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Securing the Future Through Skills

Games:EDU 09 Kim Blake

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Page 1: Games:EDU 09 Kim Blake

Securing the

Future Through

Skills

Page 2: Games:EDU 09 Kim Blake

Brief biography

Kim Blake, Education Liaison Manager

• 1993 Writing dialogue scripts in the living room for an Amiga CD32 game…

• 1994 Designer at Gremlin Interactive

• 1996 – 2004 Producer/Project Manager at

Gremlin / Infogrames, Particle Studios / Argonaut,

Headfirst Productions

• 2005 Blitz Games Studios

Page 3: Games:EDU 09 Kim Blake

Blitz’s University Open Days

Where and why we started

Why we continued

How we do them

What we’ve got out of them

What we’ve learned from them

Where do we go next?

Page 4: Games:EDU 09 Kim Blake

Where and why we started

Page 5: Games:EDU 09 Kim Blake

Where and why we started

Charity Creative

Sport Career

Blitz Challenge for Creative Thinking

Page 6: Games:EDU 09 Kim Blake

Where and why we started

Page 7: Games:EDU 09 Kim Blake

Where and why we started

• Graduate quality was becoming an issue

• Talks at universities yielded patchy experiences

• 140 miles to talk to a handful of bored students…?

• Something had to be done!

• Something was done – in record time!

Page 8: Games:EDU 09 Kim Blake

Where and why we started

• 2006 Blitz Games Open Days

• 2 for students

• 1 for lecturers

• Registration

• Questions

• Work brief

• Submission

• Invitation / rejection

Page 9: Games:EDU 09 Kim Blake

Why we continued

Over the next 3 years…

• 2007 : 2 student days, 1 lecturer day

• 2008 : 2 student days, 1 lecturer day, 1 lecturer workshop

• 2009 : 2 student days, 1

programming students only day, 1 lecturer day

• We’ve also run similar events for

local / regional careers advisors and teachers at local / regional colleges

Page 10: Games:EDU 09 Kim Blake

How we do them

Basic format of the day

• Pretty intense…

• 11 presentations

• Work in progress videos

• Studio tour

• At least an hour with a professional developer, chance to show

portfolios / showreels / demos and get honest feedback

• Pub trip at the end of the day!

Page 11: Games:EDU 09 Kim Blake

How we do them

• Blitz / industry background

• Industry finances / business

• Game Design

• 2D Art

• 3D Art

• Animation

• Programming

• Audio

• QA

• Serious games

• Everyone gets to see everything

Page 12: Games:EDU 09 Kim Blake

How we do them

Every speaker emphasises –

• Core skills (drawing, life drawing, maths, creativity, problem-solving, etc.)

• Communication skills

• Team work

• The critical importance of a good demo / showreel / portfolio

• The equally critical importance of making it easy for an employer to see

what you can do

Page 13: Games:EDU 09 Kim Blake

How we do them

It’s a LOT of work

• Several staff weeks of admin

• Education liaison manager

• Admin staff

• PR and Media staff

• 1 – 2 staff days for each presenter (updating content, rehearsals)

• At least 2 people who can do any given presentation

• More staff time to review the work samples

• Small actual expenditure but very expensive in terms of staff time

• Estimated cost of first tranche of Open Days: £40k

Page 14: Games:EDU 09 Kim Blake

How we do them

How we choose our presenters

• Sometimes they ask to do it

• Sometimes we suggest they might like to try it

• Good to use previous Open Day attendees

Page 15: Games:EDU 09 Kim Blake

How we do them

How we choose our presenters

• Gains them credit in their performance reviews

• Can be anyone from a Junior to a Manager

• (And indeed the CEO and CTO!)

Page 16: Games:EDU 09 Kim Blake

What we’ve got out of them

Everyone wins! (we like to think ;)

• Actual recruits

• PR for Blitz and the games industry

• Kudos from and for the wider

educational community

• Employee morale boost / confidence

builder

• At least one of our developers has gone into teaching, but comes back to

keep her skills and knowledge current

Page 17: Games:EDU 09 Kim Blake

What we’ve learned from them

2006 registrations:

2006 submissions:

2007 registrations:

2007 submissions:

2008 registrations:

2008 submissions:

2009 registrations:

2009 submissions:

251

242

240

327

79

70

130

168

Page 18: Games:EDU 09 Kim Blake

What we’ve learned

Ratio of submissions to invitees by discipline 2006 (for 2 days)

3D A

rt

Prog

ram

min

g

2D A

rt

Game

Desig

n

Anim

atio

n

Audi

o

23

28

14

86

4

13 13

57

3 3

Submissions Invitations

Page 19: Games:EDU 09 Kim Blake

What we’ve learned

Ratio of submissions to invitees by discipline 2007 (for 2 days)

3D A

rt

Prog

ram

min

g

2D A

rt

Game

Desig

n

Anim

atio

n

Audi

o

2320

86

85

118

5 5 4 5

Submissions Invitations

Page 20: Games:EDU 09 Kim Blake

What we’ve learned

Ratio of submissions to invitees by discipline 2008 (for 2 days)

3D A

rt

Prog

ram

min

g

2D A

rt

Game

Desig

n

Anim

atio

n

Audi

o

48

21

41

8 93

17

10 11

4 5 3

Submissions Invitations

Page 21: Games:EDU 09 Kim Blake

What we’ve learned

Ratio of submissions to invitees by discipline 2009 (for 3 days)

3D A

rt

Prog

ram

min

g

2D A

rt

Game

Desig

n

Anim

atio

n

Audi

o

55

36

24 22 25

6

18

33

9 11 116

Submissions Invitations

Page 22: Games:EDU 09 Kim Blake

What we’ve learned

Ratio of male to female invitees by discipline 2006 - 2009

3D A

rt

Prog

ram

min

g

2D A

rt

Game

Desig

n

Anim

atio

n

Audi

o

48

34

2024

2016

10

1

104 6

1

Male Female

Page 23: Games:EDU 09 Kim Blake

What we’ve learned

Percentage of male and female conversions from registration to invitation

2006:

2007:

2008:

2009:

Male

17%

19%

19%

23%

Female

30%

17%

29%

28%

Page 24: Games:EDU 09 Kim Blake

What we’ve learned

Colleges

• 2006 - 2009

• 109 registrations from 26 colleges

• 15 invitations to attend…from 6 colleges

• 20 colleges had no success in translating their 94 registrations into

invitations

Page 25: Games:EDU 09 Kim Blake

What we’ve learned

Universities

• 2006 - 2009

• 868 registrations from 76 universities

• 178 invitations to attend from 45 universities

• 31 universities teaching games-related courses did not get a single

student invitation

Page 26: Games:EDU 09 Kim Blake

What we’ve learned

Case study: university BY

• 13 students have registered over 4 years (06 – 09)

• 1 student has been invited to attend

• Asked how well their course was preparing them for a career in the

industry on a scale of 0 (poorly) to 10 (well)

• This student rated their course 0

Page 27: Games:EDU 09 Kim Blake

What we’ve learned

Case study: university K

• 28 students have registered over 4 years (06 – 09)

• 5 students have been invited to attend

• 1 student said ‘Partly’

• 2 students rated it as 8

• 2 students rated it as 9

2006

2009

2009

Page 28: Games:EDU 09 Kim Blake

What we’ve learned

Case study: university V

• 4 students registered, 1 invitation• This student said ‘Partly’

• 3 students registered, 1 invitation• This student said ‘Partly’

• 3 students registered, 1 invitation• This student rated it as 8

• 16 students registered, 8 invitations• 2 students rated it as 7• 3 students rated it as 9• 3 students rated it as 10

2006

2007

2008

2009

Page 29: Games:EDU 09 Kim Blake

Where we go next

More Open Days in 2010 and beyond – suggestions welcome!

www.BlitzAcademy.com

Thank you!

Page 30: Games:EDU 09 Kim Blake

Securing the

Future Through

Skills