From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
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UK COMPETITIVENESS SUMMARY<br />
3.5.4 Skills development<br />
The UK has a his<strong>to</strong>ry of producing strong games<br />
talent across technology, art and design, but there is<br />
concern amongst many developers that there is a<br />
growing skills gap. However, views on the nature<br />
and extent of the skills gap vary.<br />
Limited pool of experienced labour<br />
Some established developers feel that there is a<br />
serious shortage of experienced talent. A number of<br />
the firms interviewed have experienced great<br />
difficulty recruiting sufficient appropriately<br />
experienced people for new project teams.<br />
"The only way for me <strong>to</strong> recruit experienced people is<br />
<strong>to</strong> buy another developer" [Established developer]<br />
"I could employ another 70 people <strong>to</strong>day - but where<br />
do I find them?" [Established developer]<br />
Games industry employers exhibit a marked<br />
preference for full-time permanent employment over<br />
contract-based employment. As a result there is a far<br />
smaller pool of available contrac<strong>to</strong>r talent than in the<br />
film or TV industries which operate primarily on a<br />
contrac<strong>to</strong>r basis. The games industry has not<br />
adopted this model as it is seen as much more<br />
crucial <strong>to</strong> tie staff in<strong>to</strong> projects rather than risk losing<br />
them part way through.<br />
The industry could clearly benefit from experimenting<br />
with contract types that balance the employees need<br />
for job security with the flexibility that is desired by<br />
the employers. These could, for instance, be projectbased<br />
contracts with incentives <strong>to</strong> tie employees in<br />
should this be desired.<br />
Need for formal routes in<strong>to</strong> the industry -<br />
education for new talent<br />
Regarding the recruitment of newcomers or<br />
graduates, the industry view was more mixed. Some<br />
publishers and developers have had no problem<br />
recruiting new talent as they tend <strong>to</strong> prefer <strong>to</strong> recruit<br />
enthusiastic graduates with pure art or science skills<br />
and train them up:<br />
"'l'll go <strong>to</strong> Oxbridge for a maths graduate or<br />
Bournemouth for fine arts - that is the grounding,<br />
they can learn all the other skills" [Developer]<br />
28 Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report<br />
Some would also consider new talent with a his<strong>to</strong>ry<br />
of independent work and a demonstrated<br />
commitment <strong>to</strong> games design - these don't<br />
necessarily have <strong>to</strong> have strong formal education,<br />
but they do have <strong>to</strong> have a track record. In general,<br />
standards are high, but starting salaries are low in<br />
comparison with other industries such as IT, despite<br />
the recent decline in the fortunes of technology<br />
industries, meaning that employers look for a certain<br />
level of devotion <strong>to</strong> games in candidates <strong>to</strong> ensure<br />
they are likely <strong>to</strong> stick with the industry.<br />
There is great enthusiasm for the concept of gamesoriented<br />
courses not only for the nurturing of new<br />
talent, but also for the profile-raising effect that they<br />
many have for the industry. However, since most<br />
courses are still very new, very few interviewees had<br />
encountered graduates from these courses - only<br />
one of our interviewees had employed a games<br />
course graduate. Too early for proven success, there<br />
is some skepticism about how effective these<br />
courses would be in practice:<br />
• "Universities are setting up games courses<br />
because they are attractive <strong>to</strong> pupils - and that<br />
meets targets. The concern is that colleges will<br />
realign existing courses <strong>to</strong> give them a games tag,<br />
rather than design specifically relevant courses for<br />
the industry. For example, adjusting a<br />
programming course <strong>to</strong> become a games course<br />
makes it seem more creative, whereas moving<br />
from a fine arts course <strong>to</strong> a games course adds an<br />
industry focus and suggests more prospects for<br />
employment" [Academic]<br />
• "Who is going <strong>to</strong> teach these courses? Academics<br />
are <strong>to</strong>o far removed from the industry and industry<br />
experts are <strong>to</strong>o busy. Even if we could persuade<br />
industry experts <strong>to</strong> take up teaching posts, their<br />
knowledge would rapidly become out-of-date."<br />
[Developer]<br />
• "I am not convinced that you can have one course<br />
producing good games developers - the mix of art,<br />
programming and project management could<br />
produce a jack-of-all-trades. In addition, these<br />
graduates may expect <strong>to</strong> bypass the<br />
'apprenticeship stage' or receive higher salaries<br />
without having gained the experience. They<br />
would still have <strong>to</strong> spend time learning the<br />
process of making a game, before they can take a<br />
certain level of responsibility in the team."<br />
[Publisher]