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Teaching Guide |
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This teaching guide is
designed to complement the 20-minute video, Go Figure. Click here to request
the video. Please note that video supplies are limited and may no longer be
available.
Video Game University:
Future Programmers' Paradise
Several years ago, a national magazine ran a cartoon captioned,
"A Parent's Fantasy." The drawing depicted several newspaper classified ads, all
offering employment at top wages for video game players. The implication, though humorous,
was that parents who thought their child's video game-playing skills might lead to any
kind of a career were dreaming.
How times have changed.
In February 1998, DigiPen Institute of Technology opened in Redmond, Wash. The school
offers the first ever baccalaureate degree of science in Real Time Interactive Simulation,
which is an academic way of saying that students can now major in video game programming.
The degree is an intensive four-year program, which focuses on video game programming
and computer animation with emphasis on real-time interactive simulations. Students learn
the skills needed for the rapidly growing, high-tech video game and special effects
industries. And possessing those skills can bring in a healthy paycheck.
There were 40 students in the initial class, but DigiPen now accepts 100 students per
year for the Bachelor of Science program and will accept the same number for its inaugural
Bachelor of Arts program class in 2003. Not bad for a school whose first students learned
about it reading Nintendo Power Magazine.
Birth of
DigiPen
Claude Comair, the school's founder, began the program with a two-year
course at a facility in Vancouver, B.C., in 1994. He approached the Nintendo corporation
for sponsorship, and the company, foreseeing the need for future programmers (as well as
trying to fill current openings) supported the first school with guidance, technical
expertise, and donations of hardware and development tools. They continue the support with
the new school in Washington state.
The success of the Vancouver program (without advertising, the school received 12,000
applications for 80 openings) led Comair to expand the curriculum to offer the bachelor's
degree.
Students aren't automatically offered positions with Nintendo, nor are they required to
work for the corporation when they graduate. But finding a job seems to be no problem (a
third of one class at the Vancouver school was lured away by other game manufacturers
before graduation).
"It is of utmost importance that our students love what they do, and the technical
skills that we teach will enable them to get good jobs in the private sector," says
Comair. "The demand for trained talent in these fields is so great that our students
weigh offers from the major players here in the Northwest and Hollywood in the video game
design and computer animation fields well before they complete the curriculum."
Video games have become a $15 billion industry worldwide, and that's just on consoles
alone. Add in games played on home computers, the Internet, and in arcades, and the
figures grow even more. Nearly half of all homes in the U.S. have at least one video game
console. So, it's a sure bet that the market will continue to grow for the games and for
the people who can design and produce increasingly sophisticated hardware and software.
Not Your Typical
Campus
While DigiPen Institute is an accredited program, it's the high-tech
flip side to a sprawling university. The classes are intense, year-round, and can last all
day if the students are involved in a project.
The students come from a variety of backgrounds and educational levels. Some are right
out of high school, while others range up to age 30 and have college degrees. What they
share is imagination, creativity, and a real love of playing video games.
Brush Up Your
Math and Science...
Comair describes the ideal DigiPen student as "a
creative person who is also an unbelievable scientist." Since that isn't always the
case, students get a heavy dose of math and science (if they haven't already had
sufficient courses in high school or collegeit's not a requirement to come to the
institute with advanced math, since it is offered there).
Comair estimates that students spend "90 percent of their time learning general
mathematics and computer graphics mathematics, which is more toward matrices, matrix
algebra, vector geometry, and so forth. Math is at the core of programming and
understanding computers."
Physics is also a vital field for the future programmers. "Most of the time, games
are an interactive simulation of the real world," says Comair. "The real world
is governed by the laws of physicsgravity, motion dynamics, wave optics and so on.
And these have to be understood by the person who is trying to create that
simulation."
For example, one group of DigiPen students designed a game that called for the hero to
swing from place to place using his whip as a rope. The physics involved in rope
swingingtension, flexibility, motionhad to be studied for the movement of the
character to look right.
The mechanics of programming are also a substantial part of the curriculum. Students
must learn how a computer works, from binary system of ones and zeros that all programming
uses through computer languages.
...And Brush Up Your
Painting
Once a designing student has the math and physics under his belt, he
has to become a pointillist painter. That's because a video screen is really row upon row
of pixels, or dots, with each identified in the computer's memory by a number.
Armed with the education and the imagination, graduates of DigiPen will be designing
the games of the future. Right now, the market for those games is dominated by 6- to
14-year-old males (60 percent of game buyers fall in this demographic), but some
game-company officials think a female market is growing. With the popularity of
"Xena, Warrior Princess" on television, is a "Xena" video game, played
by hoards of little (and probably some big) girls, far behind?
What the Target
Market Thinks
Recently a group of 10 of the 6- to 14-year-old males gave their
opinions on why video games are so popular. (Granted, it's a small sample, but it gives a
glimpse into the mind of the inveterate video game jockey.)
When asked the most basic question"Why do you like to play video
games?"all the boys responded the same way: "Because it's fun."
Sources
"So What Do They Teach You at Video Game School?" Next
Generation. January 1997. Next Generation Online. America Online.
"The Serious Study of Video Games." USA Today. 5 July 1995.
"Video Games 101." The Business Enthusiast. Alaska Airlines
Magazine. June 1997.
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Last Updated: 02/16/03
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