1. Delivering a simulated games
industry placement to enhance
the employability of graduates
By Ralph Ferneyhough & Adam Hughes
University of Chester
2. Who we are
Ralph Ferneyhough
Senior Lecturer
Adam Hughes
Informatics Centre Manager
3. Background
Every University of Chester student must take a work
placement module at the end of level 5
Option of WBL (real work-based placement) or Experiential
Learning (simulated work-based placement)
This has been routine for many years with the Computer
Science students, however, this is the first year it has
included Games Development students
We saw this as an opportunity to embed ‘learners as agents
of change’ into our module.
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4. The problem
Games Dev students’ feedback suggested concerns for the future
Industry relevance of work
Relevant practical skills (not just academia)
Being attractive to employers
Students want to have relevant work to place in their portfolios
“There is nothing that shows a graduate can hit the ground running more than
having completed and made available games project[s].” (TIGA, 2014)
Inability to find real industry placements
“…just 21 per cent of people in the UK games industry have undertaken work
experience prior to entering the sector.” (Develop Online, 2015)
5. The plan
Our primary target was to simulate a games
development company:
Create teams mirroring a real studio
Seeded each team with a first member, who picked a colleague
Rest of team selected at random
Project briefs to create games which could go to market
as promotional apps
Shell – to promote a new fuel type
Jack Daniel’s – to promote new flavours
easyJet – to promote new frequent flyer programme
….
6. The plan (continued)
A proper relationship between clients and the team
Formal presentations
Communications restricted
Working hours and responsibilities to match those found in
a real business
Taught methodologies such as Scrum & Kanban
Industry support
Talks and presentations from industry
Industry mentoring and feedback
Most importantly, students were entirely responsible for
their team’s final product
7. Keeping it real
We further attempted to keep them on their toes by:
Changing the project specification part way through
Introducing some project creep
Resilience checks – backups, source control etc.
Disciplinary actions
Hours control and timesheets
Client requests arriving outside of working hours
Extra work – e.g. marketing and promotional materials
Making some work redundant
Added a testing environment (which happened to be Open Day!)
Wrap party – complete with pizza!
13. Student engagement
• Asking for feedback verbally throughout module about
Work practices
Presentations and how they went
Response to negative events – e.g. extra and redundant work
• Final presentation to clients
• Exit interviews with tutors
• Peer reviews
Highly critical of each over (especially working hours)
Showed that working in teams can be hard
• Module evaluation forms
• Student engagement panel - ongoing
14. Student opinions
“I like how the module taught us to be more self reliant as this is
a much needed skill for indie development”
“What I enjoyed most about this module is the freedom we had to
organise everything independently as a team and making sure
that we completed the tasks on time”
“A couple of the team members were quite annoying so it was
unfortunate that we didn't get to choose the group, but then that’s
the same in a real life situation”
“I think the team leader should have the ability to be able to sack
disruptive people from their team”
“A small number of students were coming and going as they
pleased, with little respect being shown to those actually working
during the set hours”
15. Looking forward
• HR system to be evolved
Published in advance – a “contract” of work
Largely to manage expectations and attitude to work and hours
Include penalties to marks
Being able to ‘fire’ staff from teams
• Encourage more professionalism from the students
• Engaging students to complete a full 30 hour week
• Use final year students as the clients next year
• Continue to use students to drive changes
16. Conclusion
The 1st Circle – Graduates and
students within the IC inform the
curriculum design initially.
The 2nd Circle – Feedback from current
students has been used to further
shape module content and delivery.
The 3rd Circle – The Games Dev
students, by joining the module have
delivered further opportunities for
students to act as agents of change.
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