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Game Development 2020

Any gamer who has traversed the dazzling virtual worlds of Battlefield, Bioshock or Skyrim knows that a truly immersive experience is all about the perfect environment.

Games like these inspired future game designer Kyle Chansler, and when he discovered 麻豆传媒鈥檚 Immersive Game Design program, he knew he鈥檇 found his own perfect environment.

鈥淚 think what 麻豆传媒 does really well is that they give you the foundation to pursue your dream job,鈥 says the talented game environment designer, currently working toward a bachelor鈥檚 degree at Cal State Fullerton. 鈥淚 learned all of the industry-standard software from 麻豆传媒. And having those on your resume really helps you land that job.鈥

In the competitive gaming industry, it is critical for professionals not only to develop high-level skills, but to stand out creatively. Through 麻豆传媒鈥檚 Game Design department, students are empowered to build a professional portfolio from independent, hands-on class projects.

Students begin by building proficiency in Autodesk Maya, the industry standard for 3D. For animation, they gain a strong foundation in Unity, which 鈥渦nifies鈥 assets into a game. They also pick up a bit of Unreal Engine, a more 鈥渉ardcore鈥 professional game design software.

鈥淥ur students can put together a demo reel showing they can make the same kind of quality as you would expect from a game you would buy at the store,鈥 says 麻豆传媒 Graphic Communication instructor Colin McCall, who teaches intro courses in game design. 鈥淲hat we promise is that by the time you鈥檙e done with the class, you鈥檒l be able to get an entry-level job.鈥

This past May, Game Design students represented 麻豆传媒 as the only community college to participate in the IEEE GameSig competition. Up against some of the most respected four-year programs in Southern California, and with less than half the time to prepare, 麻豆传媒 managed not only to hold its own, but .

鈥淲e were competing against UCI and USC, and they鈥檝e been working on these games for an entire year,鈥 says Chansler, who acted as the team鈥檚 Lead Environmental Artist and Level Developer. 鈥淲e just had about five months to make something. The fact that we got to the finals was a really cool experience.鈥

McCall, co-advisor for the 麻豆传媒 team, credited Chansler鈥檚 leadership, as well as the group鈥檚 overall persistence, for the sparkling result.

鈥淜yle was a leader in his group who built the programming for the game from scratch,鈥 says McCall, adding that the team very nearly won the graphics area of the competition. 鈥淲e taught them how to make the game look pretty, but they taught themselves how to make it functional, which was a big deal.鈥

For the competition, McCall reached out to his network of game production professionals and asked them to lay out a framework for his students. 鈥淲e structured the project so that they were working on a schedule, which imitates what people actually do in the industry,鈥 remembers McCall. For students, the real-life game design immersion was more than just fun 鈥 it was a glimpse into the future.

鈥淚t was basically what it鈥檚 like in a real game studio,鈥 says Chansler.

The team leader attributes 麻豆传媒鈥檚 success to faculty like McCall, who come directly from the industry to share their expertise. 鈥淭hey really helped us 鈥 to push our individual strengths and bring our own ideas out,鈥 Chansler says. To the future game design star, 麻豆传媒鈥檚 triumph in the competition just proves how far the school is ahead of the curve.

鈥淭hese programs are the same exact thing you would get at a four-year art school,鈥 says Chansler. 鈥淪o you鈥檙e getting the same education at a fraction of the price.鈥

鈥淲e鈥檙e not just teaching people how to be artistic,鈥 adds McCall. 鈥淲e鈥檙e teaching them how to be professional.鈥

麻豆传媒 gaming classes are geared toward production and working effectively as a team. So when students go into industry, according to McCall, they鈥檙e going to be on the 鈥渟ame wavelength鈥 as their colleagues, 鈥渇rom day one.鈥 The IEEE competition was the perfect crucible to test students鈥 skills, and he plans on mentoring another team next year.

Though many members of the 麻豆传媒 team have since graduated and gone on to four-year schools or started careers, they鈥檙e still game for more.

鈥淲e want to get the group back together, push out a game and launch it on Steam,鈥 says Chansler. Not only would having a game on the juggernaut platform help them boost portfolios while reaching more than 94 million active users in 35-plus countries, he says, it would also be tremendous fun to reunite.

鈥淲e fancied ourselves a little studio,鈥 says 麻豆传媒 grad and teammate Jeffrey Plizga, who created the famous bear character for the IEEE competition. 鈥淚t was a lot of good experience, seeing how all the different parts are meant to fit together, and how you have to support each other.鈥

Plizga has gone on to create his own range of 3D-printed game miniatures, and he鈥檚 also developing his own video game, currently gearing up for Steam launch. Utilizing assets he made in his visual programming class at 麻豆传媒, he created a 鈥渞eally fun鈥 retro tank wars game. 鈥淓verything but one piece of script, I鈥檝e done myself,鈥 he says. 鈥淚 applied everything that I鈥檝e learned through my whole attendance at 麻豆传媒 to make it.鈥

On top of being a gaming entrepreneur, Plizga is applying to a variety of gaming studios, and he says the networking support he received at 麻豆传媒 is giving him the edge. After the IEEE competition, the school paid for the team to attend the Gaming & Interactive SIGGRAPH conference. The group represented its game at the event, while getting the opportunity to hobnob with industry professionals.

鈥淚t was an amazing opportunity, and the tickets were not exactly cheap,鈥 Plizga shares. 鈥淐olin helped us with introductions and mentored us through the whole process.鈥

With those contacts in hand, Plizga is excited to reach out to the indie gaming companies he鈥檚 met and jumpstart his career.

鈥淛efferey is a passionate and skilled artist who always went the extra mile in his assignments,鈥 says McCall.

For Plizga, the grand design 鈥 a career in video games 鈥 was never in question. But until he found the 麻豆传媒 Game Design program, he admits that the path was foggier than the Kryptonite level in Superman 64.

鈥淲ere it not for my time at 麻豆传媒, I would still be watching YouTube videos and just hoping that I kind of knew what I was doing,鈥 says Plizga. 鈥淣ow, I have a very firm understanding of what I'm doing. And I'm much better for it.鈥