Event : The Video gaming Industry in NYC

The Center for Communication is a nonprofit actively engaged in bringing diversity to the media industry. It is offering students a chance to explore their career options, network and collaborate with influential professionals.

Center for Communication held the event “The Video Gaming Industry in NYC” at SVA Theatre on the 23rd street in New York on 27th March ’19. The Game Industry in NYC is burgeoning with expanding studios and start-ups. This development, coupled with New York’s unmatched exposure and networking opportunities, has just about shifted the gaming industry’s stronghold from the West Coast to the ‘Big Apple’. Smartphones, tablets and computers becoming so easily accessible for all has paved the way for the video gaming industry. As of 2018, this industry is generating as much as $135 billion.

Five gaming experts represented the thriving industry at the event. They talk about how one can add to or hone their skills in order to land a career in the world of games, and also what NYC has to offer for game fanatics and developers. 

  1. KRYSTI PRYDE Brand Marketing Manager, Tilting Point
  2. TIMOTHY DOOLEN Visual Developer, Graceful Decay
  3. VONNETTA EWING Director of Talent Aquisition, Take-Two Interactive Software Inc.
  4. SUSANNA POLLACK President, Games For Change
  5. FOX CHEN Co-founder and CTO, Mokuni Games

Video games have entertained users for many years, and over time the community of patrons has only grown. Gaming has come from special gadgetry and hardwares to handy smartphones and tablets. Essentially every person who holds a smartphone/tablet has at least one game on their device, and enthusiasts go further to download softwares, even buy gaming PCs and consoles. As the game industry makes this shift, the demand for developers multiplies. Committed professionals elevate the experience of gaming to meet new levels, and young ardent fans aspire to join the craft. 

The five speakers talk about their expertise and vocation before addressing the attendees’ questions pertaining to making a career in the field.  

It is true that when the industry was at a nascent stage, its development was identified particularly on the west coast of United States. However, with expansion the studios spread their wings to reach the east coast. Prominent studios such as Playcrafting, have established themselves in New York City. This has brought recognized experts, events & exhibitions, and opportunities to town. NYC’s growing community offers programs for people starting out or transitioning from other specialities, support and networking initiatives. 

One may wonder whether the opportunities to make a career in gaming industry of NYC come all the same for locals and non-locals. According to HR professional Vonnetta, nothing is more valuable to studios than a candidate’s aptitude and qualifications. Companies are seeking talent across the globe. 

What qualifications and skills are these employers really looking for? Clearly, knowledge of coding, engineering, algebra & geometry, computing, design thinking and graphics is expected. It largely depends on the position you are applying for. Beyond these the employers value soft skills, mainly clear articulation & communication, critical thinking, ability to collaborate, attention to detail, and of course creativity & efficiency. Having said that, a strong portfolio will do the groundwork. 

A fascinating fact about the current video gaming scene is that it is no more limited to game designers and developers. The industry is welcoming professionals of other disciplines as well as transferring candidates. The 5 experts emphasise on the possibility of transferring skills and knowledge. To name a few “sought-after” roles in gaming, other than design, data analysts & scientists, finance & accounting specialists, security infrastructure designers, marketing experts, developmental psychologists & behavioral scientists are good examples. A non-traditional role that was mentioned a considerable number of times is User Experience. More so, there is need for knowledge of music, and there is casting for voice talent too. There are opportunities for people from all walks of life. 

How to grab these opportunities is not a very difficult question if you are in NYC. Keep an eye out for the unending events, meets and conferences. Immerse in the community, network and get seen. Organizations constantly come up with competitions to attract new talent. Entry level talent can also get into the industry by taking up internships. Primarily, the key is to remain up-to-date with the industry news, stay engaged and connected with sources. 

As a student of Information Experience Design, I realised a new prospect for my professional career through this event. The video gaming community is more vast and driven than I imagined. It has developed to become a leading contributor of employment opportunities for professionals of IXD among others. Furthermore, the industry has devoted itself to not only producing sources of entertainment, but also to making social change. Organizations are committed to designing for improving cognition, mental health and well being. The event has taught me to acknowledge and appreciate the game industry.

https://www.centerforcommunication.org/calendar/2019/3/27/video-gaming

References:

Marchionnini (2008). Human information interaction. Library & Information Science Research 30

The Differing Roles Of the Ux Designer https://uxmag.com/articles/the-differing-roles-of-the-ux-designerhttps://uxmag.com/articles/the-differing-roles-of-the-ux-designer

NYC Subway and Human Interaction

New York City’s Subway is one of the oldest and most efficient public transit systems that the world has seen. It started operating in the year 1904 and runs 24 hours on every day of the year. The Subway transit is also the most used metro system of the world, by a countless and diverse population. 

The Subway lines run through Manhattan and branch out into the boroughs of Brooklyn, Queens, and Bronx. It is a network of extensive structures and many junctions, of which I have made observation of one – Times Square 42nd Street/Port Authority Bus Terminal(PABT). 

This Subway station complex is located under PABT and Times Square at the intersection of 42nd Street, 7th and 8th avenues, and Broadway. Every train has a distinct color and number or alphabet associated with it. The 42nd Street Times Square station offers access to multiple lines. 

42ndTrainStation-trains

All the lines are bi-directional, running towards uptown and downtown. There are local lines which stop at every station, and there are express lines that make stops at fewer stations. Most lines, except a few, run 24 hours with higher frequency on weekdays.

NAVIGATION AND TECHNOLOGY 

The Subway system has a very well designed way-finding system which poses hardly any challenge to its users. It uses consistent visual language, universally accepted icons, and smart placement to make navigation through the enormous space easy. All signages are on non-reflective black surfaces with white legible sans serif text. The signages mark uptown and downtown trains with their specific icon. Use of icons and text together reinforces information, the “S” with “Shuttle” for instance. While the train icons are invariably placed on the right of the text, icons for ramps and wheelchairs go consistently on the left. 

A user’s initial point of contact with the Subway system’s technology is at the entrance where he finds a Metrocard vending machine. The machine accepts cash, debit or credit cards and is effortless with touch screen and comprehensible instructions. The system is quick and economical with $1 for the Metrocard itself, and preset values that the user can choose from to put charge on the card. Moving further the commuter enters the station through turnstiles which use a card reading technology. 

Metrocard-vending-machines

Throughout the Subway premises Customer Assistance Intercoms and Emergency Intercoms are easily accessible. The smart positioning of speakers allow system announcements to be audible all over, without any hindrance from the commotion. The station has Subway maps at frequent spots and Neighbourhood maps and entrances/exits. 

Maps-at-Subway-entrance-exit

Moreover, a recent addition of interactive touchscreens has augmented navigation. These all-in-one customer information devices allow one to select a destination station, in response to which the screens display possible routes with time estimates. Aside from information on train schedules these screens also offer recommendations for points of interest at select locations, information about escalators and elevators, outages and train delays, or if planned work is coming up. However, commuters don’t seem to use this technology as often. 

Interactive-screen-at-Subway-platform

All platforms have digital screens displaying ETA for their respective trains. 

Screen-displaying-trains-ETA
S

There are multiple apps designed specifically to aid Subway navigation, for example MTA Subway Time.

The 42nd Street Station, as all Subway stations, has several entry/exit points spanning across surrounding blocks with supplemental northwest, southwest, northeast and southeast corners, marked “NW”, “SW”, “NE” and “SE” respectively. There are two underground passageways to PABT allowing easy transfer to interstate buses.

CONVENIENCE AND EXPERIENCE

ATMs, convenience stores and trashcans are easy to locate. The subway is safe, and well monitored by surveillance cameras and police. Several posters advertising tv shows, web series and brands among other things, offer a sense of familiarity and make the experience less daunting. Also serving the same purpose are the artworks on the walls. Musical performances are a regular affair at the station, which also becomes a platform for artists to showcase and sell art. This makes the Subways less monotonous and more entertaining. Yellow strips at the edge of the platforms mark a safe distance from the rail tracks. These strips are embossed to prevent slipping. A set of benches are placed at the platforms for senior citizens and physically challenged.

Advertising-posters
Musical-performances
Artworks

An attempt to incorporate inclusive design has been made through the use of braille, ramps and elevators, but it fails to be efficient. 

inefficient-inclusive-design

ON THE TRAIN 

Every train’s icon, number/alphabet and route is visible on it. Red bulbs light up on both sides of the automatic doors when they are open. Many advertising posters on the insides of the trains offer comfort and interaction. There are poles and railings for standing commuters to hold onto. Newer trains have digital display of the trains route with current and next station highlighted, but the old trains only have a poster of the trains’ routes. To complement this, system announcements alert the passengers of the upcoming and current stations. There is priority seating for disabled and senior passengers. Clear instructions for events of emergency are displayed with assistance intercoms and emergency brakes.  

Posters-in-train

OBSTACLES AND SUGGESTIONS

The Subway system is extremely well planned and functional, and given its technological structure manned stations are barely needed. Although, a considerable number of users are not tech-savvy. There is a lost and found unit, but without relevant assistance chances of items being turned in are slim. There could be a dedicated station for a personnel within the premises for further help. Nonetheless, NYC Subway system is an exemplary public space design with minimum room for errors.

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