Monday, 9 February 2015

LO1,2,3: Full Report


LO1 1 Understand What Production Job Roles Are Available Within a Chosen Part of the Media Sector

Task 1

Research

Job roles within the games industry include:
 

Task 2

I have chosen the games industry and shall be looking into two of the roles within that industry. These are a Game producer and a Game developer.

Game Producer

A Game Producers job is to oversee development of the video game. They would be on the job from the initial concept right through to shipping.

They would generally be responsible for leading and organising multiple projects at once coordinating the departments, they would also help maintain the budget and making sure the projects are on track. 

Their job involves managing people within the team like game artists, keeping them motivated and on the right track. At Sumo Digital Ash Bennett is a technical director, which is a form of game production.

Duties

Duties include:

- Negotiation (licensing etc.)
- Communication between developer and publisher.
- Scheduling and budgeting
- Overseeing art and design and game programming
- Setting milestones/deadlines
- Quality assurance
- Beta testing
- Localization
- Pitching

Contribution

A game producer has massive contribution to the game and its development. However it is quite minimal to the creation of the product and more behind the scenes, like licensing issues and general management of the staff. It does include some development to the product like Beta testing but is very minimal in comparison to other roles within its creation.

Equipment

Standard equipment for all staff within the industry is a PC. This means the whole team can both produce the product and interact with each other, in general creating a smooth working environment for all staff. For the producer specifically the use of computers will be more directed towards reports using software like Microsoft word as apposed to software like Maya used for actual development for the product.

Skills

Like any other job you require specific skills to carry out that job. In this case it is quite broad. Main skills would be to be able to read, write, spell and use grammar correctly. This would also fall under the skill to be able to communicate and write reports. Though less prevalent visual communication through drawing could also be a useful skill, for example to present ideas.

Team work is another skill required this is due to the heavy amount of management required to do this job, for example the communication between the developer and publisher.
Knowledge of the subject is also a skill required. If you were not familiar with the product (in this case game knowledge) then you would not be able to do the above roles and other job like quality management, as you would not be able to judge the quality of the work.

Though significantly less prevalent skills in relevant software is also a useful skill as it would be useful during management and quality assurance if they’re of minor errors needed to be changed however verbal communication would be the most suitable form of input in this case given the job description.

Experience though briefly mentioned before is a vital skill. This is so the duties like overseeing, beta testing and quality assurance can be fulfilled obviously reinforced through knowledge of the sector.

As mentioned in the roles of a product manager working for SEGA it is stated that you must have “Strong knowledge” for software (specifically for this job of mobile UI/UX). It is also stated that you must be able to “plan, manage and communicate” as well as having a strong passion for games. These are vital attributes that are needed when working within the games industry throughout any role.

Skills such as you would require “Several years’ professional experience” when looking at jobs like Technical Artist (at Goodgame studios). This is another key skill that would be required throughout any of the job roles within this industry. Especially looking at a job as an artist where you can prove your talent through your experience.

Games Developer

A Games Developer is involved in the creation and production of games for. Their job involves either design or programming. This includes art and animation.

Depending on your specialism you can also do various other jobs like generating scripts and storyboards, porting etc.

At Sumo Digital Steven Zalud is the director of development, which is a form of game development.

Duties

Duties include:

- Quality assurance tester
- Programmer, (network, engine, tool chain and artificial intelligence)
- Audio engineer
- Artist (including concept artist, animator and 3D modeler)
- Producer
- Editor
- Designer
- Special effects technician.

Contribution

A game developer is vital to the creation of the final product. Being both the closest form of management to the main team of creation, and to physically making the product. A game developer is more involved within the creation having duties such as


audio engineer, special effects technician, designer and many other roles directly involved with the final product. The game developer does not work behind the scenes unlike a producer.

Equipment

Like a producer a PC is the most useful and mainly used tool. This time however the use is towards development software like Maya, Mud box etc. having hands on involvement with production.  Other equipment would be standard stationary for physical drawing if needed.

Skills

The skills of the developer heavily overlap with that of the producer, but like mentioned earlier the skills needed are more hands on with the actual development of the final product rather than licensing and other jobs. Due to this creative skills like the ability to draw and programme are significantly more prevalent, needing heavy knowledge of a variety of different skills due to the demands of the job.

Comparison

When comparing these job roles we can see the importance of the jobs and duties and which one is the most vital to the games success. A games producer responsibilities mostly handle negotiations and the behind the scenes of the production dealing with the publishers and costing. Though details like quality assurance overlap with the a games developer but a developer handles more roles in the actual production of the product overseeing production and also hands on work on the final product having responsibilities as designer and artists as well as the other jobs that specialise in that department.

When looking at the contribution it seems clear that the developer job carries more weight in the creation of the product and therefore takes a higher importance as a job over a producer. Though the game would not be able to be producers without a producer without a developer there would be no hierarchy and would not have a stricter form of management.

LO2 Understand The Skills They Will Need To Carry Out A Chosen Media Production Role

Task 3

My Suitability To Be A Games Producer

As I have a keen interest in video games and their development as a long term gamer I have various knowledge and skills required to the aforementioned jobs.  My skills fit more towards psychical development rather than the behind the scenes though I have some of the required skills to do the duties.

Like previously mentioned written communication is one of the key areas required for this specific job, being able to write reports and such.  I have the ability to read, write spell etc. and have formed multiple reports in the past over my studies. For example for unit 19 as an analysis of five audio media products. Which was a long and comprehensive report that was very detailed.

However verbal communication is heavily required. As many of the duties require Team work and other communication in overseeing and such, skills that I said needed to be backed up with prior knowledge and experience which I have both.  As someone who has stuck with the education system I have built knowledge and confidence throughout years that have given me the skills to be able to communicate with a variety of different people and form opinions and such which make me suitable for this job. An example would be when I presented my unit 60 games pitch to Sumo Digital that was a smooth and well-received presentation where we presented in a group allowing changes in pace and clear presenting.

Since I am studying a course in “Creative and digital media” I have gained skills across multiple pieces of software and have lots of creativity along with the skills and knowledge I have gained in former education.  Which furthers my reasons for my suitability towards this job. Developing these practical skills over creating such content as a trailer, video game level, website and others software that are all diverse software to use and create content. Also all this content requires a huge difference in creativity for

such content as creating an original game idea and scripting and storyboarding a trailer. Which would require an imaginative/creative mind that can create and develop ideas.

However my skills do have gaps in them. Since the majority of the software I have used to create content at my time at UTC Sheffield I have not used before; meaning that I lack experience in the software and could be called an amateur based on the content produced. Experience is were I lack the most skills based on the fact that all content that I have produced has not been produced in a realistic time frame or environment. Skills that I lack are mainly to di with using software and the lack of experience and knowledge in using them. For example Autodesk MAYA is a software I find difficult to use and lack experience in but is a paramount software in games development and would need to improve these skills to become suitable for a role in games production.

To resolve these gaps from my current state in education the most logical path given my circumstances is to enter Sheffield Hallam University and do a course named “Games Design” in full time education. From their I have required qualification to become a Producer, and then I would need experience to back that up possibly from starting in a smaller role within the industry and working my way up to eventually become a producer unless I am fortunate enough to get the job first time.

My Suitability To Be A Game Developer

As previously mentioned I have many qualities that would fit the job roles suitably to work within the games industry, however I said my skills are more towards psychical production.

This is because of my skills within actual creation of ideas and creating concept art, which would be more suited to developers skills as he works hands on with the team and directs ideas.

The skills required are essential the same as a producer but with less written communication and more verbal along with visual communication through drawing and other visuals.

To become a developer I would go down the same route choosing games design at Hallam is it is very likely that the skills and qualities to become a developer are also featured in this course and would require you at the end of education to apply for that specific role.

LO3 Be Able To Carry Out A Specific Production Role For A Chosen Media Production

Task 4

Role And Responsibilities

My role within my games industry unit (Unit 60 – Games Industry) was the concept artist. This role required me to create the initial concepts for the game, along with further developed ideas and final concept for the production of the game. This meant that I had to created designs based on the ideas spawned from details like the plot synopsis and other descriptions of the game and how the producer intended it to be. Below is the link to my blog where all the pitches content and details are uploaded: http://unit6008poolem.blogspot.co.uk/

This also required me to produce these ideas before deadlines so that other planning documentation and further decisions about the game could be decided. For example if I created the concept to use a car in the game with would require the development of a car within the game adding more work to the load for the production team which could heavily effects the final outcome of the game and its scheduled release.

Additional tasks I undertook was to organise all the work that I made, to easily define what each image was and its relevance to the final product, this meant I had to label my images and organize them into categories, for example an image of a person would fall under character design.

After these processes are completed I then need to report this to the other member of my team (being the story writer, concept creator and other roles) and make sure he was happy with the concept I created and point out if any further improvements needs to be made or whether the whole concept should be redesigned.

Contribution To Media Product

My contribution to the product meant that we had a broad range of high quality art (some rendered) to show the concept of the game in most aspects so that we could show our audience exactly what we are thinking and presenting.

My contribution also meant that the initial ideas where also expanded upon and made more advanced in some areas making the overall concept more impressive, for example the ideas of a vehicle was not included in the initial concept until we decided its suitability to the game and how it would improve player experience and general look of the game.

My skills in drawing meant that we had high standard images that clearly presented our ideas to the audience and was done so in time for the final product so that all other elements could be included and produced in the final concept.

My skills/qualities in organisation as previously mentioned meant that we had enough time to go back over our concept and improve upon any ideas and change any possible errors or contradictions.


Additional tasks I undertook also include the creation of the pitch, organising the content produced into a clear and understandable structure that could be presented to Sumo Digital.

Interaction Within My Team

Me and my other team member worked side by side when working. We worked on our independent part though, but being together (most of the time) allowed use to be constantly comparing, reflecting and improving upon our current work, even if these were minor errors. This meant that we could get through work quickly due to this communication instead of having to arrange meetings and having other inconveniences where we could not communicate.

As seen as my role had heavy use of visual communication, we both new in our heads what we wanted the final product to look like. This meant that we did not need constant visual communication, and other ideas could be spoken about. However when I did create a piece that I could show my team it always sparked discussion and clarified our thoughts on the matter, and allowed that particular section to be completed and move onto the next.

Like I previously stated me and my other team member when working were always together, this meant that our meetings where essential held during that time, despite not following what a conventional meeting would be like. We conducted these meetings usually after completing a particular part of piece, whether this is a single sketch or a short word document. My contribution to these often went on the visual element of presenting the work and explaining what I have done, which we both essentially did when in these meetings. However when looking over my co-workers work this often meant me reading documents. This contrast meant that there was diversity in the group meaning we were working on very different elements but as a team.

As a small team of two we were very effective as a group. As my contribution being a concept artist built the main element of our pitch being the visual communication, as I could produce these images very quickly this meant that we could move onto the next area easily. My co-workers contribution despite being slow at times got his part completed and to high standard in enough time for me to deconstruct it into a presentation. Sometimes since the my co-worker was slow I had to fill in and produce some of the content that was assigned to him for example in the planning documentation I produced production plans and wrote target audience and other pieces of documentation that were original assigned to him. My initiative to react to his slow progress shows my dedication to the project and that I have gone beyond my assigned duties.

As we were working in our time in the beginning we spent lot of time communicating verbally bouncing our ideas of each other and developing them. This meant that we were certain what we both thinking and could work independently on our tasks. This clarity at the beginning of the project was very effective.

Development Of Skills

From the very beginning of the project when deciding out roles we instantly knew what areas we specialised in. In my case I had skills in drawing and other forms of visual communication so I opted for the concept artist role. As I already had skills in drawing having worked on previous projects in the past and having developed these.

When drawing I found that I can quickly create images using pencil and paper due to my experience in the sector having qualifications in art this meant I could show my adept skill in the area. This also meant that I could utilise my skills in IT, being able to put together a presentation and adding all my drawings to the presentation and other work we did collaboratively.

During the project I developed my skills in drawing coming to the realisation that my work is not consistent in style size and quality, which is an area I worked to develop during the project by creating multiple template for my self and using previous elements from previous work I’d done. This meant that by the end of the project I had a set of drawings that were all similar in

style, size and quality due to the skill I developed over this project, and would not have developed if I had not participated in this project.

Other skills I developed were how to communicate with other quickly and effectively through multiple methods (verbal, written and visual) something I had not done in such depth previously. Overall this project allowed me to develop skills that I would need if I were to enter the industry and a worthwhile experience.

Areas For Further Development

The gaps in my skills and knowledge are mostly in software; as if I was to become a game developer or producer I would not skills in certain programs such as MAYA and Autodesk etc. These are skills that I would learn either through purchasing the software and learning myself or attending courses in possible games development, at either university of an apprenticeship.

Also my skills in drawing would possibly need to be of higher standard, which is something I also may need to gain qualifications in or build a portfolio in order to develop my skills further if I wanted to work in the industry permanently.

To develop my skills in software a possible development would be to attend Hallam University and take their course in “games development” where I would learn how to develop games using advanced software, as opposed to hand drawing.  One of the possible courses could be “MComp Games Software Development” at Sheffield Hallam University being a five years full time course.

Another route if I wanted to develop skills in drawing would be to take “BA (Honours) Fine Art” at Hallam University (3 years) or maybe even there course in “MArt Animation” full time for 5 years.

Each of these courses would require me to be in education for 3 or more years that would help me develop those skills needed, some being less relevant than others to work in the game industry. After this I could apply straight for jobs or further my skills in knowledge in higher education as a post-graduate.

Overall Suitability

Overall I feel I have suitable skills in this role as content artist using hand drawing. However If I wanted to take my role to a higher level I need experience/knowledge in advanced software if I wanted to do this as a profession. However for this particular role in this particular project I feel my skills are of a satisfactory skill.

My experience as a concept artist within unit 60 I feel covers elements of the two roles I looked at in my research. As when looking at the skills required for the job I have proven that I have some of the qualities like being able to communicate using multiple methods, being able to check quality and being able to draw to a satisfactory standard and finally having knowledge of video games and a vague idea of how they are produced. If I were to attend the course at Hallam University I believe it is possible to take one of those roles as a future career choice.

References

AGCAS (2014) Games Developer job description, [Online], Available:
[March 2014]. Accessed 19.12.14

H3llkn0wz (2009) Video game development, [Online], Available:
[6 April 2009]. Accessed 19.12.14

JustinH (2007) Video game producer, [Online], Available:
[12 January 2007]. Accessed 19.12.14

Frecklefoot (2004) Video game developer, [Online], Available:
[3 February 2004]. Accessed 19.12.14


James Brightman (2014) Product manager, [Online], Available:
[6 October 2014].Accessed 21/12/14

Future PLC (2014) Technical Artist – Unreal Engine 4 (m/f), [Online], Available:
[19 December 2014]. Accessed 21/12/14

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