At Falmouth University鈥檚 new Games Academy, says director Tanya Krzywinska, students get a chance to 鈥渨ork in a multi-skills team, within a studio, to make real games鈥.
Although the academy was officially launched in September (with the introduction of a BSc in computing for games), this is now the second year that Falmouth has been running its BA in digital games.
The course will take about 90 students per year. Unlike on other games development courses, they are divided from the start into six separate specialisms: animation, art, audio, design, programming and writing. Teams of about eight to 10 people, including at least one from each group, are created for at least a year. Each has to come up with a plan for a game, get it signed off by a tutor and then start work.
A Norwegian student, who came to Falmouth after a first degree in digital media production, describes what it is like: 鈥淭his year, we are working in teams making a platforming-type game, putting into practice what we have learned about theoretically in our lectures.
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鈥You need to pitch the idea to the tutors and get a green light if they feel it can be done [with the time, skills and resources available]. Mostly people are in the studio working from 9 to 5 when not in lectures, though we can ask for help if we get stuck. The tutors come by the studio reasonably often, at least once a day.鈥
Such a model, in Krzywinska鈥檚 view, reflects the reality of today鈥檚 games industry. There was a time when graduates would generally look for work in larger companies producing high-profile 鈥淎AA鈥 games. Now most of the opportunities, as when the industry first got going in the 1980s, are likely to be in much smaller concerns or through setting up on one鈥檚 own and building impromptu teams where necessary.
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By gaining experience in what Krzywinska describes as 鈥渁n independent game-development studio with us as mentors鈥, someone graduating from Falmouth will have exactly the skills, as well as established networks and 鈥減roducts鈥 for their portfolios, that they require.
As with any degree in the creative arts, 鈥渢he course allows you to fail quickly and easily in a low-risk context鈥 and so learn from experience what to do differently next time. In other cases, however, Krzywinska expects some teams to produce finished games that can actually be taken to market. (As is usual in arts degrees, any intellectual property rights remain with the students.)
In an area such as film studies there is a fairly sharp division between academic experts and those who actually work in the industry. This applies far less to gaming, since much of the technology has been developed within universities. The teaching staff on the Falmouth courses includes people who have worked as modellers or run studios, but also those who study gaming as a phenomenon from outside.聽
Krzywinska describes herself as 鈥渕ore on the humanities side, less interested in commercial applications and more in games as an art form鈥. While many gamers take 鈥渁 lot of pleasure in mastery over the controls鈥, she has been involved in projects that explore 鈥渨hat happens when you don鈥檛 have mastery鈥.
She recently co-created a game, for example, to accompany an for on-demand digital arts service The Space (in conjunction with the London Review of Books, the聽BBC and the Arts and Humanities Research Council), on a story by Franz Kafka called The Country Doctor. The game is especially designed to be 鈥渘ot about winning鈥 but to take players into a strange 鈥淜afkaesque鈥 world of 鈥渦npredictability鈥.
The variety of academic perspectives on gaming available at Falmouth means that courses can incorporate both extensive practical skills training and 鈥渢heory checks鈥 that bring in material from philosophy, cultural and gender studies to encourage budding games developers to reflect on who plays games, questions of stereotyping and so on.
(UK Interactive Entertainment), 鈥渢he UK games industry was worth over 拢3.9bn聽in consumer spend in 2014, up +10% from 2013鈥. An institution dedicated, according to vice-chancellor Anne Carlisle, to 鈥渞aising aspirations within Cornwall鈥 is naturally keen that its region should take a greater slice of this cake.
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鈥We are interested in bringing in lots of Cornish students,鈥 agrees Krzywinska. 鈥淧art of our ethic is in supporting Cornish students to become part of the digital economy.鈥
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In numbers
拢3.9bn spent by consumers on the UK games industry in 2014
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POSTSCRIPT:
Print headline: Falmouth seeks a larger slice of the digital economy
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