Home > Scenario planning > What new skills and knowledge will workers need in 2015?

What new skills and knowledge will workers need in 2015?

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Categories: Scenario planning
  1. December 14, 2009 at 10:24 pm

    I asked members of GamesDev on LinkIn to comment on the posts in this site. An Operations Manager – Digital at MTV Networks International from New York responded to this post as follows:

    1) Workers will need to learn how to work with virtual teams more. Your coworker will not be in the next cube, but in a different time zone.

  2. December 15, 2009 at 2:02 am

    Another comment from a LinkedIn member who is a Business Development Manager of Tantalus Interactive:

    You’re asking what your graduates need. As someone who sat down to look at all of the entries into this year’s independent games competition at GCAP (with entries from all of the games courses and so on), I think the vast bulk of students fundamentally failed to grasp what they could do, and what they might actually be doing if the industry continues on the trajectory it is.

    Eg building some diabolical huge multiplayer FPS demo is absolutely nothing like what is out there today. The chances are anyone gainfully employed in 2015 in the Australian games industry will be making small games themselves, complete games which they will either self publish (to something like the iPhone) or sell it on to a digital publisher.

    So what SKILL does that actually require? Project management. I haven’t seen a shred of it from the upcoming talent so far. Failure to comprehend what could be achieved in the time they had, failure to scope a project adequately or even to realise that it would be far better to build something small that worked rather than some big broken thing.

    So please, if you’re teaching would be game developers you really REALLY need to get your hands dirty with some project management.

  3. December 15, 2009 at 4:18 am

    We are currently running a worker survey as part of this project. As at 15 December 2009 this is what nine (9) respondents had to say about this post:

    1) Hopefully I’ll be clever enough to have gotten out by then.

    2) Definitely developers will need to be more all-rounders and develop marketing skills as they will become “publishers” with digital distribution models. Developers will also have to improve their game design skills as they will not have publishers giving them feedback any more, this will all have to be done internally.

    3) I constantly up skill, so I hope I should not need new skills when the time comes to actually use them.

    4) Flexibility and the ability to learn fast. Creativity and being able to implement and project manage that creativity for innovation.

    5) 3D programming skills. Idea how to port to consoles.

    6) Knowledge of what is needed in the industry, The skill to market and make the best game amongst your competition

    7) Knowledge of motion control in navigation and gameplay. knowledge of motion graphics in relation to menu/hud/interactivity. A greater knowledge of emotion in gameplay and the psychological theories of fun game play.

    8) For me: – multi-skilled (e.g. some art, audio skills) – management skills for others in general: – multi-skilled – communication / teamwork skills – scripting

    9) A clear understanding of the new emerging markets and a willingness to change at the same pace the industry is.

  4. December 15, 2009 at 12:41 pm

    I don’t expect this will change much from where we are today, although I hope that a better understanding of the diversity of the marketplace will have finally filtered through (particularly to the marketing departments).

  5. December 17, 2009 at 8:17 am

    A Senior Producer at Disney Interactive Studios – Fall Line Studio from the LinkedIn GamesDev group provided us with fantastic comments about what the games industry will be like in 2015. Go to the post dated 17 December for his comments. I am repeating what he said in this post about what skills and knowledge workers will need in 2015:

    Get more skills! Don’t be a 1-trick pony. Know multiple software platforms, be able to model AND animate, understand management best-practices etc. Be valuable to your employer. More important, be FLEXIBLE! Industry turn-over is about 5 years—1 hardware cycle and people burn out and the ‘sexy’ of gamemaking has loooong worn off. But if you’ve a mind to stick it out, super-well rounded is the place to be. At least, when I’ve had to stack-rank people when we’ve gone through a downsize, the 1-trickers end up on the bottom of the lists.

  6. December 21, 2009 at 12:47 pm

    Another response to this question from a worker who completed the survey:

    Programming is getting easier, but art assets are getting more complex. Programmers won’t be replaced/redundant but will be a smaller percentage of whole development team. AAA games will still need very skilled programmers but still the majority of work will be in art. It is doubtful if I’ll be able to keep in the industry after 2015 as freelancer, so we’ll probably have to move Brisbane or Gold Coast or change focus of my work.

  7. December 22, 2009 at 8:00 am

    Here is what an Independent Computer Software Professional from the San Francisco Bay area from our LinkedIn GamesDev discussion group said about the industry in 2015:

    Wow, a lot of great information here and I’m late adding my 2 cents. But, one thing I wanted to chime in on was a point Mat Bettinson made regarding project management and I too would encourage an awareness of this at the student level. While it may go without saying this is one of the key issues that will define the industry by 2015 and will be embraced by those studios of significant size that are still in business by that time.

    A hurdle that is typical of studios, or any company for that matter, as it grows from a handful of people to the size required to produce a AAA title is evolving their production methods. As internal teams become larger the amount of content and process management often out-paces the studio’s willingness or ability to evolve their process. This is not a technical matter of tools – as there are a great many asset management packages available – nor a personnel resource issue but instead philosophical.

    Obviously the necessity of outsourcing makes this change in methodology far more critical. A break down in communication that may have cost a day’s work and a few hundred dollars when you have 12 guys working out of their basement may cost thousands or even hundreds of thousands when you’re several hundred spread across multiple countries.

    Furthermore, heading towards 2015 what I see as a logical extension of studios realizing outsourcing is the way of the future is shifting the ratio of internal vs. external team sizes. There will always be work that is simply impractical or not profitable to send overseas but less and less each year as the outsourcing studios mature. More and more studios will try outsourcing a larger share or even the majority of their production. The ones that succeed in this will be those that realize the amount of management this requires.

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