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The Dallas Morning News
By Victor Godinez
PLANO, Texas _ Doom 3 was one of
the most anticipated computer games of all time when it
came out a few months ago, illuminating a stunning
vision of hell unleashed on a human colony on Mars.
While legendary game programmer
John Carmack garnered most of the headlines for crafting
Doom 3 as the head of Mesquite, Texas-based id Software,
Southern Methodist University student Brian Harris had a
hand in the game as well.
And even if his role as an id
intern was modest, his route to that job underscored a
seismic shift in computer gaming.
The industry that once relied on
self-taught tinkerers is growing up, and SMU is among
the universities rushing to prepare the next generation
of gaming professionals.
Harris is a student in SMU's
Guildhall, which offers an 18-month certificate program
in the art and science of video game development.
He didn't stumble into the id job
through an inside connection or a formal application.
His ongoing internship _ and his
involvement with mega-title Doom 3 _ is part of his SMU
training.
"It was pretty nerve-wracking
the first week or so," recalled Harris, who will be
among the program's first graduates in December.
"The interview was pretty
intense."
Although the 2-year-old Guildhall
wasn't the first video game school in the country, it is
among the most selective. It also boasts a star-studded
list of guest lecturers and instructors, thanks to the
myriad high-profile game developers who call the Dallas
area home.
Game makers have been mostly
home-schooled up to now, fiddling with code on their
personal computers or designing add-on levels for
existing games.
But budgets for blockbuster titles
are now $10 million to $20 million, and development
teams of programmers, designers, artists, animators,
musicians and artificial intelligence experts often
number 100 or more.
"Because games are getting
much more complex and teams are growing, it's becoming
more of a structured discipline," said Tim Willits,
co-owner of id Software and lead designer at the
company.
Jason Della Rocca, program
director of the International Game Developers
Association, said developers and designers can no longer
surf into the industry on enthusiasm alone.
"We can't just be a bunch of
hackers and passionate game players," he said.
"We have to have specialized knowledge. We are
seeing, like the Guildhall at SMU, a rise in
game-specific (training)."
The school was established in
December 2002, and it admitted its first group of
students _ what it calls a "cohort" _ in July
2003. It now has almost 100 students in three cohorts.
The first cohort of 28 students graduated Dec. 11.
Among the highest profile of the
new video game courses is the Electronic Arts
Interactive Entertainment Program in the University of
Southern California's School of Cinema-Television.
It's a three-year master of fine
arts program created earlier this year when EA, the
industry's largest publisher, invested $8 million to
create a training ground for designers and developers.
"What we're trying to do is
break out of the minutiae of building a game and really
try to advance the medium by thinking creatively and
unlock the creative power that will drive the industry
forward," said EA spokeswoman Tammy Schachter.
Dr. Peter Raad, executive director
of the Guildhall, said games can provide a
"framework for human discovery, expression and
growth."
"I believe to be liberally
educated in the 21st century, it means we're going to
have to be involved deeply in the fields of digital
thought and expression," he said. "Where more
so than in gaming?"
Raad wants to see the Guildhall
become a full-fledged master's program.
"We're going through the
processes of approval with the university, and it is our
hope that we will be introducing the degree program next
year," he said.
The Guildhall is part of the SMU-in-Legacy
campus in Plano. It occupies a 48,000-square-foot
building that inside is part office environment, part
hacker's convention.
The open atrium and wood paneling
quickly give way to dimly lit computer labs where
flowcharts and development plans are scribbled on
interior windows and pencil sketches of heroes and
villains are tacked to the walls.
The Guildhall promotes itself as
an "intense, focused, rigorous and specialized
educational process to equip graduates in the shortest
possible time with all the skills, experience and
expertise to be productive professional gamers on their
first day at work."
The school even has a motion
capture studio where students can use the same
technology that transformed actor Andy Serkis into the
digital creature Gollum for the Lord of the Rings
movies.
But the courses strive to reach
beyond the nuts and bolts of turning pixels and polygons
into monsters and spaceships. They also delve into the
social and cultural history of gaming and such prosaic
topics as how to manage a budget.
Those admitted to the program
typically don't come right out of high school. Students
are expected to know programming basics when they
arrive. Seventy-five percent of the students have an
undergraduate degree; 15 percent hold a graduate degree.
Tuition and supplies for the
Guildhall's six terms is $37,000. Living expenses on
average run an additional $23,000.
Jimmy Lomax, 25, who graduated
with the first cohort in December, said many students
were apprehensive about making such a large investment
in the untested Guildhall.
"It felt like a gamble, but
what did it for me was seeing all the industry people
who are involved," he said.
Indeed, one of the program's
biggest draws is the opportunity to intern with one of
the numerous local game development shops.
Lomax interned at Dallas-based
Gearbox Software, contributing to Brothers in Arms, the
upcoming PC, Xbox and PS2 game.
Harris joined id Software in
February during crunch time on Doom 3.
He went right to work on the
game's save/load system, which lets gamers pick up where
they had left off during game play.
Guildhall students have had
internships at other Dallas-area developers, including
Ritual Entertainment.
To some, a job creating games may
sound like the next-best thing to winning the lottery.
But the reality is harsh.
According to an International Game
Developers Association survey of developers released
last year, nearly one in five thought of quitting in
their first year. Though most enjoyed their work, about
a third said they plan to get out of the industry within
five years and slightly more than half said they'll be
gone within 10.
"For the industry as a whole,
such a high turnover rate is nothing short of
catastrophic, and it goes a long way toward explaining
our difficulty in ensuring that our projects run
smoothly," the report said.
Although industry groups talk
about creating an environment free of 80-hour weeks and
nonexistent social lives, the churn opens up
opportunities for fresh recruits.
Guildhall students know what to
expect. They only laugh when asked if there's time to
play their favorite video games.
"I've never had delusions
about what it's like to work in the game industry,"
said Ted Brown, 27, a tech industry veteran who came of
age around the time Nintendo arrived.
But there's still a bit of the
starry-eyed kid in most of them.
"When you sit by yourself,
you think of that classic question: `If money were no
object, what would you do?' and for me, that's making
video games," Brown said.
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(c) 2004, The Dallas Morning News.
Visit The Dallas Morning News on
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Distributed by Knight Ridder/Tribune
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PHOTO (from KRT Photo Service,
202-383-6099): CPT-CMP-GAMESCHOOLS
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