ABOUT GAMING COURSES
Animaster – Game changer in association with the Karma Play Studio have come together to address the serious skills shortage in the videogame industry. The academy offers several short term and career programs designed with the help of actual videogame industry professionals
The courses are intended to give the students, both programmers and artists, a comprehensive foundation in the practical skills required to produce next generation videogames In keeping with its intensely practical nature, the courses focus only on those segments of the games industry which have the highest employment potential.
INDUSTRY
Popularly known by its generic title videogames, interactive entertainment is often referred to as the art form of the 21st century. Just like movies were to the 20th century, videogames can rightfully claim to be an art form that is the perfect fusion of the human creative spirit and cutting edge technology.
Being only over four decades old, the videogames industry itself is quite young. This has both advantages and disadvantages. One of the major advantages is that the average age of the personnel employed in the industry is still less than 40. This preponderance of youth brings a certain creative enthusiasm which is sometimes lacking in other industries.
Despite being very young, the videogames industry is already bigger than Box Office Hollywood in terms of gross revenue. It is also growing at over 10 percent every year. This phenomenal growth rate presents great new opportunities to aspiring games designers, programmers and artists.
GAMING IN INDIA
According to a CII report, the Indian gaming industry was valued at USD 543.08 million in 2017 and is projected to grow at a CAGR of 6.61%. India had 198 million mobile gamers in 2015, and this number is expected to grow to 628 million gamers on multiple portable devices by 2020.With 2.3 billion gamers worldwide , gaming is the biggest entertainment industry in the world.To cite a study conducted by KPMG, the number of game development companies in India today stands at around 275. This number was a mere 25 in the year 2010. This number alone speaks volumes about the growth and possibilities of the gaming industry in India.
NASSCOM data suggests that India’s mobile games market will be worth $1.1 billion by 2020, and number of users projected to become 628 million by then. StomStudio partnered with mobile game publisher Gamesbond to create mobile games in India.
Almost 40% of the country now has access to smart phones. This number is increasing by a healthy rate of over 12% annually. Over the last decade, especially in the last 5-6 years, Facebook games like Farmville and Candy Crush have been a rage. Games like Clash of Clans and most recently PUBG, have caught the imagination of the young Indian crowd .The in-app purchases in these games present the developers with great financial viability.
As of now, all the elements are indicative of a very bright future for the gaming industry in India – a captive target audience, the rise in disposable income, synchronized industry efforts and an ecosystem that is extremely conducive to growth. An increase in investment opportunities in the gaming market has led it to increase at the rate of two gaming start-ups monthly. At such a fast pace, 2020 is deemed to be the ‘Year of Gaming’ in India. It is no longer a question of ‘How would the industry boom’ but ‘Are we geared for the industry boom’?
Advantage India
World’s largest youth population
World’s second largest Internet population
Availability of creative talent
Huge skills base across IT, Testing and Arts
World-class infrastructure and advanced technology
Presence of big development centers like Microsoft, Nvidia, UbiSoft, Zynga, Electronic Arts, Disney, Playdom, Sony, Digital Chocolate, etc.
Gaming Sector in India
Revenue in the Mobile Games segment is expected to show an annual growth rate (CAGR 2018-2022) of 9.8% resulting in a market volume of USD 943 million in 2022.
User penetration in the Mobile Gaming is at 19.9% in 2018 and is expected to hit 26.0% in 2022.
Cyber Café Market Is currently estimated at 3000 cafes of which 1500 have 5 or more machines dedicated to games
95% are mobile centric games
Growing focus on the ‘kids genre’
Arcade style games are one of the most popular genres, followed by puzzle and racing genre
Gaming based on famous hyped events like Kaun Banega Crorepati, T2Ofever.com, IPL, Khel Kabaddi, etc.
EMPLOYMENT CELL
The Employment Cell maintains contacts with dozens of videogame publishers and developers around the world. The resumes of our students who meet the criteria for the open positions at these companies are forwarded directly by the Employment Cell after the completion of their one year program. Students are mapped on with job positions in this lucrative industry, where skills are much sought after. Their portfolio, learning experience and certification from Animaster – Karma Play Studio, gives them the much needed edge , that the industry demands. Recruiters absorb our students into the various levels of the game design and development process.
THEY SAY
“There is a skills shortage in the games industry at present,”
“There will always be a flow of skilled people between countries and this can be positive,”
“There has been a 15% drop in the number of students taking computer science, maths and physics degrees over the past 10 years. This has reduced the amount of skilled programmers coming out of universities.”
“There are plenty of high-level university courses that teach students how to develop games, but there are very few in the UK and indeed the world that deliver anything like the level of technical skills that are needed to innovate with graphics, simulation, low-level performance and engine development techniques. These are the skills needed to push the next generation of entertainment especially at the dawn of the VR and AR industries with their increased graphical requirements.”
“Gaming is such a fast-paced sector and continually benefits from rapidly evolving computer technologies. It needs graduates with the right mix of deep academic knowledge and hands-on experience who understand how to generate new levels of visual realism and effects on cutting-edge hardware platforms and write the rendering engines that will power the next generation of games.”
“Video Games are bad for you? That’s what they said about Rock ‘N’ Roll.”