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505 Games

Activision Blizzard, Inc.


Bandai Namco Entertainment, Inc.
Bethesda Softworks, LLC
Capcom Co., Ltd.
Deep Silver
Disney Interactive Studios, Inc.
Electronic Arts, Inc.
Epic Games, Inc.
Focus Home Interactive
Gearbox Publishing, LLC
GungHo Online Entertainment
America, Inc.
Kalypso Media Group
Konami Digital Entertainment, Inc.
Legends of Learning
Magic Leap, Inc.
Microsoft Corporation
NEXON America, Inc.
NCSOFT
Nintendo of America
NVIDIA Corporation
Outright games
phosphor studios
Six Foot
Sony Interactive Entertainment, Inc.
Square Enix, Ltd.
Take-Two Interactive Software, Inc.
Tencent
Triseum
Ubisoft, Inc.
Vantiv Entertainment Solutions
Warner Bros. Interactive
Entertainment, Inc.
XSEED Games
as of April 2018

The Entertainment Software Association (ESA) conducts


business and consumer research and provides analysis and
advocacy on issues like global content protection, intellectual
property, technology, e-commerce, and the First Amendment
in support of interactive software publishers. ESA owns and
operates E3 and represents video game industry interests on
federal and state levels.
To learn more, visit theESA.com and follow us on Twitter:
@theESA or @ESAGovAffairs

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

BDM�s Photoshop User Guides: Photo Editing for Photographer 2018


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https://careers.animationmagazine.net/job/art-director-retro-studios/44955164/

Nintendo of America, Inc.


Art Director - RETRO Studios

Location:
Austin, Texas, United States
Job ID:
44955164
Posted:
November 14, 2018

Description

Retro Studios

Founded in 1998, Retro Studios is a wholly owned subsidiary of Nintendo Company,


Ltd. Retro is a state-of-the-art game development studio, working in conjunction
with Nintendo to bring award-winning games to Nintendo's cutting-edge next-
generation platforms. Retro Studios is located in beautiful Austin, Texas. With
rolling hills, scenic waterways, abundant wildlife, vibrant music and film scenes,
and a laid-back cosmopolitan culture, Austin is a dynamic city with an excellent
quality of life. Austin's sunny weather also supports a great range of outdoor
activities, providing plenty of venues for top-notch game developers to recharge
and unwind.

DESCRIPTION OF DUTIES

Coordinateswith Parent Company to define, develop, direct, and communicate


overall artvision.
Directsart developed both internally and by third parties.
Actsas a liaison between Art Team and Parent Company to support effective
andconsistent communication.
Collaborateswith Tech Art, Design, Engineering and Art teams to make
recommendations anddecisions regarding overall art vision.
Leadsand mentors managers and artists and serves as internal art critic, to
achievequality targets.
Evaluates,hires, and assigns talent for all art disciplines.
Buildsand maintains effective art team structure
Providesclear written and illustrated guidelines that communicate art vision to
bothinternal and external teams
Setsartistic vision and provides feedback and direction to further that vision
Workswith Development Team to make sure art priorities are effectively defined
andprocesses meet both artistic and scheduling goals.
Proposescohesive and holistic solutions to problems.
Providesday to day artistic feedback and mentorship of individual contributors
andleads
Handlesperformance evaluations, bonus reviews, career growth plans, and any
necessarydisciplinary plans for direct reports
Makesrecommendations for promotions for individuals within team
Responsiblefor having 1-1 meetings to understand career goals for individuals
in group
Providesrecommendations to Development and Studio Management Groups regarding
long-termstrategic planning, and shaping and cultivating studio culture.

*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

Experience working with artistsdefining attractive vision for AAA titles.


Thorough understanding of interactiveentertainment methodology and the video
game production pipeline.
Experience leading a team with emphasiscollaborating with Senior and Executive
level leadership.
Extensive experience and knowledge ofart processes and production pipelines.
Excellent eye for graphical quality andknowledge of techniques used to achieve
visual targets.
Ability to foster a dynamic andcollaborative team environment.
Broad knowledge across all artdisciplines, including concept, character,
animation, environment, VFX, UI,lighting, shading, and rendering.
10+ years' experience in art productionfor interactive entertainment, including
minimum of three product cycles as anartist.
Previous experience managing ormentoring artists/animators through at least one
complete production cycle asan Art Director.
Excellent decision making capabilities.
Experience working with outsourcingcompanies preferred.
Effective written, verbal andinterpersonal skills.
Undergraduate degree in art relatedsubject or equivalent

NOA - RG

We are an equal opportunity employer valuing diversity�celebrating strengths.


==========================================

The SPA Studios


Checker
Apply Now

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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.

Perform technical work in support of keeping the shots flowing between


departments

Troubleshoot and debug shot problems as they arise

Ensure camera continuity between departments

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

Minimum of 1 year production experience in digital animation is a plus

Technical background working with software and file structures

Be neat and methodical with meticulous attention to details

Understand the 2D animation process

Understand editing and film structure

Have excellent communication skills

Have good team-working skills

Be able to deliver on schedule, working calmly and efficiently under pressure

Be able to take direction and be willing to address constructive feedback

Show respect for the procedures and requirements of the studio production and
pipeline

An understanding of Harmony is necessary

A working knowledge of Maya, Nuke, Photoshop are required

A knowledge of Python Scripting is a plus

Ability to relocate to Madrid is essential

A valid work permit is a bonus


English is a must, as the work will be developed in this language

=========================================

The SPA Studios


3D Generalist
Apply Now

Print Save Share

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.

Work as a 3D generalist to provide 3D elements and 3D animation as needed by


production.

Be able to adapt and problem solve in a variety of 3D Generalist roles (e.g.


Animation, Modeling, FX, Texturing, and Compositing).

Deliver high quality work, hit deadlines, work well with others, communicate
effectively.

Requirements

Production experience with creating props, characters, and environments.

The ability to create both organic and hard surface 3D models

A solid sense of movement and timing as pertaining to animation

An excellent understanding of composition and perspective

Understanding of the 2D animation process, including camera mechanics would be


a big bonus

Highly creative and detail oriented.

Be neat and methodical

Have good communication skills

Have good team-working skills

Be able to deliver on schedule, working calmly and efficiently under pressure

Be able to take direction and be willing to address constructive feedback


Show respect for the procedures and requirements of the studio production and
pipeline

A Strong knowledge of Maya, Photoshop, Nuke and Toom Boom are essential

Ability to relocate to Madrid

A valid EU work permit is a bonus

English is a must as the work will be developed in this language

========================================

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

jobs graduates typically obtain are:

Independent game producer


Associate designer
Game tester
Production assistant
Project manager
Online game support rep
Project coordinator
Community manager
Curriculum Includes:

video game college certificate program

Game theory
Game genres
Design principles
Fundamentals of programming
3-D graphics programming
Character animation
Game engine architectures
Artificial intelligence

Major gaming conventions:

BlizzCon
Kublacon
Electronics Entertainment Expo also known as E3

major players such as:

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/

Intel� Game Developing | Game Development Resources?


Adsoftware.intel.com/GameDev/Resources?

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%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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Undergraduate Degree in Video Game Development


Video Game Development
For international students who have decided to pursue an undergraduate degree in
video game development, there are a number of considerations to keep in mind. This
article offers an overview of a video game development major and a typical list of
courses a student can expect to take. The article also establishes what sort of
careers an undergraduate degree in video game development will prepare a student
for.

International students just beginning their journey toward receiving an


undergraduate degree have several important dimensions to keep in mind when
deciding upon a potential major: personal fulfillment, degree demand, and the
number of career opportunities available upon graduation. Given these
considerations, one of the increasingly popular decisions amongst international
students deciding to study in the United States is to pursue an undergraduate
degree in video game development. International students who decide to study video
game development in the United States have turned their love for video gaming into
fuel for a lucrative career creating the next sensational gaming title. There are
many reasons that make a video game development major popular amongst international
students coming to the US. However, before jumping into this field, students
interested in this career should perform research on what to expect when pursuing
an undergraduate degree in video game development.

Usually, an undergraduate degree in video game development takes the form of a


Bachelor of Science degree, but there are a small number of less common Associate's
degrees available as well. A typical undergraduate degree in video game development
takes between 21 and 36 months to complete, and will vary in cost depending on the
state and institution at which the video game development program is located.
However, there is also a large degree of flexibility regarding the number of
courses a student takes during a semester and academic year, so students will
surely be able to find a program that can be completed within their desired
timeframe! Researching the different courses included in a video game development
major is also important.
Typical Courses Comprising a Video Game Development Major

Introduction to computer science


Introduction to programming
Programming in C/C++
Programming in Java
Programming in Python
Intermediate programming
Introduction to data structures
Social networks
Game design experience
Computer graphics: 3D modeling
Computer graphics: 3D animation
Scientific computation
Systems and Simulation
Introduction to Unix
Foundations of Interactive Game Design
Algorithms and Data Types
Fundamentals of Compiler Design I/II
Systems Programming
Advanced Programming
Operating Systems
Comparative Programming Languages
Software Design I/II
Mobile Applications
Data Storage Systems
Computational Models
Artificial Intelligence
Machine Learning and Data Mining
Game AI
Computer Graphics
Data Visualization
Game Engines
Game Theory and Application I/II
Calculus
Trigonometry
Linear Algebra
Structure of Game Design I/II
Structure of Game Production I/II
Game Rules
Interpersonal Communications
Game Pre-Production
Public Speaking
Physics
Capstone Game Development Project

International students who desire an undergraduate degree in video game development


will have to establish a personal criteria to help decide between the many highly
regarded and highly funded video game development programs to which they will have
access. Some central points to consider when deciding where to pursue a video game
development major are: the reputation of the institution and job placement rate of
graduates, the amount of funding/financial assistance that is available to
undergraduate students, the rate of debt among graduates, the contributions to the
industry made by the department, and any industry affiliations which students can
use to gain access to the competitive video game development industry.

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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What Is Video Game Development


Video Game Development

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.

The decision to study video game development is a popular choice amongst


international students coming to the United States. Many people enjoy playing video
games, and an increasing number of international students have decided to take
their passion for playing video games and turn it into a career in making video
games. Besides being the dream job of many gamers, the reasons behind making the
decision to study video game development are plenty. This field offers diverse job
opportunities, enjoyable and fun work environments, high starting salaries and the
ability to have a career that thrives on creative freedom. However, that doesnt
mean that everyone who enjoys playing video games will enjoy creating them. In
fact, creating a video game is a long and complex process with many subsequent
tasks and roles required to make a finished, playable product. An international
student will need to inquire about more than the fun they will have studying video
game development in order to know whether a degree in video game development is
right for them; international students should also ask: "What is video game
development?"
So, what is video game development?

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 is a diverse field, it is a hybrid of game production and


game design and has requisite skills from both fields forming the core of a video
game developer's knowledge. A video game developer is usually a big-picture
position in the creation of a video game, guiding the project through multiple
phases. That being the case, a video game developer is a cross between a producer
and a programmer, they are a coordinating administrator with an artistic vision who
also possesses the technical skill to oversee and contribute to software
engineering, image rendering, editing and other aspects of game design.

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

Video game development is a field with many sub-disciplines and responsibilities


drawing from both game production and game design, but what are the 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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Careers in Video Game Development


Video Game Development

An increasing number of international students are making the decision to turn


their love of playing video games into a lucrative career in video game development
in the United States. Video game development is a diverse field with many potential
career paths. This article helps identify a number of potential careers in video
game development and their average starting salaries.

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 process of creating a video game is a complicated thing. It is highly


specialized and runs on a division of labor, that being the case, video game
development jobs take on a very distinct role in the larger process of creating a
video game. However, international students within the video game development field
should be well aware of the diversification and specialization of the video game
creation process, as video game development degrees are centered around seeing a
project through the multiple phases of production and overseeing a specific aspect
of production. This makes video game development a hybrid discipline, drawing from
the fields of computer science (programming, software engineering, graphic design,
etc.), mathematics and production. This means international students who study
video game development in the US will be a jack-of-all-trades on their development
team, and often asked to take the lead on a specific dimension of the project.

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

Senior software engineer $90,000


Game programmer $55,000
Lead programmer $70,000
Senior programmer $90,000
Technical director $60,000
Game artist $42,000
Game animator $47,000
Creative director $45-50,000
Lead designer $81,000
Executive producer $82,000
Quality assurance $32,000
Lead quality assurance $40,000
Audio engineer $65,000
Senior developer $90,000
Software engineer $70,000
Video game designer $55,000
Video game producer $75,000
Game software developer $60,000

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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Master of Fine Arts (MFA) in Game Design


https://www.nyfa.edu/mfa/game-design.php#course

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.

The student will:

1) Understand Fundamental Theory � See how any game breaks down into Formal,
Dramatic, and Dynamic systems. And learn how the three interrelate.

2) Learn Core Development Process � Acquire the skills of prototyping, playtesting,


iteration, presentation, and collaboration. These timeless skills can be applied to
all game types present and future.

3) Practice, Practice, Practice � All students prototype multiple games on paper


regardless of technical skills. All students gain extensive experience critiquing
and analyzing games via formal playtests with fellow students.

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 are supported by a technical instructor/mentor who assists with


programming as an active member of their team.

Students take increasingly advanced variations of this course in the course of


their degree so they will acquire more sophisticated skills each successive
semester. At the end of the degree they will have a portfolio of working software
projects.
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Game Design Studio I, II, III, IV
This is a companion to the Game Design class series (2D, 3D, Multiplayer, and
Collaborative Thesis).

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.

Students gain practical understanding of polygonal modeling for organic characters


and hard surface models. Students will also learn the basics of UV mapping, nurbs
modeling, texturing, and three-point lighting using D-map and raytrace shadows.
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Introduction to Game Analysis
The focus of this course is the study and deconstruction of video games. Students
learn how to break any game down into Formal Elements, Dramatic Elements, and
Dynamic Elements and become versed in the language of Playcentric Design. Students
are exposed to the video game canon via study of both seminal games as well as
contemporary masterpieces. Deliverables are game deconstruction presentations
suitable for a student portfolio.
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Systems Literacy
This course builds upon the foundations established in the Playcentric Design
course, and focuses on advanced study of system design and play mechanics. The
course is workshop-focused, meaning a substantial portion of time is spent actively
engaged in the paper prototyping process. Readings and lectures supplement
discussions as we explore more sophisticated facets of the playable systems and
user experience design. Creating system literacy is the primary goal; and
everything else we do supports that aim. Students will leave the course with
multiple portfolio-ready game prototypes.
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3D Game Design
This course exposes students to the intermediate technology of 3D games. 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.

Students are supported by a technical instructor/mentor who assists with


programming as an active member of their team.

Students take increasingly advanced variations of this course in the course of


their degree so they will acquire more sophisticated skills each successive
semester. At the end of the degree students will have a portfolio of working
software projects.
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Publishing Video Games
This course provides the student with an understanding of the business of video
games with a special focus on game publishing, deal structures, and product
lifecycle. Students learn to see the world through the publisher�s eyes and in the
process gain insight in how to plan, budget, pitch, launch, and monetize games.
Students are exposed to these topics via lectures, exercises, and assignments.
Students leave the course with a practical and state-of-the-art of the game
business including perspective on mobile games, console games, browser games, free
to play games, and other business paradigms.
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Art Direction for Game Developers
This course examines the role of visual design in building games. The course
exposes students to the craft of the Art Director via a combination of theory and
practice. Students learn basic skillset presentation (art history, color theory,
composition, typography, basic digital media skills). Students learn to think about
projects in terms of the constraints of technology, client needs, and end-user
experience. The course covers basic UX/UI concepts. Students learn formal ideation
and problem solving for visual design. Students learn to master the look and feel
of an experience.
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Usability Testing for Games
Usability testing enables game developers to systematically identify and resolve
issues that detract from the player experience. Students learn and practice formal
usability testing using real test subjects. Students learn best practices for how
to get valid (non-skewed) data and how to communicate findings to a dev team
effectively.
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Multiplayer Game Design
This course exposes students to the advanced technology of networked multiplayer
games. 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.

Students are supported by a technical instructor/mentor who assists with


programming as an active member of their team.

Students take increasingly advanced variations of this course in the course of


their degree so they will acquire more sophisticated skills each successive
semester. At the end of the degree students will have a portfolio of working
software projects.
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Level Design
In this class students work on paper and with level editor tools from commercial
games to create high quality play experiences within existing games. Students learn
and practice scripting to optimize the play experience including pacing, save
points, ratio of obstacles versus power ups, and other game play concepts.
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Marketing Video Games
This class builds on the foundation of the course Publishing Video Games with a
focus on marketing. Students learn how to market their NYFA game titles�whether 2D,
3D, multiplayer, mobile, or other. Students learn the business side of marketing
including how to make a marketing plan, calculate return on investment, develop
data-driven reporting, conduct public relations, etc. Students learn about guerilla
marketing techniques suitable to independent studios with no money. And they learn
about the marketing techniques by top publishers for AAA titles.
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The Business of Video Games
This course provides the students with an education in building a successful career
in video games. The course educates the student about professional networking,
portfolio presentation, roles in industry, career path from entry level to creative
leader or business leader, and other hands-on knowledge pertinent to a professional
game developer.
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History of Video Games
This course focuses on the rich history of digital games starting with MIT�s
Spacewar from 1962 and showing how and why the medium transformed through the 1970s
when Pong and Atari first had mass cultural impact�all the way through each
successive era to today�s world of connected consoles, smart phones, and other
devices.
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The Great Video Games
Students play, study, and debate the video game canon. They gain understanding of
the Formal, Dramatic, and Dynamic nuances of seminal works. The course has a
comparative literature quality that enables students to compare and contrast
pillars of the field across eras such as MULE, Tetris, Civilization, Super Mario
64, Zelda, The Sims, Bomberman, Braid, Flow, Ultima Online, and Bioshock.
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Collaborative Thesis
This hands-on course exposes students to the advanced responsibility of choosing
her own technology (in collaboration with teammates) for her MFA thesis project.

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.

Students are supported by a technical instructor/mentor who assists with


programming as an active member of their team.

Students take increasingly advanced variations of this course in the course of


their degree so they will acquire more sophisticated skills each successive
semester. At the end of the degree students will have a portfolio of working
software projects.
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Master�s Thesis Production
This course provides the student with thesis mentorship, support, and guidance
through their final MFA semester. The course helps each student create a powerful,
well-reasoned thesis argument to accompany their collaborative digital thesis
project.
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Sound Design for Games
This course exposes students to the fundamentals of sound design in games including
industry standard software tools for SFX and music. Students learn about techniques
for recording, synthesizing, mixing, and editing digital audio.
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Ethics of Video Games
Ethics refers to standards of right and wrong in society. Students study and debate
ethics in play experiences and how play is a way of learning about the real world.
Poignant case studies are presented from games such as: September 12 (an anti-
terrorism simulator), Grand Theft Auto (an amoral, open world), Populous (a god
game), Bioshock (a game with a morality engine) and other games. Students learn
about meta-game behavioral issues such as cheating, violence, and the four types of
players found in online worlds�Explorers, Achievers, Socializers, and Killers.
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Cinema Studies
Cinema Studies introduces students to the evolution of the motion picture art form
as a visual storytelling medium and the motion picture industry from their
inceptions. Students will be given a thorough creative, technological and
industrial view of the filmmaking art. Students will be prepared for more advanced
academic and production related studies and practice of filmmaking. The approach is
historically developmental. Students will understand why a film creatively works or
doesn�t work and why. The course considers primarily American film development
though the impact of international filmmakers is given due analysis.
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More Information
More detail about the MFA in Game Design degree is available here.
uition: $16,037*/$16,582* (USD) Per Semester
Lab Fee: $1,070 Per Semester

MASTER�S IN GAME DESIGN: DEGREE OBJECTIVES


The educational objectives in the Master of Fine Arts in Game Design are to teach
students the art and craft of game design and storytelling at the professional
level, through a strict regimen consisting of lectures, seminars, and total-
immersion workshops. MFA students in the game design school�s program will:

Acquire the skills of game prototyping, playtesting, iteration, presentation,


and collaboration.
Know how to prototype multiple games regardless of technical skills.
Know how to develop software using industry standards � including workflow,
multiple platforms, and coding.
Be able to deconstruct any game experience into formal, dramatic, and dynamic
systems.

MASTER'S DEGREE IN GAME DESIGN: YEAR ONE


During the first semester students are introduced to the concept of game design by
understanding the evolution of games. Students start with board and card games,
then through to paper and dice games before studying recent developments from early
digital games to highly-advanced 3D graphics and deep, immersive story-driven
games. Students begin designing games from the very beginning, as they are asked to
modify a game from its original intent. They are introduced to the world of
interactive writing, beginning with concepts such as Aristotle�s Poetics and
traveling through postmodern narrative.

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.

GAME DESIGN MFA: YEAR ONE OBJECTIVES


Skills learned as a result of successful completion of this year include:

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.

MASTER'S DEGREE IN GAME DESIGN: YEAR TWO


In the third semester, students learn about Multiplayer Game design and gain
exposure to Level Design, Marketing, and the History of Video Games.

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.

GAME DESIGN MFA: YEAR TWO OBJECTIVES


Skills learned as a result of successful completion of this year include:

Understand the process of programming video games.


Master concepts of Agile development and gain knowledge of state of the art
collaboration tools.
Master the art of writing a multi-page Game Design Wiki, the underlying
creative blueprint of every video game.
Master, through frequent collaboration with peers, the ability to work
collaboratively in a high-pressure creative environment.
Understand, through lectures, in-class exercises, and special guests: the
composition of the video game industry; the functions of the various companies; the
functions of the various employees within those companies; and how games go from
�blue sky� idea to finished product.
Master, through in-class exercises and special guests, the art of pitching a
video game to developers and publishers � and how to effectively communicate and
market the uniqueness and commerciality of a new video game concept.

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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.

In addition to his work as an animator, Hatala has established himself as an


educator in the field, lecturing conferences, workshops, and symposiums around the
world. Notable engagements include TEDx Brussels, Thinking Digital, and GDC Europe.
Read on to learn how Hatala became a trailblazer in the computer animation world
and how he keeps fueling that innovation today.
eLearners:When did you first find yourself interested in computer animation?

Expert Animator Chris Hatala, CEO of Massive Black


I think every kid has at least some interest in animation from the cartoons or
movies they see. Animation is a medium that easily transports the viewer into an
alternate world, one where the possibilities are endless. So, my love for animation
started early, pretty much like any other regular kid, and progressed as time went
on: Saturday morning cartoons, Disney movies, live action game changers like Star
Wars, and later, video games.

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?

Contrary to the somewhat general nature of my undergraduate degree, pursuing my MFA


was a much more focused effort from an animation standpoint. Like most schools,
even in a Masters program, I did have my fair share of required, non-animation
courses. But ultimately, I was able to pursue that which I always wanted, real 3D
animation skills. I started with a limited knowledge of 3D animation, and animation
in general, so my first task was to get the fundamentals down and to also learn the
tools/software, which, at the time, was called �Power Animator�. Power Animator was
definitely a tough program to get my head around. I finished one rendered bouncing
ball animation before the first version of �Maya� came on the scene. Maya was a
godsend and is by far the most elegant animation software I�ve used to date.
Knowing my animation skills were still very lacking, I figured it was wise for me
to learn Maya as thoroughly as I could, much like an artist learns to use graphite,
charcoal, or paint. Along with taking classes in animation, I simply went through
every tutorial available. It didn�t matter if I remembered all the instructions of
a particular tutorial; it was more about going through the motions. I knew if I was
going to make a profession out of this someday, I would need to spend literally
thousands of hours in this program.

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?

Chris Hatala's Film Animation Reel

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.

In a portfolio, I simply look for a firm grasp of animation fundamentals. If I see


that, it�s typically a pretty good demo reel. I also like to see a wide range of
things: characters, creatures, spaceships, etc. Having a variety of animations on
your reel tells me you can handle anything that�s thrown your way. But be warned,
don�t put anything on your demo reel that you absolutely hate to animate, or else
you could be stuck doing that the rest of your life.
eLearners: You must be inundated with resumes and requests for internships or
employment opportunities. What are some of the things you look for when considering
new hires (personality traits, background, experience, skills, degree types, etc.)?

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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Video Game Design Scholarships

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.

Entertainment software association foundation scholarships, ESA video game arts


ScholarshipsESA Foundation Scholarships: This program was set up to help assist
women and minority students who are pursuing degrees leading to careers in computer
or video game arts. You must be a full-time undergraduate student at an accredited
four-year college to be eligible. Up to 30 scholarships of $3,000 are awarded
annually.[i]

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]

G.I.R.L. GIRL video game design scholarshipG.I.R.L. Scholarship Program: Sponsored


by Sony Online Entertainment, this $10,000 scholarship was created to help
encourage young women who are interested in the video game design industry (but
both men and women are eligible). The winner also receives an optional 10-week
paid internship at one of Sony�s studios.[iii]

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]

Mark Beaumont interactive entertainment scholarshipsMark Beaumont Scholarship Fund:


This second scholarship from the Academy of Interactive Arts & Sciences focuses on
students who are pursuing career paths in the business side of interactive
entertainment such as executive leadership, marketing and business development. Two
$2,500 scholarships are awarded annually. [v]

Another route to go when looking for scholarship opportunities is to look into


colleges for video game design, which may offer financial awards specific to this
field. For example, the University of Advancing Technology offers a variety of
digital media and digital video scholarships to eligible students. You can apply
for federal student loans or state scholarships to help ease the burden of tuition.

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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:

Chris Hatala Quote on MFA 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.

Directors: creative director, art director, cinematics director, technical art


director.

Designers: lead game designer, level designer.

Animators: lead animator, character rigger TD, character animator, visual


effects animator, 3D animator.

Artists: 3D modeler, texture artist, storyboard artist, concept artist


(characters, vehicles, environments, technology, features), level artist, user
interface artist.

The title, requirements, and salary for each of these specialties will vary based
on industry, company, and region.

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