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Representatives from the UK’s leading studios joined educators from games courses to address key challenges including skills, employability and developments in technology
The TIGA Games Education Conference delivered a full day of talks and panel discussions earlier this month, providing a much-needed forum for educators and studios to exchange knowledge and ideas to address key challenges, including skills requirements, graduate employability, excellence in research and teaching, plus advancements in tools and technologies.
Taking place at Bournemouth University, the event featured speakers from studios including Alex Perkins, Art Director, Avalanche Studios Group; Chris Kingsley CBE, Co-Founder & CTO, Rebellion; Gemma Johnson-Brown, COO, Dovetail Games; Matt Morris, CCO, Code Wizards; and Tamsin O’Luanaigh, Chief People Officer, nDreams.
Speakers from education included Anna Limpens, Course Leader & Principal Lecturer, University of Portsmouth; Carlo Harvey, Professor & Lead for Games & Graphics, University of Birmingham; David Tree, Joint Programme Lead & Principal Lecturer, University of Hertfordshire; Fred Charles, Professor & Head of Department, Bournemouth University; Mark Wickham, Director of Computer Arts & Technology, Norwich University of the Arts; Peter Howell, Senior Lecturer & Course Leader, University of Portsmouth; and Thom Kaczmarek, Senior Lecturer, University of the Arts London.
TIGA’s Conference – which was free to attend for all TIGA members – tackled a range of subjects, including:
- Industry skills – what we need now and, in the future, and enhancing graduate employability.
- Developing successful partnerships between industry and education, and how studios can help build course content.
- Developments in tools and technologies including AI and games engines in development.
- Excellence in games research, innovation and teaching.
- Promoting diversity and widening access to games education.
- Internships, placements and industrial secondments.
Key takeaways from the discussion included:
INDUSTRY SKILLS REQUIREMENTS – NOW & IN THE FUTURE, AND ENHANCING GRADUATE EMPLOYABILITY
There was strong support for TIGA’s proposal for an Industrial Secondments Scheme, which would enable up to 20 lecturers per annum to be seconded to games studios. This would enable lecturers to enhance their teaching skills and keep their practical knowledge of game development current (see the TIGA Manifesto 2024).
One panelist suggested that lecturers working in industry for any amount of time would “… learn more in a week working with us than you would with months of talking to us.”
All the panelists emphasised the importance not just of technical skills, but also of soft skills, especially communication and team working.
In addition, an understanding of commercial issues is key for many studios.
Developing successful partnerships between industry and education was highlighted, especially in relation to course content: “Collaboration is paramount. TIGA accredited courses take this incredibly seriously and each provide the opportunity to thrive in working with others toward common goals. This exposes students to a vast array of transferrable skills, ensuring they are resilient, adaptive, and primed to achieve their career aspirations.
“There is a need for strong relationships between industry, education and students to be mutually beneficial and strategic in shape. Long term plans will have the most impact, but this needs investment in terms of time and money.”
DEVELOPMENTS IN TOOLS & TECHNOLOGY
All agreed that there is a need for students and graduates to learn how to use both principal game engines. Students are then able to use transferable skills to quickly transition to other engines as required.
Some participants in the Conference do not think that Generative AI will have a negative impact on overall employment in the games industry, although it would have an impact in certain areas such as QA. There is a belief that AI will speed up the development process and reduce costs; and that the quality of work will improve and the player experience will benefit.
It was suggested that, at present, AI is mostly being used in studios for concepting and prototyping.
EXCELLENCE IN GAMES RESEARCH, INNOVATION & TEACHING
It was agreed that, when designing new modules, educators should engage with the industry.
Simulating ‘real life’ industry issues in live projects would be valuable to students looking to gain employment in the industry.
Delegates highlighted that the Conference provided an opportunity to get a better understanding of how TIGA can directly support university courses on the ground, through the provision of clear quality benchmarks and advocating for resourcing for teaching teams.
“It was also useful to hear more about the TIGA Manifesto, particularly initiatives like the Industry Secondment Scheme which would be instrumental in ensuring ongoing high-quality teaching and producing graduates that are ready to meet the needs of the industry.”
PROMOTING DIVERSITY IN THE INDUSTRY & BROADENING ACCESS TO GAMES EDUCATION
panelists agreed that some minority groups are well represented in the industry, but acknowledged that much work needs to be done in other areas, particular in attracting more women into the sector.
Educators should invite a diverse range of industry executives to speak at universities and colleges to ensure that students feel like they ‘belong’ in the industry.
BTECs are hugely important in terms of attracting more diverse individuals to the games industry, particularly those from lower socio-economic backgrounds.
“If you don’t see inspiration, be the inspiration for others,” said one of our speakers.
INTERNSHIPS, PLACEMENTS & OTHER SUPPORT
Placements are very important for students, particularly in teaching them soft skills, and it was acknowledged that those who have these opportunities see improved final results.
However, there is considerable competition for these opportunities – it was revealed that for one recent placement opportunity, some 900 students applied for the single position.
Creative Assembly, the studio behind the Total War series, was the headline sponsor of the TIGA Games Education Conference 2024.
Dr Richard Wilson OBE, CEO at TIGA, said:
“Excellence in education is crucial for students, studios and our entire sector. At TIGA we advance excellence in education by accrediting the best games courses; promoting best practice through our Education and Industry Awards; and bringing industry and education together through our Games Education Conference.
“The TIGA Games Education Conference reinforced the importance of collaboration between industry and educators. By working together, we can ensure graduates have the right mix of technical, commercial and soft skills.
“Participants in our Conference highlighted the importance of TIGA’s proposed Industrial Secondments plan, the value of internships and placement opportunities and the need to promote diversity and opportunity in the sector. I would like to thank Creative Assembly for supporting this important TIGA event and Bournemouth University for generously hosting our Conference.”
TIGA
TIGA is the trade association for the UK video games industry. TIGA’s vision is to make the UK the best place in the world to develop video games. To this end, TIGA:
- engages with policymakers to create an environment favourable to video games development;
- enhances education and skills through our accreditation programme, the TIGA Games Education Awards and our education conference;
- promotes best practice through our membership services, including the TIGA STAR Employer Award and the TIGA Games Industry Awards;
- conducts primary research into the games sector, surveying hundreds of companies each year about the business environment, support policies and the health of the industry.
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