software. If you have the skill set, an employer will train you in the
software. So, pick whatever comes most naturally from a software perspective and
just go for it. There�s tons of free stuff out there, like the Unity game engine,
and some educational versions of popular animation software. Just get your hands on
whatever and start going. It�s not something you can learn in a week or a day or a
month � this stuff takes time � so the sooner you get on it the better. Don�t get
hindered by thinking you need a particular software to be successful, because that
will only slow down the process.
eLearners: Is it difficult for someone to decide to make a career change and pursue
a design or animation career? Are there any professions that seem to transition
more easily than others?
The difficulty solely lies in the amount of time you can dedicate to the craft. The
more time you do something, the better you become at it, so it�s just all about
time and how hard you work. Of course, if you�re going from a profession where you
use computer software all day, you may have an easier time transitioning to a new
profession that also uses software. But the similarity likely ends there. Even
transitioning from design to animation or vice versa is a drastic switch. I guess
that�s why they are both considered their own profession and not just lumped
together as one.
eLearners: Is it ever too early to start building a portfolio?
It�s not really ever too early. Just don�t get depressed when someone tears apart
your portfolio � get inspired. Also, school is to learn, so try not to put your
school projects in your portfolio. You should learn the skill, idea, or application
in class, but then transition it to your own work at home. All too often I see
school homework in demo reels, and it�s pretty obvious. That typically means you�re
not working hard enough.
Yes, if you are pursuing a job in animation, no one wants to see how great you are
at making textures, doing lighting, rendering a scene, or even your life drawing
skills; we want to see your animation! Forget all that other stuff and focus. Focus
on what you want to do most, and just do that. All those other things are in and of
themselves true professions, so make sure you don�t get sidetracked. It�s quite
different if some of those things interest you, of course, but don�t get caught
thinking they need to be incorporated into an animation demo reel.
The crew at Massive Black is on the smaller side and very tight. If there happens
to be an opening for employment, we of course look for talent first. That said,
it�s also just as important that the candidate is good natured, can get along with
the rest of the team, and leaves their ego at home (or else it will surely be
crushed).
eLearners: Do you have any parting words of wisdom or advice for aspiring
animators? Is there anything you hope to see from future animators?
I said it earlier, but it can�t be said enough. To all you aspiring animators, work
your ass off! There is a direct correlation between how hard you work versus
actually attaining what you strive for. It�s an easy formula really, as long as you
don�t get lazy and complacent. Once you reach your goal, you will have the choice
to relax a bit, since you�ll then know what it takes to stay where you are. Until
then, forget about sleep, drink lots of water, and work your ass off. If you do
that, your animation dreams will surely come to fruition.
Thanks for this interview opportunity; I wish you all the best! And never give up
on your dreams!
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If you�re looking for ways to help fund your video game design education, it may be
time to investigate the video game design scholarships that are out there. We
understand that it can be tough to sift through the different financial assistance
opportunities to find the ones that are right for you. That�s why we�re here to
help. The good news is that you could potentially be eligible for undergraduate or
graduate scholarships that are set up specifically for students who are studying
video game design.
The eligibility requirements for video game design scholarships may vary depending
on the organization or institution that is offering them. For example, some
scholarships may be based on many factors like financial need or minority status �
while others may focus on academic achievement or entrance projects. Let�s take a
look at a select group of scholarships for game design to help get you started.
Penny Arcade Scholarship, video game scholarship from PAThe Penny Arcade
Scholarship: This $10,000 annual academic scholarship was set up to recognize one
student who has demonstrated the most potential to positively impact the video game
industry. To be eligible you must be a full-time student attending an accredited
college or university with a minimum 3.3 GPA. You must also have the intention to
enter the game industry.[ii]
Randy Pausch Scholarship Fund: This scholarship from the Academy of Interactive
Arts & Sciences was established for students pursuing a career in interactive
entertainment including animation, game direction, game design and more. Two
$2,000 scholarships are awarded to two different students each year.[iv]
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Home Video Game Design Specialties in the Video Game Design Industry
Specialties in the Video Game Design Industry
It may come as a surprise to you that a video game design degree exists, but the
popularity of video games in American culture is a clear testament to how
established an industry it has become. Over fifty percent of Americans play video
games[i] and the market will most likely continue to grow as current gamers get
older, the technology continues to develop, and the next generation of gamers
emerges. Earning an online video game design degree may be a way for you to enter
this growing and evolving industry.
What types of video game design degrees can I earn?
If you�re interested in earning a video game design degree, you may choose to work
towards a certification program, an undergraduate Bachelor of Fine Arts (BFA)
degree, or a Master of Fine Arts (MFA) degree. Many video game design programs are
designed to give you a well-rounded basis of knowledge in art skills, design,
animation, art history, game theory and analysis, and other courses so that you may
graduate with the capabilities to gain employment in the video game industry.
Earning an MFA in video game design may be a beneficial route if you intend on
pursuing a career in the field, an idea backed up by Chris Hatala, the President,
CEO, and co-founder of Massive Black, a major studio that deals in the film,
television, and animation industry. Hatala earned his undergraduate degree in
Industrial Technology in 1997 and had this to say about earning his Masters degree:
Read Chris Hatala�s full interview about how his interest in animation and
education in technology led him to found one of the top art/design/animation
companies.
Specialties in the Video Game Design Industry
There is a wide variety of people who work on different aspects of a video game
from conception to the time it is made available to users in stores, as an app, or
on a website. Listed below are some specialties associated with the video game
design industry.
The title, requirements, and salary for each of these specialties will vary based
on industry, company, and region.
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