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From Exuberant Youth to Sustainable Maturity - DTI Home

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• "I want <strong>to</strong> encourage the courses because they<br />

raise the profile of the industry but they may be<br />

more useful for the process than the content"<br />

[Developer]<br />

One tension is the balance of art and programming<br />

on a design course. One games course, run by ID<br />

DC John Moores, aims <strong>to</strong> produce designers by<br />

covering art, design, his<strong>to</strong>ry and project management<br />

but does not specifically teach programming. This<br />

reflects the changing emphasis in design teams -<br />

particularly evident in Japan. However this is not<br />

necessarily the accepted pattern in the UK where<br />

programming skill has traditionally been more<br />

prevalent. Through TIGA and ELSPA and individual<br />

companies in some cases, the industry is attempting<br />

<strong>to</strong> build links with academic institutions in order <strong>to</strong><br />

define the necessary skills and inform the<br />

development of the courses <strong>to</strong> suit its needs.<br />

Exhibit 39: Example of split of talent on typical<br />

Japanese development team<br />

Admin (10%)<br />

Music (10%)<br />

Artist (60%)<br />

Programming (20%)<br />

Source: Spectrum games industry interviews<br />

Lack of business and management skills<br />

Most developers and publishers interviewed agreed<br />

that business and management skills are lacking at<br />

all levels throughout the industry. Of particular<br />

concern are small, inexperienced developers who<br />

are often directed by technically proficient<br />

programmers or artists but who may not have the<br />

experience <strong>to</strong> run the business. Areas for focus are:<br />

• Sales and communication skills: Developers<br />

need sales skills <strong>to</strong> explain and communicate titles<br />

<strong>to</strong> publishers. Publishers need sales skills <strong>to</strong><br />

communicate portfolios <strong>to</strong> retailers. Both need<br />

sales skills <strong>to</strong> communicate with financial<br />

communities<br />

UK COMPETITIVENESS SUMMARY<br />

• Business skills: Both retailers and publishers<br />

interviewed were concerned about the lack of<br />

solid business skills within publishing and<br />

development. Both publishers and developers<br />

need <strong>to</strong> know what <strong>to</strong> present - such as business<br />

plans, projections, marketing plans, technical<br />

plans, project plans etc - and how <strong>to</strong> create these.<br />

"They (developers) can be terribly enthusiastic<br />

about their products, but they find it hard <strong>to</strong><br />

explain the benefits <strong>to</strong> me according <strong>to</strong> my<br />

priorities" [Publisher]<br />

• Project management: There is a growing<br />

emphasis on the importance of project<br />

management, in both development and publishing,<br />

as budgets and team sizes increase. Publishers<br />

claim that very few projects are delivered on time<br />

and <strong>to</strong> budget. Much of this is attributed <strong>to</strong> poor<br />

project management on the part of the developer<br />

and the publisher's producer. Both project<br />

managers and producers are rarely given specific<br />

training. They are often successful programmers,<br />

designers or QA testers who are moved in<strong>to</strong><br />

project management. Training in basic <strong>to</strong>ols and<br />

skills is therefore urgently needed - from using MS<br />

Project, <strong>to</strong> keeping budgets, and the development<br />

of interpersonal skills. As project budgets grow,<br />

project managers are finding themselves<br />

responsible for budgets of £2m or more.<br />

Producers have been known <strong>to</strong> be responsible for<br />

producing up <strong>to</strong> five projects at a time (although<br />

it's more likely they will only produce two projects<br />

simultaneously as their scale rises), can therefore<br />

have a responsibility for <strong>to</strong>tal development costs<br />

of c. £5m or more. Project management skills are<br />

therefore essential.<br />

In-house training<br />

In-house training has always taken place informally<br />

within games companies. Most companies are <strong>to</strong>o<br />

small <strong>to</strong> consider more formal training options,<br />

although a few of the larger companies have HR staff<br />

and are beginning <strong>to</strong> develop training plans. This is<br />

a stark contrast with the Japanese approach, where<br />

development companies are large and often have inhouse<br />

training schools. However, there are higher<br />

expectations for training in Japan, due <strong>to</strong> the longer<br />

term (job-for-life) approach <strong>to</strong> employment. The UK<br />

is unlikely <strong>to</strong> be able <strong>to</strong> follow this model, as staff are<br />

much more mobile within the industry.<br />

Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report 29

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