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Overview

🔴=Robin

Production Track

Abstract



Goals

The production track in IGP is designed to create IGP graduates that are:
Capable producers
Can converse on the topic of production
I adapt at cross department communication ​Translate from art to dev, dev to art, etc
Are steadfast presenters
Have an in depth understanding of excel
Understand Agile and Waterfall in depth (2 most common production methods)
Write clear documentation
Sensible entrepreneurs
Understands the fundamentals of (game) business
Is able to independently organize a business
Can communicate a broad vision
Knows where and where to find resources like legal and financial advice
Knows what is required to have a chance at creating a successful business
(Soft) Skilled people
Knows their strengths and weaknesses
Understands the feedback process in and out
Is able to pick good business partners
Know best practices for conflict resolution

Integration

The production track is closely related to all group related courses:

Client Projects

It is notable that client projects also covers theory in 24-25, if we are able to offset this to the game production classes we should be able to save a lot of time for the students to actually work on their client projects.
This should not “damage” IOT students in any way. Tough they might miss out on some synergy between classes. The lessons learned would not be affected.

Game Projects



Other courses

The production track has close integration with concepts discussed in the game design track and should be aligned in a manner that makes sure there is not double or contradicting information. In fact co-operation in the two tracks could be very beneficial in terms of covering theory and integrating assignments, especially in production 1 as students would have both courses at the same time in their first year.

Student Options

Students need to get a clear path from IGP, and the production track seems to be a logical place to cover this. The production track will cover common pipelines and offer realistic solutions based on the game industry at that moment, or the prediction thereof based on graduation dates.

Common Pipelines

Ordered in terms of industry availability 24-25 / “chance of success”. ​Very lacking in accurate data, a guesstimate, and based on the general industry demands and NOT the current IGP graduate.
IGP > Producer
IGP > Game Designer
IGP > Tech Designer
IGP > Indie Employee
Art Generalist
Generalist
Programmer
IGP > Startup school > Entrepreneur
IGP > Entrepreneur
The Pipelines should be better explored and better communicated with the students. They should understand the flow of each of these 6 paths.

1. Producer


2. Game Designer


3. Tech Designer


4. Indie Employee


5. Startup School > Entrepreneur


6. Entrepreneur




Conclusion



Startup School

The IGP to Startup school pipeline is becoming an even more viable option for the students explicitly interested in starting a business (with co-founder students) after school. This is mostly due to both the difficulty with starting a game business the traditional way being difficult in the current climate and the options provided helping the students standing out more.
Startup school is not the place to find a business co founder. However, it does provide the opportunity to do so trough events. So this could be an additional incentive.
In addition to the skills, experience and actual startup, Howest also get’s a startup school ambassador and the student gets a free additional network of like minded entrepreneurs.
*Howest Onderneemt*
Startup school is flexible up to 25 years. Meaning you can re-register annually.


Production 1

Abstract

The goal of production one, It’s to familiarize the students with the industry landscape and to propose to them the opportunities therein. The question, “What is the industry?” and “Where does the IGP student slot into it?” are central to the course.
Within the context of the production trac students will learn about the role of a producer and what that means in the context of the industry at large and indie companies. They will learn the hard skill to manage projects and will get an introduction to the soft skills that production 2 will cover more in depth.
As a result of this wide approach, business fundamentals will be part of the course, and tough not the goal of production 1 it should be testable at the end of the semester. With the goal of an improved flow to client projects.

Goals



Practice



Workload



Conclusion



Production 2

Abstract

Production 2 is where students learn about team dynamic fundamentals, self presentation and selling oneself. They will get extensive theoretical coverage on all topics, which will cover roughly 30% of classes. In addition they will work on the practical application of self presentation, team dynamics during the “class exercises, which is roughly 50% of classes. Both team dynamics and self presentation are covered in assignments throughout the semester which is the remaining 20% of classes. Selling oneself will be covered in the exam.

Goals



Practice



Workload



Conclusion


Production 3

Abstract

In production 3 we cover game business and marketing for indies. We discuss wide early in the semester but narrow it down to what we deem relevant to indies later in the semester. As part of production 3 we refresh the hard skills of production 1 and the soft skills of production 2 in the assignments which have a business or marketing context.
This makes it so that production 3 is able to test all production skills from the entire track in a business/marketing context. Hence Production 1 and 2 are prerequisites for production 3.

Goals



Practice



Workload



Conclusion





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