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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• "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