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LAFS SVGI Session 1 - Introduction


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Lecture for Session 1 of The Los Angeles Film School's Survey of the Video Game Industry course.

Lecture for Session 1 of The Los Angeles Film School's Survey of the Video Game Industry course.

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  • JohnathanWendel (born February 26, 1981), also known by the pseudonymFatal1ty (pronounced Fatality), is a professional electronic sports player, philanthropist, and entrepreneur. Jonathan is considered the world's first prominent and accomplished professional gamer.[1] He is also considered one of the best professional gamers in the world.Wendel started a business, Fatal1ty, Inc., selling his brand of gaming mouse pads, "FATpads". He later expanded this into other gaming equipment through a business partnership with Universal abit, Creative Labs and XFX to create motherboards, coolers, sound cards, video cards, computer mice, computer cases, headphones, power supplies, and even clothes bearing his moniker.[7]Wendel was the spokesman of the now defunct Championship Gaming Series and has temporarily put aside actively competing.[8]
  • Alfonso John Romero (born October 28, 1967,[1] in Colorado Springs, Colorado, U.S.) is a director, designer, programmer, and developer in thevideo game industry. He is best known as a co-founder of id Software and was a designer for many of their games, including Wolfenstein 3D,Dangerous Dave, Doom and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first person shooter, or FPS, in the 1990s. He is credited with coining the FPS multiplayer term "deathmatch".[2]Hironobu Sakaguchi (坂口 博信 Sakaguchi Hironobu?) (born November 25, 1962) is a Japanese game designer, game director, game producer, and former film director. He is world famous as the creator of the Final Fantasy series, and has had a long career in gaming with over 100 million units of video games sold worldwide. He left Square Enix and founded a studio called Mistwalker in 2004.Michael "Mike" Morhaime (born 1967) is the president and a co-founder of Blizzard Entertainment (originally founded in 1991 as Silicon & Synapse), a video game developer located in Irvine, California, currently owned by Activision Blizzard.
  • 3 keys of being a successful entrepreneur:Devotion: Devotion is a word usually reserved for spirituality or an athlete’s dedication.  You need to be disciplined about what you do, devoted to the cause of making your career succeed.Persistence: Being persistent is a habit that will allow you to be one of the rare people not to rely on luck, but to create their own luck. Luck is opportunity X preparation.Reinvention: Re-invention results in new habits. Habits are learned behaviors that become the way you do things. Maintaining GOOD habits forces you to constantly try to adapt, change, watch for opportunity, watch your competition, and maybe most of all, watch yourself getting settled into doing things the same way just because you are comfortable doing that. Get used to getting OUTSIDE of your zone of comfort.
  • Think: Thinking allows beings to make sense of or model the world in different ways, and to represent or interpret it in ways that are significant to them, or which accord with their needs, attachments, objectives, plans, commitments, ends and desires.Understand: Understanding implies abilities and dispositions with respect to an object of knowledge sufficient to support intelligent behavior.Reflect and Connect: Arguably, the most important aspects of education is to provide students with knowledge that they can transfer in meaningful ways to other aspects of their present or future lives. For example, we do not teach history simply so students can pass a quiz, but so that they can reason better about the world around them.
  • He who has the gold makes the rules!
  • Transcript

    • 1. Session 1 David Mullich Survey of the Video Game Industry The Los Angeles Film School
    • 2. Who Are You? 1. What is your name? 2. Where are you from? 3. What is your favorite movie? 4. What is your favorite game? 5. What is your career goal?
    • 3. Who Am I?  My name: David Mullich   @David_Mullich  From: Los Angeles  Favorite Movie: 2001 A Space Odyssey  Favorite Game: Civilization  Career Goal: Prepare you for a career in the game industry
    • 4. Geek
    • 5. Wannabe
    • 6. Cal State Northridge
    • 7. Computer Science
    • 8. What Does A Programmer Do?
    • 9. Computer Confusion
    • 10. Interactive Fiction
    • 11. Rainbow Computing
    • 12. EduWare
    • 13. EduWare
    • 14. EduWare
    • 15. EduWare Designer Programmer Programmer Programmer
    • 16. What Does A Game Designer Do?
    • 17. What Did I Learn? You may love to play games, but a game developer loves making games. And that means you need skillz.
    • 18. Bought Out And Crushed Down
    • 19. Electric Transit
    • 20. Distribution Publisher Distributor Retailer
    • 21. Over Production
    • 22. What Did I Learn? Game development is a calling, because success does not come easily. Most games don’t break even.
    • 23. Disney Licensor (Creates intellectual properties) Licensee (Uses others intellectual properties)
    • 24. Publisher Publishing Company (Markets/Sells Games) Development Studio (Creates Games)
    • 25. Pitches and Greenlight
    • 26. What Did I Learn? Anyone can have a good game idea. You need to also be able to persuade, plan, and prove you can deliver.
    • 27. Cyberdreams
    • 28. Cyberdreams Voice Over Music Artist Designer Developer Licensor Producer
    • 29. What Did I Learn? The game industry is full of people even more talented than you, but that's one of the benefits.
    • 30. 3DO
    • 31. What Do Game Artists Do?
    • 32. 3DO Director Lead Designer Lead Programmer Lead Artist Lead Audio Assistant Designer Writer Level Designers Engine Gameplay Artificial Intelligence User Interface Audio Multiplayer Tools Concept Textures Characters Environments Special Effects User Interface Cinematics Sound Effects Music Voice-Over
    • 33. What Do Audio Engineers Do?
    • 34. What Did I Learn? Game development is a team sport for geeks. You need to be able to communicate and work well in a team.
    • 35. Activision
    • 36. Activision Operations Quality Assurance Marketing Finance Legal Developer Producer
    • 37. What Does A Game Producer Do?
    • 38. What Did I Learn? Game development is a business. A big business. Bigger than the movie business.
    • 39. Abandon Mobile
    • 40. What Did I Learn? Games can now be played anywhere, any time.
    • 41. Spin Master
    • 42. What Did I Learn? Gamers are no longer just teenage boys. People of all ages and types now play games.
    • 43. Jet Morgan
    • 44. What Did I Learn? You can learn just as much working on an advertgame for cats as working on the latest gazillion $$$ mega title.
    • 45. Boy Scouts
    • 46. Game development is no longer just for geeks. Everyone now wants to get in on the action. What Did I Learn?
    • 47. Gamer
    • 48. Professional Gamer Team Newbee – China Total earnings: $1,005,661 each Valve’s International Dota 2 Competition Lee Jae Dong South Korea $519,086: Starcraft Danil Ishutin Ukraine $452,841: Dota Johnathan Wendel United States $454,919: FPS games Jang Min Chu South Korea $453,926: Starcraft
    • 49. Gaming Professional John Romero Co-Creator DOOM Id Software T.Q. Jefferson Vice President, Game Production Marvel Studios Kathy Vrabeck President Activision
    • 50. You may love to play games, but that doesn’t make you a developer. I love to eat dinner, but that doesn’t make me a chef.
    • 51. Do You Have Skillz?  Gamers are good at digital interfaces  Gaming professionals are good at both digital and human interfaces
    • 52. How to Succeed in LAFS  Be your own Career Entrepreneur  3 Keys:  Devotion  Persistence  Re-invention
    • 53. This is a College Class Studying game development at college is still college study.  Take Notes  Study  Read
    • 54. Take Notes Having one of these is a minimum requirement. At all times.
    • 55. Study  Review the Lecture Notes  Think  Understand  Reflect and Connect
    • 56. This means communication. With grammar‐Nazis. “...the different ways they done it like in the game play and the scenes ad the props” not communicating and will incur their wrath. Game development is a team sport for Geeks.
    • 57. All Business is Communication  Publisher to Customer  Developer to Publisher  Boss to Team  Team to Boss  Team Member to Team Member
    • 58. Good Communication  Precise  Clear  Brief
    • 59. Written Communication Informal Communication Its cool to werk in gamez.u get too do anything u want & stuff Formal Communication It’s cool to work in games. You get to do anything you want and stuff.
    • 60. Written Communication  Capitalize the beginning of sentences, names, game titles, and the word “I”  Use proper spelling and punctuation  Put a space between punctuation mark ending a sentence and the start of the next sentence  Don’t use “u” for “you”, or “&” for “and”  Don’t confuse “its” and “it’s”
    • 61. Attention to detial It matters.
    • 62. Assignments If you can’t be bothered to:  be creative  strive for originality even within established norms or constraints  look beyond your initial idea  actually enjoy and actively want to do the above Then get used to the phrase “Would you like fries with that?”
    • 63. Assignments Word counts are there for a reason. Use them wisely and avoid:  Padding  Going off topic  Repeating yourself  Padding by stating the obvious in a way that takes quite a lot of words but really isn’t saying anything new  Repeating yourself but in a different way  Padding, wadding, lining, extemporising, extraneous content or going on any other kind of Synonym Safari TM
    • 64. Assignments “On Time” means 5 minutes early. Unless the stakes are really high, in which case it means 24 hours early. Or a week early. Pssst....Sometimes developers make false internal deadlines to avoid calamity such as missed milestone payments. Maybe you could do the same if graduation is at stake?
    • 65. First Rule of Success: Show Up  DON’T BE TARDY  But if you know you will be late, EMAIL ME!  DON’T BE ABSENT  But if you know you will be gone, EMAIL ME!
    • 66. Tests  Study for your tests! Refer to the slides.  If you see on a slide, it will probably be on the test.  If you don’t know the answer to a test question, guess!  There are no points deducted for wrong answers on multiple-choice questions  I will award some points for clever or knowledgeable answers on short-answer questions, even if they weren’t the answer I was looking for.
    • 67. “All I want to do is just pass this class” Classes are not kidney stones. If you think about them in these terms, maybe you’re on the wrong career path?
    • 68. <<<Expand your horizons>>> Just because it doesn’t have the word GAMES in it, doesn’t mean it’s not going to inspire, inform or be useful to you every day for the rest of your creative life. This is especially true of non‐electronic information such as:  Books  Museums  Art  History
    • 69. Impressions Your colleagues and faculty will most likely be your doorway into the industry. How do you want them to think of you? Leave a professional and lasting impression. They’re your first referees, either on paper or via word of mouth.
    • 70. The Golden Rule
    • 71. Ten Current-Gen Innovations That Changed The Way We Play Games 1. Motion control makes gamers out of everyone
    • 72. Ten Current-Gen Innovations That Changed The Way We Play Games 2. The rise of digital distribution brings convenient ways to buy games
    • 73. Ten Current-Gen Innovations That Changed The Way We Play Games 3. Independent developers are feeling the love
    • 74. Ten Current-Gen Innovations That Changed The Way We Play Games 4. Online multiplayer is now a requirement
    • 75. Ten Current-Gen Innovations That Changed The Way We Play Games 5. Crowdfunding gives developers a way to bypass publisher control
    • 76. Ten Current-Gen Innovations That Changed The Way We Play Games 6. Mobile gives handhelds some serious competition
    • 77. Ten Current-Gen Innovations That Changed The Way We Play Games 7. The rise of free-to-play makes some developers rethink sales models
    • 78. Ten Current-Gen Innovations That Changed The Way We Play Games 8. Consoles became all-in-one media centers
    • 79. Ten Current-Gen Innovations That Changed The Way We Play Games 9. DLC and firmware updates add hours to our games and fixes for their bugs
    • 80. Ten Current-Gen Innovations That Changed The Way We Play Games 10. Developers now interact with their fans
    • 81. Technology-Led Transformation for 2015  Games As Service  Mobile Gaming  Big Data  Security  Streaming  Social Connectivity  Unified Game Engines EA CTO Ken Moss, Gamespot
    • 82. Top Ten Video Game Facts 10 Parents are present when games are purchased or rented 91 percent of the time.
    • 83. 9 Eighty-eight percent of all games sold in 2010 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. Top Ten Video Game Facts
    • 84. Top Ten Video Game Facts 8 Forty-four percent of gamers play games on their smartphone, and 33 percent play games on their wireless device.
    • 85. 7 In 2011, 29 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999. Top Ten Video Game Facts
    • 86. 6 Forty-eight percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (36 percent) than boys age 18 or younger (17 percent). Top Ten Video Game Facts
    • 87. 5 The average age of the most frequent game purchaser is 35 years old. Top Ten Video Game Facts
    • 88. 4 The average game player is 31 years old and has been playing games for 14 years. Top Ten Video Game Facts
    • 89. 3 Purchases of digital content accounted for 53 percent of game sales in 2013. Top Ten Video Game Facts
    • 90. 2 Consumers spent $21.53 billion on video games, hardware and accessories in 2013. Top Ten Video Game Facts
    • 91. 1 Fifty-nine percent of Americans play video games. Top Ten Video Game Facts
    • 92. Global Games Market 2012-2016 Source: The NPD Group Source: Newzoo, 2013 Global Games Market Report
    • 93. Jobs, Jobs, Jobs  As of 2010, there were about 118,386 direct and indirect U.S. workers in the game industry.  The top 5 states employing workers in the game industry: 1. California (accounts for 41% of US game industry workers) 2. Texas 3. Washington 4. New York 5. Massachusetts
    • 94. Money, Money, Money  Average Salary (3 years or less experience):  Programmers: $71,855  Producers: $59,079  Game Designers: $53,000  Artists and Animators: $50,000  Quality Assurance: $38,833  Rising costs of development:  In 1990 it cost about $40,000 per game.  In 2004 it cost about $10,000,000 per game.  Grand Theft Auto V, released in 2013, cost about $266,000,000 to develop.
    • 95. So You Want to Work in the Video Game Industry (7:41)
    • 96. Take-Away “I’m really good at ideas. That’s what I want to do in the team; be the guy who has the ideas.” Join the queue. At the back. Behind the guy who can draw; the girl who can code; and the ones who can write, plan, create, evaluate, debug, submit and deliver. They’ve got ideas, too.
    • 97. 10 Misconceptions About Working In The Videogame Industry 1. We don’t just play games all day long. 2. We aren’t all programmers. 3. “My neighbor’s kid plays a lot of videogames. Can he get a job like yours?” 4. The Tech Support misconception. 5. It’s not just having ideas.
    • 98. 10 Misconceptions About Working In The Videogame Industry 6. Videogame music is still real music. 7. We aren’t gaming savants. 8. Testing takes skill. 9. We get that you don’t play games. 10. It’s a real job for grownups. What Culture
    • 99. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 100. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 101. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 102. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 103. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 104. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 105. IGDA 2014 Developer Satisfaction Survey © 2014, International Game Developers Association
    • 106. Remember, Video Game Development is a Calling
    • 107. What Is A Video Game? This is a Video Game (1:36)