Sunday, 1 October 2017

What is professionalism? How does it apply to the Creative Industry?

Professionalism is an interesting subject. It’s also very hard to define in set terms without a lot of explanation. The definition is almost useless as it describes professionalism in terms of itself. Generally speaking professionalism is regarded as a state or behaviour that someone expresses as a result of a combination of their various characteristics that make people feel that they are not only competent at what they do but also experienced and informed on their work.

Professionalism
prəˈfɛʃ(ə)n(ə)lɪz(ə)m
Noun
1.
The competence or skill expected of a professional. – Not Helpful!

How does it apply to the creative industry?

Appearance
Professionalism applies to the creative industry in many ways. The number one way it would apply would be through appearance. This could be applied to many different industries. However in the creative industry where there is always a search for innovation and new ideas above all else an appearance that catches the eye or a competent presentation of yourself is most valuable. To get noticed is to be recognised as having potential, that’s the way to build bridges into the industry.
It can also be said though that the creative industry is not as stringent when it comes to the general look of the individual. Most industries expect an executive style appearance but the creative industries have shed much of the need for this because the focus is often on how different the person is from their peers and the innovation in their work.



Flexibility
The ability to be flexible is also a crucial skill in the creative industry as more often than not work will come in bursts. Projects wax and wane and once a project is complete the company you are working for might not have any work left for you depending on your discipline. Once software or a game has been programmed the bulk of the work is gone and only one or two programmers may be needed to patch the program as it is rolled out. Artists may get lucky and be given more materials/models to work on in between projects but this is not always the case. Freelancing is commonplace in the creative industry due to the nature of the work. For these reasons flexibility is key to being regarded as a professional in the creative industry.



Figure 2 - https://evbsport.com/wp-content/uploads/2017/07/flexibility.jpg

How does it apply to the Games Industry? – Specifically to Games Technology

Competence
When it comes to the games industry it can be argued that the skills that are most valued are a mixture of the above. Competence is highly sought after above all else in many areas of expertise. Whether it be programming languages, management software, team management, an understanding of culture both through the lens of art and mathematics or being proficient in technical editing software. There are so many aspects to the way a game functions and how a game is created that demand an array of skills in the field of games technology that make competence an important skill.



Figure 3 - https://thumb1.shutterstock.com/display_pic_with_logo/122248/278381600/stock-photo-diagram-of-competence-278381600.jpg

Reliability
When it comes to developing or creating a game reliability is important. This lies in the fact that investors need a guarantee of stability in order to remain confident in their investment. If a company or individual becomes unreliable they are usually quickly replaced or removed.
Another aspect that adds to the matter is that games are released to the public. If something is seen to be going wrong it’s not as easy to recover from a loss of public confidence as it would be to recover from a private industry deal where there would be other potential buyers. The consumers are the public and when they see a pattern of instability the game quickly gets written off and forgotten about.


Figure 4 - https://www.profferbrainchild.com/sites/default/files/public/training-assets/icons/text-plaque/reliability-icon-t_0.png

Working in the creative industries - Is freelancing the road to success?

  
Freelancing: An overview


Freelancing is the mainstay of the creative industry. The majority of people that work within it do freelance work as opposed to being full time employees because of the nature of the workflow that exists there. Most industries are built around the idea that the situation has arisen because of a need for organised groups to handle and process the never ending tasks of engineering new buildings or maintaining roads and rails but the creative industry has a different focus. It panders to the needs of people directly and people are always looking for new, exciting and innovative media to absorb. For this reason a short intense burst and then a period of idling is the nature of the job for an artist, a developer or a project manager in the creative industry.



What are benefits and drawbacks of freelancing within the creative industries? 

Freelancing has several benefits and drawbacks. It really comes down to the personality of each individual and how they handle the challenges involved that will determine if they are a good fit for freelancing. With particular emphasis on games technology projects the effects become more pronounced.




Low Barrier to Entry
The beauty and often most attractive aspect of freelancing is how easy it is to freelance. Literally anyone can do it. Some companies don't even care about qualifications and thus a degree or certification wouldn't even be needed. What they care about is your portfolio of work. That's what they want to see because that will show them ultimately how good you are at what you can do and how much you can do. When it comes to Games Technology almost all of your evaluation will be through your portfolio and the rest will be about how well you can work with others and how reliable you can be. This all affects your reputation.

Flexibility of Work
When you are a freelancer you get to choose where you work, how you work and when you work. This is because you are usually on a short contract which means you are not tied down to one location or one schedule for a long time. This also brings in the possibility of working with many different studios and many different people and so assimilating a multitude of skills along the way. This is especially desirable with regards to Games Technology because the nature of the work involving game engines and the back end of a lot of game systems is constantly in flux.

Money
The money (page 21) is usually very good for a freelancer. This is because of the fact that you will mainly work on short term projects. The company may have full time employees but they will be paid less for working there than you, however they have the advantage of the stability of their income over the long term. This aspect will be exaggerated with Games Technologists because of the critical importance of the game engine and the people needed to adapt or create that engine to support the current project.



Figure 3 - https://www.adaptrm.com/blog/the-freelance-economy-in-numbers/


Over Saturation
The low barrier to entry as mentioned above is a double edged blade. The amount of people in the industry leads to there being so many different projects and companies that it becomes very difficult to get noticed. This makes everyone try harder to get noticed which in turn saturates the market even further. A lot of success stories in the creative industry come from those that have had a lucky break at a pivotal moment. Not everyone can be lucky.

Reputation is Everything
Your reputation can carry you or destroy you. If you build yourself up in a sensible and erudite manner then you will be approached and supported by those around you. If you act disrespectfully to your piers or play someone for a fool word will spread and it will severely limit your career prospects. People don't want to associate with a bad apple because it affects their reputation too.

Instability of Employment
The nature of the project life cycle makes the chance of stable employment unlikely. This can often lead into freelancers taking on more work than they can handle over concerns of stability and periods where money is tight and periods where it is plentiful. Some people can sail through this lifestyle but most need some semblance of stability.

Figure 4 - https://koenig-media.raywenderlich.com/uploads/2016/02/Freelance_04_diving_in.png

The importance of networking within the creative industries

The importance of networking cannot be overstated. It is the lifeblood of most industry but more so in one where everyone is constantly moving around and new and old people alike are coming and going. New companies will hire you if someone they know recommends you. You can be confident that you will work well with someone if you know someone that can tell you about them. It comes down to the age old rule. It's often more about the people you know. People trust people they know. Someone could be a better fit for the job but because they know you they truly know your capabilities, so you get the job instead. Get your name in where you can!

Networking in Games Technology is much like any other industry. Get your name out in any way you can. For Games Technology this is having your projects online, put your code up on GitHub, make yourself available on LinkedIn and on social media and go to the relevant conventions. You might hate talking to people but you probably want that job more!

In conclusion it seems that Freelancing is not The route to success but it is A route to success. It can be a useful tool for most that can help them get started and make inroads into the industry and various companies. It helps build reputation for those that need visibility and gives practice to those that don't.

IP rights and their importance in the Creative Industries.



What is IP?

Intellectual Property - (IP) is an abstract concept that is difficult to define in exact terms without drawing on any legal documents.

In legal terms Intellectual Property pertains to the protection of one's ideas based on the fact that you created them and they are therefore yours. However it was not always this way, nor was it intended to be this way. The original idea goes back to an early time in the USA's development.

The Copyright Act of 1790 and the Patent Act of 1790 were introduced to protect an inventor from becoming out competed once they released their invention. This would happen because they would spend the money on developing something and then it would go into production, this left the original creator open to someone else coming in to sell it at a lower price because they would not have to spend the money on development. Inventing something first was never profitable.



Figure 1 - https://www.copyright.gov/about/images/1790_First_US_Copyright_Law_P1_8.jpg

To counter this the Copyright and Patent acts were introduced to stop others producing something that was invented for a limited time to allow the development cost to be recouped. The idea was that by introducing these laws more people would be encouraged to create and invent and this would benefit the whole of society

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Over the years however, these laws have changed their scope and priority. It has become more about protecting and creating a monopoly on products and markets, more about stopping younger and more innovative companies out competing others and less about stimulating creation for the greater whole. Many big companies hold copyrights that extend into the far future that make it prohibitive for other companies to develop new products in their field. They also can't create similar ideas. While derivative work for the most part is now accepted and protected, trying to innovate an old idea can be seen as stealing IP in the laws eyes. Laws are intentionally written to be as vague as possible so that the law will allow them to extend the definition of what can be protected. Getting too close to an idea will result in a person or company being sued over the matter. The problem is that companies don't know what close means.


How import is IP within Games Technology?

It can be argued that the protection provided by these laws does well to protect vulnerable creators from being ravaged and picked apart by anyone who felt like copying their work and it can be seen as Western values shining through in our modern legal system as we respect individuality.
The law has evolved over the years and moved away from this original concept. Now it protects these ideas with fervour rather than with temperance. Many acts have followed that affect IP such as the Intellectual Property Act 2014 which is a very modern interpretation of IP as compared to the much older and differently intended laws.



Figure 2 - http://www.jordaniplaw.com/images/photos/home-2.jpg

Does it stifle creativity in the creative industries?


Games technology is a synergy of software, hardware and a constant stream of new ideas mixed with the old. It is a dangerous minefield that must be expertly navigated to be sure that you will not be sued over anything. Seemingly trivial matters can still stop a game's development. This doesn't even take into account the massively increased development time over any new idea as the creators themselves try to slalom through the IP maze and avoid the halting of development. Creativity can be stifled if the creator constantly has to stop and wonder if their idea already exists, causing stress upon realising their works may infringe upon some existing IP.

Thursday, 14 September 2017

What makes a good Portfolio?


What makes a good portfolio? Every student or prospective employee will ask themselves this question at one time or another. What should I show? What would be the best way to show off my work? How can I sell myself and put myself above the crowd?

This type of thinking is enough to send anyone into madness. In this blog, I will discuss what I think is the best way to get your portfolio organised to differentiate yourself from those around you. It's as easy as 1, 2, 3.


1. Think about what you're going to show off!

Who you're trying to attract will dictate which parts of your work you should show off. You should make sure that you are showing off only your best work and that the work is relevant to people you are targeting. Don't show off a side project about web design to an engineering firm. 

Remember to show off only the collection of your best work too. People won't sift through your work for long if at all so you want to show them what you've got the very moment their eyes set upon your work. Keep the work you present precise, you want someone to be able to see you put the thought and time in to impress.





The above class diagram is easy to read, it is laid out in clean manner that allows the viewer to understand the class's relationships to each other easily.



This class diagram is a mess. Note that this is exactly the same set of classes. One has just been crammed into a smaller space to show more detail at once. However it has been done in a way that has made the diagram harder to read. This demonstrates the need for clarity when presenting work.


These diagrams were created by myself as a brief example.

2. Variety is best

When someone looks at your work they are looking for that special something that's different. In the creative industries, this is particularly poignant and you must use this to your advantage. Make sure your potential viewer sees a wide selection of your work to show off your many talents. Show that special something that you worked extra hard on that is just that bit different from everyone else's work. 

Showing off a variety also tells a potential employer that you have an array of skills while stopping them from getting bored while staring at the same old same old they just looked at. Providing context helps too with some of the more obscure work, a logo or a block of code that may otherwise have little context.


3. Accessibility

Is your portfolio best suited to the physical environment? The digital? Both? Making access to your portfolio easy is paramount when you want someone to see your work. A blog is certainly a good place to start showcasing some of your work!

If it's a physical portfolio you're going for then you'll need to select your work and physically setup a folder with your work in it that you can carry around. If it's digital then you can show of your work in the form of a website. There are many sites out there that offer to set one up for you (for a small fee of course) and you can make the most out of their infrastructure that way. You could create your own website from scratch if you felt the need or wanted to show off your work in a unique way. 

Online repositories are also very helpful if you're looking to show of technical work. Sites like GitHub or Bit Bucket will host and make your work available for download. Sites like these provide a unifying space for the often diverse and incompatible work that comes with things like coding and game design.






Both of these sites make popular online repositories for the budding and experienced coder/developer.



Out of all the advice to be given about creating a portfolio I've found these cardinal rules to be the best base to stick to when you are trying to grapple with this problem. With time you'll become much better and so will your portfolio!