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Task 1

Progression Routes

RESEARCHING JOB ROLES

Researching Job Roles:

  • UX and UI designer (from ScreenSkills):

    • UX designer – Designs the flow of the user interface and makes it as easily accessible to use as possible for the user.

    • UI designer – Designs the visual look of the interface, ensuring that there is a common theme across it all that fits with the game theme.

  • Who UX and UI designers work with:

    • Game designer - Incorporating UI functionality within the game, i.e. a minimap showing the level must be accurate to the environment.

    • Artists - Knowing the limits of what can and can't be done with visual effects and styles, and being able to liaise with them on creating the UI assets for functional use.

    • Engineers - Being able to create complex and functioning layouts that work with different aspect ratios and screen sizes to ensure the best user experience.

    • Programmers - Implementing the functionality of each element in an optimised and well structured way that allows iteration and easy readability.

    • QA technicians - Getting players and audience members to use the UI and give feedback on it allows it to develop over time to become more mature and more curated for the target audience in the future.

  • How to become one:

    • Build a portfolio - To showcase skills an abilities in design and programming, as well as a knowledge of why and how certain things are done and when not to do them.

    • Find an apprenticeship - To gain valuable experience in the industry and also learn from professionals in the same field.

    • Mod games - Gaining a working understanding of game architecture is vital to the creation of game elements (e.g. UI).

    • Get a degree - By completing a university course on the matter, employers will know that I am passionate and willing to create and learn in this field.

    • Get to know people in the industry by:

      • Attending events - I can play new games and converse with their creators over certain aspects and features that may have been difficult or a challenge to implement.

      • Meet professionals and ask them questions - Learning new things about the industry and this specific role is important to keep on top of the ever changing market.

      • Give people my contact details to stay in touch - If employers like what they see then they have a direct line of communication with me.

  • Search for jobs:

    • Find entry-level roles - So I can stick my foot in the door and develop a more expansive portfolio for future employers.

    • I can email companies about a specific role even if they aren’t advertising it - Some companies don't necessarily need another employee in a certain role, but if my skills are good enough and they think I am able to contribute a lot to the studio, then it's worth a shot as you never know what will happen.

    • I can find companies using UK Games Map - Allows me to explore different studios that may be near me and find out more about them to see if I would want to work for them or if they have a certain job opening I can apply for.

Researching Job Roles

My Strengths, Weaknesses and Ambitions

Strengths:

  • Quick to learn new things

    • New software I may need to learn won’t take as long to learn as not only do I pick up some things quite quickly, but I also do things in big time chunks, allowing me to cram in as much information as I can in one day. This then lets me complete more work in a given day than other people would, as I have more patience with the work I'm doing and therefore more effort is put into said work.

  • I work well in a team (being able to rely on others to get their side of the work done)

    • I like working with others on projects as it means I can rely on them to get their work done and I can focus on my area of expertise, instead of doing lots of things I’m not very good at and being dis-coordinated. This will ultimately help me in the AAA game scene instead of the indie scene as AAA studios need to work together to create a big game, whereas Indie studios still need to work together, but to a much lesser extent, as there are far less people. The amount of people in a studio also impacts this, as lots of people assures me that what I'm doing is just a small cog in a big machine, but still a very vital cog. In an Indie studio with less employees, my small cog is instead a very large cog that powers lots of the game by itself, instead of being with other small cogs. This puts more weight and expectation on my shoulders and doesn't let me relax as much as being a small cog would. However, when there are lots of smaller cogs, it's harder to maintain order and if one cog fails, the whole machine could stop, so each cog needs to be sharp and skilled. With one big cog, everything is created by me and I have full control over how things work. This is OK, but then it's harder for me to get advice and feedback from others, as that one cog would need to be the best and strongest cog, otherwise it may strain under the demands of the machine and break.

  • Able to think about design features and flaws

    • This links quite well with self-criticism as since I can see how well a UI functions and how good it feels, I can use that and apply it to my own work, making sure that everything is as good as it can be. Employers will also be looking at how well I am able to take criticism and change aspects of my creations to fit more with the theme and development of the product.

  • Can take criticism well to improve on designs

    • This links with my self-critical aspect, as most of the time I agree with other people’s views on UIs. When I don’t however, I can see where they’re coming from and will try out their ideas, even if I don’t end up using them, as sometimes it’s better not to take feedback as it could impact other parts of the project in unforeseen ways in the future. Feedback from the people you work with is great, as they understand the workflow and production process like you do, and so know the limitations and workarounds you may have made  to create the UI.

  • I am able to be self-critical of my own work and spot flaws within them

    • This lets me self-analyse and continuously improve my work to be the best it can be. Not only does this help me show off my eye for perfection, but it also helps the consumers, as their experience will be improved, making them enjoy the game more. Employers will want this, as a fanbase that's dedicated to the design of the game will be more hyped for a new game, and are more likely to invest in in-game purchases.

Weaknesses:

  • Hard to get used to a new environment

    • A new environment means learning where everything is and utilising the perks it has wisely, which I am not very good at. I don't normally realise something is a perk until someone else shows me, so working in a new environment will take some time to get used to and also take time to enjoy being in.​

  • Not very social

    • By going to more events to do with game development, I can meet new people and improve my confidence, allowing me to settle in easier when I do get a job. Improving my social skills by going to game events lets me not only talk to professionals, but also see the inner workings of how certain aspects of the industry works, allowing me to settle in easier knowing some of these things.

  • No professional experience

    • I can get a job at a smaller, indie studio first to get the experience needed, as it’s likely that those studios won’t have a designated UI designer, and as such I will be a valuable employee. This can then be used on my portfolio to show employers that I am a person who is passionate and wanting to create great products for the studio.

  • Not much software experience

    • Practicing the required software will fix this, as practice makes perfect, and I can learn tricks to do with the software also, like faster ways of performing certain menial tasks. However not having much experience in this software will make it harder to settle in to the studio, as lots of my time would be learning the software instead of using it to make something. By using my time at home to practice and develop skills in the correct software, I can mostly bypass this.

  • I don’t have a degree in the area of expertise

    • By going to university, I will be able to get the required degree, as well as work on my portfolio and software skills for the job. Showing the employer that I am devoted to my area of expertise tells them that I would be a worthwhile employee and won't be a risky person to hire.

  • No released products for a portfolio

    • By going to university I will have more experience in the required software and therefore will be better and more optimised at using them. This will let me develop passion projects in which I can use as examples of my work, and hopefully release at least one of them to show that I can finish what I start. Without finishing a project, I can't show that I am passionate about games, and it also shows potential employers that I can be non-committal, which is not a good trait, especially in an industry as committed as games.

  • I don’t yet have an in-depth understanding of design principles and typography

    • This is easily turned into a strength through practice and learning. I can use YouTube tutorials from ex-designers to take in information about the principles and how typography works, etc. and use it in my portfolio for the job. Researching key principles and theories on how people interact with UIs and how to make good UX designs will put me in good stead for a job in the industry as the people I would be working with will also know this information and it will be easier to converse with them about work and other topics.

​​

Ambitions:

I am interested in this field of work because I love playing Valve's games, and being part of the team that creates them is one of my greatest desires. As a company, Valve treat each employee with the same level of respect and offer free refreshments. This makes it a safe and homey environment, as anyone is able to work on any project they want to, which lets creativity and freedom flow in the studio. Valve look for people who are breaking new bounds with technology, and since one of my strengths is quick to learn new things, I will be able to pick up the Valve workflow and techniques swiftly. One of these "breaking new bounds" areas is the Half-Life series, which always tries to innovate in its releases. By aiming to work on this series of games, I can innovate in the UI sector, and lay down a foundation on the future of user interfaces for newer games. Because Valve allows its employees to move freely around projects, if I am stumped with a certain task that I am finding difficult to complete, I can ask someone else to help, or leave it for someone else to complete and move onto another project that I know I can help more in. This is how working in a team helps, as being able to transfer my knowledge and skills to different areas is vital for a job at Valve.

TIMELINE

Timeline

Valve UX Motion Designer

Portfolio:

Professional experience shipping extraordinary products in the software, web, TV, or film industries;

Strategic product thinking that informs my intentional, meaningful decisions;

Experience using design as a tool to solve problems in a multi-disciplinary environment;

An understanding of graphic and UI design principles (especially typography);

My attention to quality and detail;

My ability to be self-critical and responsive, and to iterate based on feedback from peers, customers and data.

Required Experience:

Professional experience shipping extraordinary products in industries.

Software Knowledge:

Not specified.

valve ux motion designer.png
Valve Jobs

Portfolio:

Examples of levels or environments I've made.

Required Experience:

Experience launching products and iterating on solutions based on customer feedback.

Software Knowledge:

A working knowledge of professional design tools (Hammer, Valve's level design software).

valve level designer.png

Valve Level Designer

WHY UNIVERSITY?

University gives me the degree and qualifications I need for most AAA jobs, in addition to the new skills and knowledge I will soak up throughout. These skills will be vital for the job role I want to go into, which is UI and UX design, as they need lots of pre-planning and experimenting, something that I can do freely at university as you learn through trial and error. It gives me the opportunity to experiment with more styles and techniques, and ways to create different elements, assets and functions which can then later be used in my job role.

LOOKING AT UNIVERSITIES

1.

UCA (University for the Creative Arts):

Games Technology BSc (Hons)

Price - £9,250

Things you will be taught:

  • First year - Key digital art and design skills to complement technical skills, learning fundamentals of UE4 (blueprints and the basics of C++).

  • Second year – Gaining understanding of key concepts and features in C++, demonstrating understanding in response to briefs. Learn how to work in small dev teams, iterate and develop milestones, while creating high-quality work.

  • Third year – Pre-production on final major project. Develop a significant body of work either individually or in a group that demonstrates skills, interests and aspiration for a future role within the industry. Final major project, either individually or part of a team. Thesis on a subject related to the contextual and/or theoretical concerns of discipline or chosen area of practice.

Qualifications required:

  • 112 UCAS tariff points;

  • Merit at UAL Extended Diploma.

Offer a foundation year – No

What experiences do they offer:

Welcome input from active industry practitioners who offer expert advice and guidance to students.

Opportunities or ties in the industry:

  • Supermassive Games

  • EA

  • Sony

  • Creative Assembly

  • Supergonk

  • Two Point Studios

  • Zappar

  • Hangar 13

  • Atom Republic

  • Rebellion

  • Miniclip

Rating – 75th

​

This is my first choice for one main reason: my brother goes there and likes it a lot. Seeing as he has first hand experience in the university, I can trust his judgement, as we get along well and he is also a creative person like me. He doesn't do this course however, so all his information is about the university itself, not the course. This course does offer the most opportunities and ties with the industry than any other games course on my list though, which bodes well for it, and the entry requirements show UAL, which is a Merit, which seems lower than the other universities also. Overall it's the university I most want to go to unless I find another that's even better.

Looking at universities

2.

Staffordshire University:

Computer Games Design

Price - £9,250

Things you will be taught:

  • First year – Introduction to 3D games engines, introduction to 3D modelling for games, introduction to games design, 3 optional modules.

  • Second year – Junior collaborative game development and testing, 9 optional modules.

  • Third year – Individual games technology portfolio, individual games technology project, senior collaborative games development and testing, 6 optional modules.

Qualifications required:

  • 112 UCAS points

  • BTEC – DMM

Offer a foundation year – Yes

What experiences do they offer:

Work placements

Opportunities or ties in the industry:

  • TIGA

  • Epic Games Lab

Rating – 97th

​

The least rated university on my list, however it's at number 2. The reason for this is its ties within the industry, offering work placements and the Epic Games Lab. Considering I like using Unreal Engine, this is a good choice as Epic Games develop UE4. It is also one of the closest universities to where I live, however I will still need accommodation as it's not close enough.

3.

University for the Creative Arts:

Graphic Design BA (Hons)

Price - £9,250

Things you will be taught:

  • First year – Investigation, testing and application of the guiding principles and processes associated with graphic design, learning fundamentals of design and associated Adobe programmes.

  • Second year – Vital background knowledge and critical thinking skills to apply what you learn to the real world and the opportunity for work experience over the summer break.

  • Third year – Begin to develop practice and produce the final major project, bringing together career aspirations and practical work.

  • Professional practice year – Undertake a placement within the creative industries to further develop skills and CV.

Qualifications required:

  • 112 UCAS points

  • Merit at UAL Extended Diploma

Offers a foundation year – No

What experiences do they offer:

Study abroad, professional practice year.

Opportunities or ties in the industry:

  • Barnbook

  • Boeing

  • Channel 4

  • Dalton Maag

  • Design Bridge

  • Design Museum

  • The Designers Republic

  • Fabrica

  • Etc.

Rating – 75th

​

This is the same university as my first choice, but just a different course. I find it very unlikely that I will go to this course, but it's an opportunity nonetheless. It's the second worst rated university on my list, but it does have lots of opportunities and ties within the industry, making it a lot easier to get work experience in and also to show off to companies how good I am. My brother also goes to this university and really likes it, so that's another positive thing about it.

4.

Manchester Metropolitan University:

Games Design BSc (Hons)

Price – Scholarships

Things you will be taught:

  • First year – Experimental games project, thinking outside the box. 3D fundamentals, shared with Computer Animation & Visual Effects. The craft of game development, shared with Computer Games Development. The art of game design, shared with Computer Games Development.

  • Second year – The business and practice of the games industry. Rapid game prototyping, shared with Computer Games Development. Games, players and data. Environment and level design.

  • Third year – User experience and interaction design. Final project. Indie game development, shared with Computer Games Development. VFX and games production studio, shared with Computer Games Development and Computer Animation & Visual Effects. 2 optional units.

Qualifications required:

  • 104-112 UCAS points

  • BTEC – DMM

Offers a foundation year – Yes

What experiences do they offer:

Study abroad, placement year.

Opportunities or ties in the industry:

  • SODA community

Rating – 56th

​

This is the second best university from the ones I picked, however it has the least opportunities or ties in the industry, and so may be harder to find a job after graduating, and also harder to get work experience whilst in the course. The pricing isn't clear cut as the website doesn't seem to show the actual price of the course, so I'm not sure on that.

University of Southampton:

Games Design and Art (BA)

Price - £9,250

Things you will be taught:

  • First year – Critical, cultural and contextual studies. Game changers. Interrogate, investigate, instigate. Iterate and prototype.

  • Second year – Games design. Games development. The business of games. One extra module.

  • Third year – Major project (Games design and art). Playful thinking. Professional contexts. Project proposal.

Qualifications required:

  • BBB A-Levels

Offers a foundation year – No

What experiences do they offer:

Pitching ideas and prototypes to the industry

Opportunities or ties in the industry:

  • Visits to innovative games studios like Hello Games, Sensible Object, ustwo games and Sennep games.

  • Workshops and advice on projects from the industry.

Rating – 15th

​

Comparing this course to all the others, one thing is clear: it's the highest rated. However, it doesn't have any information on the number of UCAS points needed, so the actual entry requirements for UAL is quite hazy. After going to Southampton Uni's virtual open day, I was able to see more into what the course holds, and ask questions about it, and from that I could tell that it isn't the right course for me.

5.

Student Bank Accounts

HSBC:

Interest-free overdraft of £3000, with free student guides and financial education content. They also have protection against theft and fraud.

Santander:

Interest-free overdraft of £1500 in years 1-3, 15% cashback with Retail Offers and a free 4-year 16-25 Railcard to save 1/3 on rail travel. They also let you withdraw £300 from an ATM each day.

RBS:

Interest-free overdraft of £2000 (£500 in first term), they offer students £50 cash and a 4 year tastecard, and let students withdraw up to £130 without a card from an ATM every 24 hours.​

Student bank accounts allow me to have peace of mind that even if I run out of money in a term, I am able to go overdrawn without having extortionate interest rates. I don't plan on going overdrawn however, but if the time calls for it, then it's very handy and important that I don't go into debt as it will be very hard to pay it off quickly.

Banks and taxes

Freelance work

Accountant cost:

Generally £30/hour

What things you could write off as a freelance artist:

Cameras and photography equipment;

Electronics (computers, phones, etc.);

Online advertising;

Creative and Editing software;

Travelling.

Complications with tax returns:

By being my own employer, I need to work out my tax by myself, which can lead to human errors, which then lets them fine me.

Resources for University/Job

University:

Laptop (plus accessories like charger and mouse) powerful enough to run the required software. Allows me to bring it into university and continue working straight away when I get back to my accommodation.

Software:

Adobe Creative Suite - Professional software suite used by most companies for graphics, videos and sound. The game industry uses this suite to create UI, art assets, edit sound effects and music, create trailers, etc., so knowing how these work will put me in good stead for a job.

Student Bank Account to allow me to spend a bit of extra money without it having interest. It also allows me to easily see how much money I can spend in the term.​ If I am ever in need of something urgently, I will be able to buy it knowing that there is no interest in an overdraft.

Accommodation to live in when not in halls. Most years will be spent living out, so accommodation is needed.

Bringing tinned food to eat if I can't afford fresh food. This saves money as instead of buying food for a week I could use that money on something else. This also mitigates the need for an overdraft as I should have money left over from this frugal living.

Bringing lots of clothes to save me buying new ones. Clothes cost a lot, so bringing an ample supply of them with me will stop the need to buy more, which also stops me going into overdraft on a student bank account.

Charisma to make friends and form groups for projects. This isn't something easily achieved, but serves as a point that can be improved, as I work well in a team, so this charisma will develop more as I do more team work, like a two-way deal.

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Job:

A car to drive to work. This is faster than walking or riding a bike, and more enjoyable. It is also cheaper than public transport, as trains cost a lot, and buses are slow and can also be costly. The joy of driving is also present which is an added bonus.

Work computer, preferably a laptop to take to work. Must be powerful enough to run the required programs efficiently to make working on it not a chore, such as the Adobe Creative Suite. If it isn't powerful enough then I won't be able to complete work on it which will make me less concentrated.

A timetable to lay out the times I will be working so I know when my free time is. This will help a potential weakness I have which is organisational skills. Plotting out the times of when I should work will both help with that and also aid in my concentration to make sure I don't overwork myself.

I can use my strength in teamwork to be more outgoing and energetic than I otherwise would be, and also allow me to get "in the zone" easier as I would be with people who I like and get along with.

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