<![CDATA[Kotaku: usc]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: usc]]> http://kotaku.com/tag/usc http://kotaku.com/tag/usc <![CDATA[The Promises and Pitfalls of a Gaming Education]]> The LA Times had a nice industry-focused series of articles earlier this week, and the one that really caught my eye was on the increasingly common 'game degree' of a variety of stripes — as one person quoted in the article noted, games are 'the ultimate interdisciplinary art.' But one problem of (popular) emerging fields is schools that hop on the bandwagon to lure in bright-eyed and bushy-tailed students without really having adequate support for getting those students jobs (sounds like a lot of PhD programs I know):

The surge in interest has led schools to add games to their menu — but not always to the benefit of its students. Recruiters say they often see "mills" that run around-the-clock sessions to quickly churn out as many students as possible. Other programs teach specific skills but not how games are pulled together.

"It's a very hot academic growth area," said Colleen McCreary, who runs EA's university relations program. "I'm very worried about the number of community colleges and for-profit institutions, as well as four-year programs, that are using game design as a lure for students who are not going to be prepared for the real entry-level positions that the game industry wants."

I was up at USC yesterday for a non-game related workshop and had dinner with a friend who is in USC's Interactive Media MFA program; I continue to be impressed with USC's record of success and the students that go through the program. It's a shame — but not a surprise — that the field is getting cluttered with programs that simply don't have the resources, know-how, or curriculum to help place graduates in the industry. While it often seems like 'academic gaming' and 'real-world gaming' will never quite meet, this is one point that the industry as a whole should have more discussion about. The other two articles of the LA Times series are worth a read, as well.

Majoring in video games [LA Times]

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<![CDATA[Graduate School and Gaming: The Making of Winterbottom]]> While at E3, I wandered down to check out the Indiecade offerings (I meant to post my impressions earlier, but they'll be up tomorrow — better late than never). I'd posted earlier about the postmortem of The Misadventures of P.B. Winterbottom and was happy to get some hands-on time with the game, plus the chance to chat with Matt Korba (lead designer) and Paul Bellezza (producer) about the game and life inside USC's Interactive Media program.

This is a nice look at the making of Winterbottom and designing in an academic setting; I enjoyed the parts of the game I got to take a look at, and I'm looking forward to seeing where it goes from here. The USC program is really pretty exciting, in that their students and graduates are actually going on to do something.

[via IndieGames]

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<![CDATA[The Challenges of Designing in an Academic Context]]> winterbottom.jpg I never liked group projects as an undergrad, and that was just for boring things like presentations — the idea of having my graduate thesis dependent on a whole team of (interdisciplinary) people besides my dissertation committee makes my blood run cold. Matt Korba has an interesting postmortem of his The Misadventures of P.B. Winterbottom, intended to be his graduate thesis for an MFA in Interactive Media Department at USC. Beyond issues that usually crop up in postmortems, Korba takes a look at some of the challenges that come with designing in an academic context:

Game courses in engineering schools tend to be focused on solving technical challenges, whereas design programs focus on the innovation of gameplay. To produce the best possible student game, these two forces need to collaborate.

For interdepartmental game classes to work, I feel the focus should always be on what is best for the project. Collaborative game development should be approached as more than a system of technical features. In the case of Winterbottom, learning to work on a team was more important to the student engineers than getting the recording features to work. Although learning to solve technical challenges is extremely important for students, in a class where the object is to make a good game, the focus should be on just that.

All of this makes me pretty glad I'm part of a 'lonely discipline,' where we're more or less turned loose to do our own thing. An interesting read and worth a look if you're interested in what goes on in the hallowed Ivory Tower.

Student Postmortem: USC's The Misadventures of P.B. Winterbottom [GameCareerGuide]

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<![CDATA[Gaming Vignettes: Hush]]> hushscreen.jpg Ian Bogost has an interesting analysis of a little 'rhythm' game called Hush, a USC Interactive Media student produced number that uses the 1994 Rwandan civil war as a backdrop. The point of the game is to keep your child calm by singing a lullaby — letters that drop slowly down the screen and must be pressed when they're at their brightest on screen — lest the Hutu patrol finds you (the screen cuts to red, leaving little doubt of what happens if you fail). True vignettes are found rarely in gaming, but Bogost thinks that despite the flaws, Hush points to how vignettes could be incorporated successfully into games and gaming culture:

Hush offers a glimpse, as it were, of how vignette might be used successfully in games. As an exploration of the potential of the style, the game is a success. And as a vignette of a situation in mid-90s civil war-torn Rwanda, the game is compelling, if perhaps simplistic and overly mawkish.

The anxiety of literal death contradicts the core mechanic's demand for calm, but in a surprising and satisfying way, like chili in chocolate. The increasingly harsh sound of a baby's cry that comes with failure attenuates the player's anxiety, further underscoring the tension at work in this grave scenario.

The game itself is very short, somewhat successful (Bogost wonders if the designers had ever rocked a child to sleep, since the actual game mechanic can be somewhat jerky and on the opposite end of the spectrum from the soothing activity of singing and rocking a child to sleep), but interesting — they are successful in conveying a sense of rising panic with the need to stay calm. The game is available for download in Windows and Mac formats.

Videogame Vignette [Gamasutra] & Hush [Jamie Antonisse]

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<![CDATA[Sponsor Pulls Out Of Slamdance]]> USC's Tracy Fullerton addresses the snowballing controversy surrounding Slamdance's decisioon to drop Super Columbine Massacre RPG from their list of finalists and announced that the USC Interactive Media Division will no longer be sponsoring the event.

In light of the recent decision by the festival organizer Peter Baxter to pull Super Columbine Massacre RPG from the line-up of finalists, we no longer feel that the contest represents the best interests of independent game makers; rather, the decision undermines the credibility of the festival as a venue for independent games and invalidates the reasons that USC Interactive Media had been proud to sponsor this year's student prize.

Check out her lengthy, and thought-out reasoning for withdrawing support of the wavering game fest.

USC Interactive Media Division Withdraws Slamdance Sponsorship [Ludicidal Tendencies]

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