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Graduates leave AIE havingworked on a range of differentgames genres, technologiesand platforms.
Through the course studentscreate a number of differentgames and prototypes focusedon different genres and gamemechanics. We don't focus onany particular type of genre orgame mechanic but encouragestudents to purse the areasthey're passionate about. Thatmeans both understa nding howto recreate some of the greatgames, through to innovatingand creating new uniqueexper iences. We suppor t thisthroughout our curriculum whichis focused on creat ing greatgame artists, programmersand designers. Art ists need toknow how to crea te immersiveenvironments, programmersshould be able to codechallenging A. I. and designersshould understanding whatplayers enjoy and envisage howthey will interact with the game.
In terms of platforms, aswe l l as PC, students have the
opportunity to get their gameson mobile, tablet and
console platforms. Sonyselected AIE as the
first Austra lian participant inthe PlayStation First AcademicPartnership Programme whichmeans students get accessto PS Vita dev kits which willalso give them a head star ton PS4 development. Othertechnology we're working withincludes the Oculus Rift VRheadsets with which a coupleof our Incubator teams arecurrently experimenting.
AIE will continue to haveits best students heading of fto some of the world's beststudios, such as BioWare,Rockstar, Halfbrick and EAGam es - but with so many folkswanting to go indie, and so manystudios wanting to see shippedtitles before looking at people,a lot of our st udents will beworking on independent projects,many through the AIE IncubatorProgram, and that will meanwe will see them working oneverything from classic games,through to truly experimentaland original works.What opportunities do yousee for development of PCgames specifically withinAustralia today?There is a serious advantage
for PC game development todayin that it is the least restrict iveand easiest platform to developand prototype for. Un like whendeveloping for console or iOS, it'svery possible for the developerto distribute and publishthemselves, and try things like asoft-launch that involves workingwith your community. As a result,we're going to continue to seethe PC as the leading platformfor ind ie development.What kind of industry figurescould prospective studentsexpect to hear from at yourInstitution?Recent speakers at AIE includeGrant Collier, ex-Infinity Ward CEO(Call of Duty), Nick Blood fromCCP Games (EVE Online), Ma rti nSlater from Wargam ing / BigWorld
"Our academicpartnership withSony means wehave developersfrom games likeGod of War andMetalStormspeak tostudents"
(World of Tanks) and Frank Simonfrom Nihilist ic (Resistance). AIEhas close working relationshipswith local developers to eachcampus including BigWorld/ Wargaming, 2K Australia,Uppercut Games, Hal f BrickStudios, Epiphany Games, Big Antand EA / Firemonkeys, to namea few. Our academic partnershipwith Sony means that we havethe developers from games likeGod of War and MetalStormspeak to students. We also drawon a wide network of Alumniworking in industry.What items would successfulgraduates of your institutionbe likely to have in theirfinal portfolios?Up to five awesome games alongwith some really impressivepieces of work in their demoreels and/or tech demos! Duringthe firs t year of the course, allthe streams - game art, gameprogramming and game design- work separately developingtheir skills in their respectivedisciplines. In year two theydevelop their specialisat ions inkey areas related to their stream,fo r example a game artist mayconcentrate developing theirskills in game level designor character anima t ion. Thedisciplines then get togetherand form development teams topitch, prototype and develop anumber of games.
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Brendan Votano, budding developers to enter into ava ilable. What educationa l originally on purely the visualGame Lecturer at JMC game development, and the new insti tutes need to provide is and design aspects of gamesAcademy government grants have given a that extra fa ctor unavailable in but that has since changedmuch needed boost of funds to the online space, such as high to give the students a broad
PCPP: How have you seen the the local industry. qual ity facilit ies, opportunities exposure to a ll discipl ines withingame development landscape for cross pollination with other the game making process suchin Australia change in the What factors external to your faculties/d isciplines (such as as programming and iterativepast year? Institution have changed the audio engineers, media and design and prototyping. WhileVotano: In the last yea r, games education in the marketing), and exposure to the main focus is still onthere has been a continuing past year? industry representatives through developing games for a PC/movement of small indie I don't see anything really class time. web environment, we havestudios start ing up with a changing over the last year, but encouraged ou r students tofocus on mobile platforms. things in general would be the Wh at has your Institution explore other technologiesMore groups have appeared amount of institutes offering changed about its structure or that are more prevalent inor grown in numbers ( IGDA, game related courses constantly teachings In the past year, and our local industry such asSUUG), offering suppor t and increasing and the amount of what are they In response to? developing for mobile andnetworking opportunities for onl ne tutorials and classes The focus in the course was touch screen devices.
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What kinds of games cangraduates of your Inst itutionexpect to have the opportunityto work on?The focus in our course is moreon the design and creativeaspects of game making ratherthan getting too technical.The students are responsiblefor deciding what games theywant to make and work on, sothe scope of games a studentcould work on is limitless .These are usually gameplaydr iven smaller experiencesor smal l parts of one largeroverall game. Graduateswill be equipped with theskills to enter either a smallst ud io wo rking on severalelements such as modelling,animating, layout, concept ingand design or enter into alarger studio where they canfocus more di l igently on theaforementioned ski lls.What opportunities do yousee for development of PCgames specifically withinAustralia today?I see PC gaming as beingthe greatest way for localdevelopers and start-ups toget games out into the market ,through either self-publicationor services such as Greenlight.I think the lines between whatgames are developed forPC as opposed to consolesis getting vaguer and theopportun it ies run across bothformats almost equally.What kind of industry figurescould prospective studentsexpect to hear from at yourInstitution?We are constantly bui ldingrelationships with some ofthe local devs in Sydney sothat there is the opportunityfor the students to regularlyreceive feedback and advicefrom those currently working
in the industry. This iscurrent ly happening in
our pre-productionclass and will ca rry
on throughout the productionof the student's games. Inaddit ion to the local scene,we are st riving to organize forthe students to meet and ta lkwith people from much largerand international studios whenthe opportunity arises, suchas at the EB Games Expo, PAXMelbourne and the like.What items would successfulgradu ates of your inst itutionbe likely to have in theirfinal portfollos?The students will leave witha centrepiece of a playable
"We are strivingto organize forthe studentsto meet andtalk with peoplefrom muchlarger andinternationalstudios"
game of their own design.This could be either agameplay driven game withsimple visuals, or a pol isheddemo level of high qualityappearance showing of f thegraphics and visual designsthat students have come upwith. In addition to this willbe detailed character modelsand environments createdin foundation subjects, 2Dand 3D animated charactersand several blocked outgame prototype levelstha t can be further refinedinto finished games.
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CPOW ER PLAI
#220 ON SALESEP.19
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