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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]

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