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How to Teach Game Development in a Rapidly Changing World? - 80 Level Podcast
On the new podcast episode, 80LV talked to Matthew Board (developer, artist, Unreal authorized instructor partner for Epic Games). We discuss how evolving technologies, myriad tools, and students’ backgrounds turn gamedev courses creation & teaching into a real puzzle. Matthew also shared an insight, uncovering the most lucrative skills and specialties in the modern market that everybody should look into!
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Matthew can you uh maybe for somebody who doesn't know you tell us a little bit about yourself like
what do you do where do you come from maybe a little bit about your background as a developer and trainer and uh yeah
sure uh so I'm originally from Ohio I uh
spent a lot of time in Cincinnati in my 20s then moved away to Wyoming
where I taught the digital side of graphic design and 3D animation this was back in 2006.
2008 I moved to Massachusetts and taught 3D animation and game design and that's
where I started to cut my teeth in game development I was active in the
uh igda group there called the Boston postmortem and uh met some friends and
we started making games the first game that I was involved in uh was called
super Ramen Brothers we made an iOS game in 24 hours and posted it the next day
on the App Store and things kind of went from there uh after that moved to actually prior to
moving to Chicago I did some freelance kind of art assets and 3D modeling and
stuff for various companies in the Boston area um
did some contract work for Hasbro a little bit as a digital Sculptor then moved to Chicago and
um basically the reason why I was moving the whole time is because I was involved in academics and
um teaching higher education courses at colleges
while I was in Chicago I met a couple of clients and started making
educational science games at that point in time I was working with unity and c-sharp
around 2014 I transitioned to Unreal Engine with the release of Unreal
Engine 4. I'd messed around with the unreal development kit and stuff like that and had always been aware of Unreal
Engine always enjoyed the tool set um and so
when they created blueprint I was able to quickly kind of catch on to it
because of my c-sharp experience and uh went from there and used that for my Indie development and my contract
worked from then on so uh up until
most recently I was working at a university here in Ohio teaching game
design game development and leading their uh game program and then was
recently contacted by Ryan kingsleyan to come work at vertex school and I've been
here for approximately a month and a half we'll get back a little bit to vertex
and the the question of traditional and online education I think
it's interesting but before we kind of jump that way
um from your perspective as an instructor as well as a person who has been
developing games both in unity and in real um what's going on with Unreal Engine 5
today that makes it such an important engine for the industry like what are
the things that they are kind of bringing to the table in your from your
perspective did you feel like are if not groundbreaking but at least are you know
super useful for developers all over the world sure
um some of the things that I think are really fantastic about what epic games
is doing with Unreal Engine is one the accessibility of it
and anyone can download it right like if you meet the minimum software requirements you get access to the
entire tool set pretty much for free right like you don't have to pay a royalty and unless
you've made a million dollars or something like that right which the accessibility I think is a huge thing
and uh the accessibility to the huge tool set the entire tool set is
something that I would like to emphasize another thing is the way that
you know the the engine keeps progressing and I feel like the rate of its progression
keeps increasing um you have a very accessible scripting language with blueprint which I think is
also very helpful I think it's also very artist friendly um the tools I think are very accessible
which all the tools in the engine are very accessible there's a lot of complexity in there that you can quickly get to
when you're kind of prototyping or iterating to make you know really sophisticated product
I think another thing that's interesting about it is how it's beginning to serve multiple Industries
uh film and video right virtual production is fantastic uh not that they're the
only one but I think that they're doing a really great job with how they're handling it um the automotive industry as well
and the way that they support Developers and all of these different verticals I
think is fantastic with their own support even with the the
unreal authorized training program the support that they offer is is really fantastic so I think that their Outreach
to the larger Community is something that you know can't really be
overstated what about those elements uh and and
thank you for your answer I think all of those things that you mentioned especially in terms of service like they
are providing the services and engine right uh epic is doing a great job
they're also and maybe this is why they're successful in kind of the movie industry and the TV
and films maybe that's kind of like the the secret sauce but they're also investing a lot and uh you know like the
meta humans uh character builder the they bought Mega scans a couple of years
ago and they kind of implement a new tech into the engine
I guess trying to stay at the Forefront of when you know what you think about when you think about
you know high quality visual graphics and you think about maybe Nvidia you know companies like that and
epic is definitely somewhere there what do you feel about um those additions the ones I mentioned
like the mega scans and the um many human do you feel like nanite
and you know like if we can go on and on do you feel they are as kind of
groundbreaking for the industry or are they somewhere you know like in the in the middle
ground or maybe somewhere in the beginning of their journey and they're not really there yet to kind of change
the way we think and build games uh yeah I think that uh quicksole for
sure is there right I mean and another thing it's it's about accessibility
right so if you have if you have someone that has this
idea that they they passionately feel that they need to communicate having access to assets of that nature is
really fantastic I think and you know if you're working with Unreal Engine you get
access to the library for free which I think is very generous right
um in terms of metahuman I think that a lot of people can agree that
you know a a completely convincing digital human is no small task right
I think I think that metahuman is getting there I think that it's
I think that it it's probably one of the most intense challenges in CG right uh
to get a human that actually looks like a human and then give people a tool set
to kind of create their own it's a big idea and um you know I think
that it's it's an interesting problem to solve it's been interesting to watch uh watch it grow and change and watch you
know I follow some of the artists that are involved in that process and kind of making convincing humans I think that
it's uh it's a really interesting kind of
not to crack really yeah so we ask those questions and uh in
the answers there was this theme of accessibility basically you're saying
uh unreal and probably you it's fair to say that the other tools out are there
follow in a similar path I mean you can see unreal being very accessible Unity being
very accessible um substant tools are also very
accessible you can get the Houdini Indie license which is you know cost basically
nothing and there is a lot of like smaller tools and so on so when when you have this if we live in this age of
accessibility in terms of tools and development programs and you know all
all that software how does that influence education because
um again you can correct me uh if I'm wrong a lot of people have this perception
that education is a bit of like a like a little bit of a rigid structure so you
create some kind of course and then you run with it even if it's maybe becomes obsolete here
and there um how is that changing and with the current landscape and what are like the
factors that are influencing that change well from my academic experience uh
working in higher education the I guess you could say game education
is a very competitive landscape uh there are a lot of good schools out there
there are a lot of really great programs uh a lot of what the programs that I've
worked in um you know I've always had to hustle with
kind of staying up to date with what I'm teaching I would change my curriculum yearly uh to make sure that it's up to
date uh could almost change it twice a year now with the rate that everything changes
so you know I think that for people that are looking to go into this as a career
I think that that would be something to keep an eye on is the the rate at which
curriculum is iterated because I mean nowadays it's definitely an iterative
process and I think that you know about software accessibility it's a big deal
um one thing you have to keep in mind is the financial landscape of students
isn't equal right so there may be some who can afford a piece of software no
problem uh there may be some who cannot so when
I get brand new students in my classes and they're they're learning tools and
things they they'll all come in with completely different software Stacks under their belt right or no software
stack so that's something that you always have to keep in mind when you're running a course in this stuff is you
can you have to be adaptable and a really great way to kind of
make the adaptation to a street as being willing to give a little to get a little
right so if a student comes in with some knowledge of blender
you know if if I have knowledge of blender let's say then I am able to communicate blender
Concepts to them and for instance Maya which is helpful because since I'm
somewhat bilingual I'm able to move between or rather help kind of demystify
the software that they're just now getting into you if that makes sense
so again you said that people have different access to different software
and they're not maybe because of their financial capacity right or maybe because of some other factors and you
mentioned blender this is a software that there seems to be like a Revival of
interest to to this because like even on 80 level we see like so many people react positively whenever we publish a
story on something done in blender and the question I want to ask connected
with that is um what do people when they go to your
course at Vertex or maybe before in your career what do people actually want to
learn when when they're kind of entering this career apart from like a very
general concept of let's build a game what are the the skills that they want
to acquire and how does that compare with the skills that the market wants
yeah uh we'll get folks that want to learn
um a variety of software right from my where I worked previously currently
we have students that want really want to learn Maya and the substance tools
and Unreal Engine right um and I think that landscape changes kind
of almost based on region almost uh or location uh which is kind of interesting
to see is like a colloquial sort of mix of what people are into
uh I think that you know
when people want to make games it's it's like they they kind of start to blaze
their own trail uh but lately a lot of the focus has been on Unreal Engine for sure
so in in terms of teaching let's say you're teaching Unreal Engine
um how is this process different when you're approaching it in school like in a traditional Academia
right and when you're approaching it in an online environment like vertex I know
you mentioned that you worked in vertex for not that long but Pro you probably do
have an understanding how these things are different and it would be interesting to hear from your perspective as an instructor and how do
you balance what are like the trade-offs and how do you balance between them
yeah it was you know I think that this is a you know going from online to
physical courses and the comparison between the two uh you know being in a classroom is nice
right um then the pandemic happened right and
that really changed the landscape so uh courses that I had previously taught
in a classroom I was teaching all online and the students were able to quickly adapt
because I mean we're mainly using technology right and they were able to use uh meeting tools like Google Hangout
Zoom Etc uh and Discord disk we use Discord heavily uh for collaboration and
it went pretty well at first you know there was there was a bit of a learning
curve and kind of getting everybody to communicate and stuff like that so that once things had eased in terms of the
pandemic and we went back to school you know there there are some folks that
really preferred uh working online and I think I did too because
there was less you know less time spent for me like moving files around and
things like that um you know there's something nice about being in a room full of people for sure
uh but I think that you know in terms of efficiency and
being able to get things done I don't think that there was and being able to teach people right I think that you know
doing that online was something that was completely doable
so whether online or offline uh there
are still some skills that people are getting right and do you feel like what they're getting in
terms of like their knowledge of unreal or substance is this really something that the market desires
currently or maybe there are some you know empty spots that not a lot of
students know about and there's like high demand for this kind of a specialty or this kind of skill set like I can
name um let's say VFX attack VFX guys or like a
technical animator or uh you know like a rendering engineer so maybe this is kind
of like a more high level math thing but uh I mean you can't find those people
very easily and it's really challenging because I'm currently working with some Houdini guys and uh
man those guys are busy like even like even if you're a student you can get
like a like a decent salary and start working and if you're like uh like a
senior or even like mid to senior that switch that's that's a very attractive
salary somewhere like in on the west coast and um like from from your experiences are
there some kind of bits in the pipeline where you know you feel like people
might you know benefit more from I do I think that uh you know a lot of
folks when they first get into their experience with gaming education they want to become an indie developer or
something of that nature which you know is noble and but there's something to consider is how
saturated the market is right uh something that I would suggest to
folks that are interested in a career in games would be looking into technical art and
what a technical artist is and this is something that typically varies from Studio to studio and
depending on where you are um but in Unreal Engine technical art
has a bit more of a concrete definition so you spend a lot of time you know
making complex materials or building editor tools sometimes you're working
with visual effects in that capacity or you know working on props and environment art so there are a lot of
there are a lot of different I should say tasks involved with uh working with you know becoming a
technical artist you're kind of like an artist programmer hybrid and that's something that I would encourage folks
to get into yeah Tech art is definitely like we have
a recruiting service on Ada level uh called 80 level talent and uh
whenever we see anyone kind of registering in uh Tech art they immediately get offers it's like people
are looking for those uh kind of Specialists all the time and it's like big big studios like Ubisoft and
Nintendo you know all of the like uh AAA stuff
um I have to ask so you mentioned that like a technical artist it's sort of like a
blend between an artist and a programmer uh but before that you you told one of
the benefits of kind of using unreal is uh the blueprints system which kind of
help visually build whatever the script that you're building and so on do you feel like unreal helps uh to become to
get into this specialty profession easier because I I know whenever people
go to some other software they're like oh my God this is so complex I will never be
able to do it and they spend way too much time kind of trying to get you know feeling the understanding of what it is
but I know that when you're wasn't real and if you want to do like a very simple VFX or anything you can go into their
like VFX editor and cook something pretty quickly and it's usually a sign
that people would be more interested in in doing things when they get resolved kind of quicker what's your take on that
isn't really a good environment to start exploring the technical art realm or
maybe there are some other software that you feel are also equally as beneficial
uh yeah I think that getting into technical art with Unreal Engine
is a bit easier I would say uh because
the interfaces between modules right are very similar so once you're once you're
in you you can kind of pick up the the language of unreal the visual language of unreal very quickly I think that's
something that's really nice about blueprints too is you know it's a it's a visual experience
so I mean it's it's like if you're if you're coming to this you know from more
of an artistic angle I think that that makes it easier to understand
um of course you can you can edit the interface with uh utility widgets and
things like that I think that it's also you know you can you can edit the
the tools in unity as well with C sharp right so I mean it's it's a similar philosophy I think
and another one too is you know blender and python right or Mayan python uh pymel
those are all great ways to kind of start uh I guess honing your Tech art toolkit
let's say yeah when we're talking to uh you know
students when we go to talk with schools and so on we have uh one of the slides base basically says
uh become more technical you know when you go to like a room full
of uh guys and girls in there like uh trying to get into the industry and they're trying to you know make a name
for themselves and so on uh it seems like just getting this like a bit of
that skill set and knowing how to set up a nice Shader and unreal or something is
giving you kind of a little bit of an advantage when you're doing this and when you know
stuff like you know procedural or generation Houdini that's kind of like getting you way up there and the
question is do you feel like uh where maybe in a state where kind of technical is more important than
artistic or maybe I'm kind of like maybe it's it's a wrong impression and that our art
is still as important yeah I think that when when you're doing this kind of work
there's typically an end goal right um
and the end goal which I mean uh be it a film an automobile interface or
a game um it's a it's a interactive creative
aesthetic experience so I mean from that angle I mean
I think that creativity is an Artistry is still very much involved I just think
that the tools that are being used to be creative
are changing right and it's it's important to keep up with that and I
mean you can have like when you're prototyping an idea for a game or a mechanic or something like
that it can it can be a lot like sketching in a way right uh you may find
surprises like it can it can be an emergent process and
in the emergence or Serendipity of that process I think creativity can live
there for sure you you mentioned a couple of things
there uh talking about kind of new technology constantly disrupting uh
constantly changing and the importance of like trying to keep up I'm not even
saying keeping up it's just like trying to keep up with whatever's happening because uh
I I like my favorite story and I repeated I think too many times on this podcast is when I talked with the guys
who were doing uh crisis like from crytek back in the day and I met them like I
feel like it was 2000 like 17 or something like that at
Gamescom and they were like they we were talking about back in the time there was like a
quick sell at DDO ndo tools and there was substance and they were like wow man
these things are revolutionary because before that I remember I was walking
down the hall in karatek and critic is a big studio and there were like dozens of
people just sitting in zbrush and they were sculpting rocks or the sculpting
bricks to make textures right and that was like a huge leap and uh today
we have you know we have procedural tools we have photogrammetry and we also
have kind of slow adoption which is going in through some friction obviously a lot of
AI tools and we have stuff like mid-journey and you know the chat
programs and we see a lot of papers where people are basically generating 3D out
of nothing like they're using like a 2D image and it can generate a 3D model and
uh definitely the those systems are learning very quickly and we're going to
see more and more of those tools it's just you know inevitable and Adobe is doing a lot of work in that direction as
well in Nvidia and you've seen what what their experiments look like and um my
question is like in this environment where it seems like these tools basically can do anything
um what do you feel people should concentrate on do you feel like they should uh
still kind of you know grit and uh you know to try to work with you know the
unreal tools or should they kind of jump the wagon and try to play around with
the you know mid-journey or maybe some other tools like where do you think this
whole technological progress is gonna take us and I'm asking you Matthew because probably during your career in
education and you mentioned like remember I asked you in the beginning where you sometimes need to change your
course even twice uh twice a year so what do you feel is gonna happen do you
feel like there's going to be more changes coming how are those tools going to influence
do you feel like AI is going to take maybe part of like a boring work but so far it seems like it's taken only
like a fun fun work leaving the UVS and all the other stuff
to you so how would you feel about it yeah I would you know I think that's a
really good point I think that you know the machine learning folks need to work on uh maybe some better
quicker UV generation with AI how about that that would that would help a lot of people out
but I think that you know there's a there's a lot of opinions about you know
AI art and what AI is going to do to Art and things like this
and you know it's it's a compelling debate there's a lot of you know kind of
one you know when when you offer up an opinion it seems like you know people
want to look into you know the individual offering the
opinion and these kinds of things uh I've seen it on my social media feeds
and you know I think that a lot of the opinion and debate for me
is rooted a lot in confusion and
also probably some fear there's also I think a lot of debate around the
authenticity of AI art um which I'm I don't I don't know if I'm
necessarily sold on that concept so you know I've just kind of been hanging
back and watching it all unfold for myself what what comes to mind for me with this
debate is you know the you know if you if you look back at the Canon of art
history and you look at the invention of a camera and people were taking photographs and
then you know the photo realistic painter really took a hit in his yearly
Revenue right because now we could just take pictures so I mean
is it a technological Revolution similar to that I mean it's possible
um another thing to think about too is you know I I I believe that when you're
offering up text prompts to something like mid-journey I think that you're
teaching the algorithm right so that out I mean it's learning so I mean it's almost like we're
contributing to this creative hive mind in a way when you're working with AI art
is it possible that it's gonna it's gonna make like the the job of the
concept artist they're relevant I'm not necessarily sold on that notion uh because
sometimes you have to have like a carefully crafted idea from a brief or something like that
so like dropping something into mid-journey might not cut it I mean
maybe in 20 years it might I don't know I mean it depends on how much the algorithm can learn
um another thing too is you know I think that with AI art you know you enter a
prompt and it becomes this it almost becomes like a haiku or poetry right so
I've heard people call it more of like a literary tool than a visual tool uh something else to consider is like
when you you drop in those prompts and you get that result I mean I think that people get a
dopamine hit out of that so I think it's really similar to let somebody liking your stuff on Facebook
which is a consideration as well I think so it's a it's a really complex topic I
mean I've messed around with mid-journey I enjoyed messing around with mid-journey I think that it's you know I
would take the images and then bring them into Photoshop and tweak them or paint over them or mess with it
you know and I mean you do you would do the same thing with reference photos so it's like if someone's taking photographs from a magazine and building
a collage right I mean they're recontextualizing the
meaning of that image so you know who who's who has the ownership
you know okay fine I mean authorship can be a topic for sure but I mean
I think that maybe what we need to figure out with AI art is what is the
most important topic first before because right now everybody's just kind of like shooting from the hip with
their their opinion on it which I don't I don't know if that's necessarily
like the right direction I don't think the shotgun approaches is the correct way to look at it right now
that was really long-winded no no no you touched on a lot of interesting points
there like um I I like the first of all yeah we can all agree that there are some ethical
questions and like copyright questions that are not clear and definitely when
you have like a blender plug-in and they're uh like first and last name of the artist and they replicate the same
style you begin to wonder like like are how does that work like are
they getting compensated or like where are you using their names it's just it just seems uh weird
um but the the other thing you mentioned is like when um
you know you go to studio and uh usually it works this way like they give you a
bunch of references and they say I want I want this thing to look like that thing and and a bit of that thing and
it's just like a mix-up and a lot of very early concepts are basically kid
bashing like you you do you do a collage you you do a bunch of pictures from here pictures from there and then if you're
skillful with Photoshop you basically blend it all in and it looks nice and you can start working with that and show
it to your art director and go from there and it seems like this is the same process it's just a little bit of a
different tool and uh I I feel like when people started doing
this with Photoshop we had the same fear people were also kind of scared
that this might you know destroy their careers and so on and probably some people did suffer and uh I feel like
we're in a very similar situation and me professionally as well because we're we're kind of running a publication and
we write text and there are tools out there right now that can write perfect text without any humans then doing okay
job and their bags you know you you kind of have to do the question
when you know do you are you really contributing something is this something that's you know valuable and uh if it's
not valuable then eventually you're going to be you know substituted by an AI or some kind of other tool and you
know they you mentioned like in 20 years I feel it's going to be faster because it's like they they learn so quickly uh
those algorithms right now anyway I mean it's it's kind of interesting I think everybody's
everybody's it's like a point in time where everybody's wondering if we're moving more toward a Gene Roddenberry
Society or a dystopia you know which I mean it's interesting times I
would I would say I think that it's it's really it's a fascinating topic and yeah I mean uh it could make some things
obsolete but I mean a good way to adapt what is that I mean
that's kind of what I think what we do as a species and especially in video
game industry it seems like this is the industry where people are constantly adapting to some new tech because visual
Fidelity is so important and people are just kind of trying to iterate that that new stuff all the time Tinker was new
tools so I guess we'll just have to wait and see and uh try to adapt let's see as you
said we have um like a little bit of
like a flash ball so it's like very short questions very short answers and you can just answer from the top of your
head you don't have to go you know like uh super detail so first question
um what's your favorite game of all time for me it would have to be
the Borderlands series Borderlands like in in the Borderlands which one
first second third three was really fantastic uh the way
that they handled the art Direction in three I thought was really gorgeous
um I felt with that the story was really great the interactivity was really fantastic
um the weapons felt really good in that game um so yeah I played it through probably
three times I think it was really great wow yeah I remember first time I got the
first Borderlands which was back in the Xbox 360 days it seems
I had a feeling that this was like Diablo there was that was the kind of game that I spent probably you know like
two days non-stop to like to like I am at the end because there's like this
mechanic with lewd and everything it's just it's so addictive you just get in there and it's just like and it also had
Co-op so I played with a buddy so it was exactly exactly they even had like the
ambient music had a similar tone to Diablo also
if I remember I I feel like they were inspired by that in terms of like mechanically definitely so that was kind
of like the big game of all time what about the like the most underrated game that you can recommend to the audience
that's something that not a lot of people know about oh wow
uh I would have to say this is this is a very probably under
the radar game but a former uh colleague of mine made a game called brukle
and it's based on the story of his grandmother uh and the house while World
War II was going on and uh the story is fantastic and uh
you know it it handles kind of things from a a more serious point of view
which is interesting and it captures a real moment in history
um but it does add kind of like uh some Fantastical elements to it as well
what about some Maybe series or project or something that you
felt that you couldn't get into like something that you really didn't get in terms of games
a project like how I mean like you mentioned Borderlands you really like
what is something that you don't really like like maybe Souls games you know it's good potentially
but you don't really you know you're not really into it that much uh
um some of the I guess some of the later Star Wars games
um yeah sometimes I have a hard time getting into those and that you know I'm sure they're great games I think it's
just a matter of my my age and my personal taste I guess
so yeah yeah I feel you on that I feel you right I think we have enough for
like a little bit of a flash ball so uh Magic it was a it was a great pleasure
talking to you today I really appreciate that you you know uh found some time to
talk to us um we'll add the links to vertex and school so people can check it out uh you
know apply and explore all the different courses you guys have there and uh maybe
if there's like one thing that you want our listeners to kind of leave from this
podcast maybe some kind of advice or some tip that you want to give to
younger artists or anything what would that be it would be to learn to code
and get involved with programming workshops ASAP awesome that seems like a
very solid advice we also give this a lot all right Matthew thank you so much and
have a wonderful rest of your day thank you thank you Krill it was fantastic to talk to you thanks for enjoying another
episode of the 80 level Roundtable podcast check out upcoming episodes on
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