Yeah don't get me wrong. Its not like coding is the easiest thing ever. Just 
like art it is a skill that you need to perfect, master and work hard at and 
even then it still could be a stretch for people if their brain just isn't 
wired for it. When I was in art school, one of the requirements was to do some 
graphics programming...in Turbo Pascal of all things. My classmate took to it 
instantly and is coding today on HALO of all things. It might as well been 
ancient Greek to me.

But Raf is spot on. It's the portability of coding that can better insulate you 
from the churn in the CG industry. This kind of art is just harder to be 
portable.

I remember a long time ago saying that I didn't want to be 40 and still an 
environment artist. Well, I am 40...I am not an environment artist but I am not 
as far along in my career as I would like.

:)

_______________________________________________________________________________
Marc Brinkley
GO GO GO
Microsoft Studios
[Fun]ction Studio
marc.brinkley [at] microsoft.com

From: [email protected] 
[mailto:[email protected]] On Behalf Of Raffaele Fragapane
Sent: Monday, June 17, 2013 8:25 PM
To: [email protected]
Subject: Re: OT: (sort-of) getting in to game dev

To no-one in particular:

Software development, thinking cooly, is ALWAYS going to be a safer choice in 
terms of future proofing your arse than most content work, and a good chunk of 
the artistic work.
It simply gives you a much broader range of skills and a much higher level of 
portability of efforts the more you do it at almost any level.
If you've worked in an RnD department in a film shop for years, or did work on 
a game engine, chances are in a pinch you can move to mobile development in no 
time if needed, or web development, with just some minor language adjustments.
It doesn't mean anybody can do it though. Not that's beyond people's 
intelligence, but because not everybody has the aptitude or interest, or is 
willing to put up with the relatively steep entry fee, much like not everybody 
is up for the gruelling years it takes before being able to do half decent 
concept design
It's a mistake to think this is purely related to development work. It's just 
development work tends to cater to a certain type of individual more frequently 
than most other roles (but you'll also find plenty fossilized one-trick-pony 
developers that didn't survive some bubble or other bursting).

A big problem with our industry is that it's always encouraged too many and too 
much in the middle ground of button pushing and hacking together culture, and 
now large amounts of people find themselves with skills and mentalities that 
have absolutely zero portability whatsoever, because they focused on tools and 
procedure, and never on fundamentals and concepts.
The way out of that is encouraging a healthy and curious approach to 
disciplines, whichever they are, that has little to do with one's previous 
employment, and a lot more to do with what you learned, how and why.
When all you do is pull levers and push buttons in some exotic software, with 
little knowledge of cause and reason, you shouldn't be surprised when you find 
out they'll replace you with a monkey the moment they invent a machine with 
less and better levers. Just make sure you learn more than pulling levers and 
pushing buttons and you'll be a lot more likely to have a plan B, and possibly 
a healthier outlook on employment in general.
If you're pointing a kid in some direction in his life at the present and 
uncertain times, don't start showering him in horror stories about the field 
(because you can dredge up many of those in practically ANY line of 
intellectual work), just make sure he doesn't become a monkey.

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