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The main entrance
to the Carnegie Mellon Entertainment Technology Center off Second
Avenue looks like the inside of a space ship. Neon blue and purple
lamps wash the corridor with cool, luminescent hues, like a Death
Star antechamber, and trapezoidal wall moldings recall Star Trek
interiors. “Blast door” portcullises, complete with
tooth-like eaves ready to crush a storm trooper connect to long
corridors on either side. The man behind the décor of the
university's master’s program in video games and interactive
media says it embodies the ethos of the ETC.
“Look, I come from theater, alright?”
says Don Marinelli, in the same voice he might use to tell you
he grew up in Brooklyn. “Who says where you work needs to
look different than where you live? Frankly, we're doing entertainment
technology. If that's not fun and cool, then I give up.”
Marinelli
is a short, stocky man who would be well-cast in a pirate movie.
He is the selfstyled “executive director” of the ETC
and head funmeister. He has wavy, salt-and-pepper hair he wears
to his shoulders, a dark mustache and goatee and thick, mischievous
eyebrows he uses to punctuate his speech. Marinelli formed the
ETC eight years ago with CMU computer scientist Randy Pausch,
after they both realized that video games could become the theater
of the new millennium. In less than a decade, the ETC has become
a leader in training some of the best minds in the field. Video
game companies, theme parks and Hollywood studios regularly siphon
off the digital artists, programmers and producers who come through
Second Avenue. The ETC has campuses in Silicon Valley and Australia,
with others planned in Seoul, South Korea and other parts.
More than 30 years after the birth of Pong,
there are dozens of undergraduate and graduate programs in video
games. The ETC is in front of the pack, says Steve Seabolt, head
of brand development for the Sims video games at Electronic Arts,
the biggest game developer in the world. Says Seabolt: “It's
the school by which all others are measured. Period.” There
are lots of great schools for turning out computer graphics artists,
programmers and designers, Seabolt says, “but at a graduate
level, they are the school we encourage other schools to look
at carefully.”
Working in a medium often maligned for the violent
games it produces, Marinelli wants students to break new ground.
“Frankly, we're not interested in 'firstperson shooters'
here,” he says, referring to the genre in which players
whack a series of oncoming foes. “We tell our kids here,
you better not build them. There's nothing easier than to destroy.
There's nothing easier than to make nothing but simple plots,
with a very clear protagonist — you— and a very clear
antagonist — anyone who isn't you. That's been done.”
Instead, Marinelli and other faculty at ETC
want video games to teach, inform and inspire thought. He sees
in video games the same artistic possibilities of cinema, fiction
and drama. “The standard line is, can you make a video game
that will make you cry?”
Students at the ETC have designed games that simulate hazardous
material spills for emergency workers, interactive theater for
children with life-threatening illnesses and museum displays that
teach American history. Current projects include games designed
to teach negotiating skills to Girl Scouts and immunology to junior
high students.
Perhaps the flagship of these wellmeaning projects
is Peacemaker, which challenges players to broker peace in the
Middle East. The game debuted in February under the banner of
Impact Games, a South Side company co-founded by ETC alums Asi
Burak and Eric Brown. Players can choose to play the Palestinian
President or Israeli Prime Minister. Every action they take has
repercussions. Burak, an Israeli Army veteran with a background
in entertainment and business, thought up the game while at the
ETC as a sort of interactive version of the news. News by necessity
strips events of their context; games have the opposite effect,
he says. “People who played it for a few hours said they
understood more about how the Middle East conflict behaved than
from everything they had read in the news for years.”
Americans spent $13 billion last year on video
games, according to the research firm NPD Group; that's more than
movies took in at the box office. Amateur and independently produced
video games are enough of a market segment that Microsoft has
produced a “home-brew” game-writing software called
XNAGame Studio Express. The software giant is hoping to spawn
a “YouTube” for video games in the next year or so.
Electronic Arts, the Silicon Valleybased industry leader in game
development, has been pushing to join the Fortune 500 for a couple
of years. The creators of the ETC tailored their curriculum to
prepare students for this fast-growing field.
Some games, like the production of a major sports
title, require hundreds of people to produce. The ability to work
with others, then, is a must. All first-year students take Building
Virtual Worlds. In this class, students work on a series of twoweek
projects in rotating groups of four. By the end of the semester,
they've worked with 15 other students. Each student gives anonymous
feedback on what their teammates were like to work with. It can
be a harsh reckoning for some to hear what they've been doing
wrong. That's OK, Pausch says. They won't get this kind of feedback
in the real world.
“The only way to stay bad at something
is to think you're good at it,” said Pausch. “If you
know you're bad at it, you'll try to improve.” Pausch says
he beseeched his faculty to be just as blunt with students in
their one-on-one evaluations of students.
“Hell” is how one current student
described the class.
“Boot camp,” is how Shanna Tellerman
remembers it. Tellerman is the 26-year-old CEO of SimOps, an ETC
spinoff that makes simulations for emergency workers. “If
you're bad at communicating with others, you get it kind of beaten
out of you by the end of the class.”
All of these gauntlets seem to work. Spinoffs like SimOps and
Impact Games are sprouting around Pittsburgh. Jess Trybus, an
ETC alum and current faculty member, co-founded Edutainment Etcetera
with Marinelli three years ago. Based Downtown, its biggest client
is Alcoa, which commissioned a simulation game to train workers
in forklift safety.
Those who don't start their own companies have
plenty of options after school. Electronic Arts guarantees 10
internships a year for ETC students, an exceptionally high number
for the ETC's class size of 50.
Game developers have taken note. On a recent
afternoon, Drew Davidson, the director of the Pittsburgh ETC campus
led a rep from a Los Angeles game studio through the studios.
They stopped into the fashion designer studio, where a team of
students was working on a game that lets a player create an outfit.
Peter Justeson, the studio's 24-year-old “producer,”
demonstrated how to add flairs, slits and poofs to a swatch of
clothing. The visitor, a 20- something wearing a zip-collar sweater,
cargo pants and Vans sneakers, listened politely, then thanked
Justeson for his time before following Davidson to the next studio.
Later, Justeson, a rail-thin programmer whose
own wardrobe tends more toward Eddie Bauer, explained the game
doesn't elicit much passion from men. “When most guys see
it, they say, 'That's cool, but who's going to want to buy this?'
When we show it to women, they're like, 'When can I have this?'”
Though sports and action are still popular, video games aren't
just about shooting and racing cars anymore. There are games where
players can pretend to be a lawyer, cook soup or feed pets. Nintendo
put a game called Brain Age on its latest handheld device, the
DS, that appeals to senior citizens trying to stave off senility.
Students at the ETC spend a lot of time discussing
these developments and pondering what the future of gaming holds.
There are spirited discussions over the relative merits of the
Wii, Nintendo's popular console (“Genius,” says Rich
Marmura, 24); Sony's PSP, a portable console that has largely
disappointed; and Second Life, the blockbuster real-time online
game played by millions. (In geek-speak it's an MMORPG—Massively
Multiplayer Online Role-Playing Game—or MMO for short.)
In a game-design class this spring, faculty
member Jesse Schell, a former Disney Imagineer, asked his students
to predict the future of video games. He handed out a worksheet
asking: “Who will win the console wars?”, “How
many people will be playing MMOs in 2012? 2017? 2022?” He'd
just finished a lecture on how technology can change game design.
The lecture is peppered with snarky asides about video game busts
(a screen shot of Journey, the video game based on the '80s ballad
rocker band, elicits howls of laughter from the students). He
tells students to recognize when they're pursuing a new technology
out of simple curiosity or because it has a central use. “Very
often, we convince ourselves that these technological things we're
building are useful. We say, 'Oh, it's going to help this person,
it's going to make that experience better,' when really we just
think it would be cool to build it. And it's important to know
in your heart when you're doing that.”
In their ruminations on the future of games,
a young man in T-shirt and jeans predicts cell phone makers will
be the next big player in game consoles. Schell, pacing at the
top of the class, offers a note of caution to that thought. “I
am not a believer in convergence,” he says. “My VCR
didn't record radio programs. It could've. But it didn't.”
In addition to Schell, Marinelli has brought
in a wide-ranging cast of programmers, artists, musicians and
theater veterans to fill out the ETC's roster. Students even take
improvisational acting their first year. This spring, students
were able to benefit from the accumulated wisdom of Anthony Daniels,
who played C3PO in all six Star Wars movies. Marinelli asked Daniels
to lecture at the ETC while the actor was in town two years ago
to see C3PO inducted at Carnegie Mellon's Robot Hall of Fame.
With the patented slight figure and smooth English accent (negotiate,
to Daniels, is “ne-go-see-ate”), Daniels served as
a sort of sci-fi eminence grise to the students for a couple of
weeks in March. He gave from-the-hip suggestions on how to make
their projects more accessible to audiences.
“They know who I am and what my history
is,” Daniels said. “That gives them a willingness
to sit for a moment and listen to what I have to say. Of course,
if I say stupid things and I'm boring, like anybody else they
will switch off.”
Marinelli, whose favorite game is baseball (he's
a Pirates season ticket holder), became interested in video games
as a drama professor in the 1990s. He saw a resemblance between
games and theater: both involved the construction of imaginary
worlds.
The money didn't hurt, either. “In the
theater, all you do is beg, beg, beg. ‘May I please have
some money? Can I have a sandwich?’ I saw how in computer
science, they just had tons of money coming in. I thought, 'They
need artists, they need creative people, they need artisans, they
need wild thinkers. Why don't we start playing with them?'”
He eventually linked up with Pausch, who was
already taken by the siren of virtual reality. Pausch helped design
virtual worlds while on sabbatical at Disney. The actor and the
computer scientist shared an office for six years, as a kind of
interdisciplinary model for their students. Marinelli took over
decorating the office, says Pausch, who stepped down from his
position at the ETC in early 2006 to pursue other projects.
One of the central tenets of the ETC is that
experience is often the best teacher. To kick off the spring semester
for ETCAustralia in March, Marinelli took his students on a bus
tour of the rolling hills, vineyards and coastline of Southern
Australia. The seminal moment, Marinelli says, was a boat tour
through the Coorong National Park on the outer banks of the Southern
Coast. The group stopped on an island where emus and kangaroos
romped between sand dunes.
“Our guide said 'Hey let's go digging
for cockles,' and I'm like 'What the hell's a cockle?'”
Marinelli recalled in his office, which overlooks a bend in the
Monongahela. Turns out, cockles are Aussie for clam. The group
dug in. “You've got 22, 23 people, with their pant legs
rolled up, all their shoes and socks off, feet in the sand, getting
down there, finding the cockles, smashing them together, and then
eating them.
“There was, like, whale blubber from a
dead whale over there, and crabs — it was a transcendent
moment. They were able to watch each other having glee. They were
able to watch each other doing things they've never done.”
The students, who will spend their lives thinking
up ways to give other people new experiences, had one of their
own that day.
Reid R. Frazier is a freelance writer who lives
in Wilkinsburg.

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