I'm a fan of Extra Credits' YouTube Channel, and have recently started binging on their vids. From the insightful and well produced videos, I came across a topic that has lots to do with what I want to pursue in Masters -- but in a slightly different theme. The question here is: "how do we educate (game) designers for RL work?" |
The video covers a few ideas I have been brewing in the back of my head. It feels great to know that some concepts I've been pondering have also been pondered by someone else. It validates the point that philosophy and liberal arts should be taught to students. That tools are useful, but without the right foundation, it'll only hamper their ability (and creativity). It's the same in industrial design. Sometimes, I feel that I've learned too much design without being taught the way to cultivate broader ideas. Pure industrial design will almost never land a job. It's usually extra-curricular passions and interests that helps fuel creativity. That's what universities should have been for me. ID as a foot-in-the-door, and using the opportunity, and resources the institution provides to further broaden my knowledge. I should've grabbed a minor in biology or botany, or used the library and wood-shop to produce and learn new stuff. But now that I've lost the chance, I've gotta spend my own time and resources to do what I could've done. The second point is collaboration, which leaches into networking as well. The ability to perform in front of others, the ability to communicate ideas to people with diverse academic backgrounds. Public speaking is a small, but important part of being a designer. Although Toastmasters help those that are susceptible to performance anxiety, a class or incentive that allows students to stand in front of the audience to practice various ways of speaking in a largish group would be beneficial. Like with anything, nipping the problem early will be better for the students' futures in the long-run. |