In an industry that is constantly changing, how can game art
students be best prepared for their future roles? We cannot afford to
overspecialise, leaving weaknesses in our skillsets. The government has some
argument with the idea of focusing on the teaching of specific useful skills to
raise employability- students will inevitably have some decent core skills
already due to entry requirements at universities etc. However, those skills
will degrade over time without focus, and then what about when the advanced
skills become obsolete? Some companies acknowledge the importance of a varied
skillset and hire based on that judgement, but then surely they’ll find those
employees to be lacking in expertise?
The obvious answer is to teach a bit of both. You can bet
that the government is no expert on the industry and doesn’t have quite the
full grasp on the range of skills that could potentially become essential in
years to come. Plus, while developers may advertise that their priority is
those of a liberal arts background (supposedly their idea of a well-rounded
individual) you can be certain that they want advanced, specific skills on top
of this. Any way you look at it, it’s good to have a fair grasp on some
industry practices anyway just to save them from being such a shock to the
system. But how do we find the balance?
It all comes back to something similar to the idea of a
T-shaped skillset. Teaching basic skills alongside the specialised ones in a
way that supports them is a good method. The deeper issue is when it comes to
the specifics, how do we ensure than teaching remains relevant? The unique
thing about game art and courses in similar fields is that the curriculum will
always need constant updating to keep up with what students need to know.
“We’re developing systems and processes, and we get to iterate on them semester
after semester” –Richard Lemarchand, professor at University of Southern
California. It’s wholly possible that industry practices will change as
students are being taught them, and keeping the curriculum as up to date as
possible may require the occasional bit of new blood, permanent or otherwise.
Here at DMU we often have guest lecturers and it works wonders for keeping
industry knowledge up-to-date.
The most important and effective way to future-proof
students for changes is already a key element of higher education- to teach
students the all-important skill that is learning. Keeping students interested
in the workings of the industry so they’ll keep up with news in their own time
is a good start. Keeping good communication is helpful for this too, not just
between the students and lecturers but between the students themselves too. A
surprising amount of the knowledge gained on a course will come from other
students.
All in all, the best way for game art to be taught is a
combination of experience, both core and specialised skills and the
encouragement of independent learning for when situations change. Students
should know to be adaptable, but being best prepared for whatever happens in
the industry is always a good start.
References- http://www.gamasutra.com/view/news/213334/From_AAA_to_academia_What_industry_veterans_have_learned.php
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