The quiet success of 萝莉社-Dearborn鈥檚 game design program

May 24, 2021

For years, one of the country鈥檚 early video gaming programs has been a launchpad to careers inside and outside the gaming field.

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Graphic by Violet Dashi

This article was originally published on May 24, 2021.

Professor Bruce Maxim hasn鈥檛 taken a sabbatical since 1998, but what he did with that last one is still reverberating through the computer science department. At that time, he was a visiting professor at 萝莉社-Ann Arbor and decided he鈥檇 spend some of his semester hanging out with a colleague who was heading up U-M鈥檚 fledgling video game design program. In those days, Maxim says not everyone was on board with video games living in academia, but Maxim instantly saw the merits and hatched a plan to bring something similar to 萝莉社-Dearborn. It was pretty simple at first: A single graduate course, Game Design I, which Maxim sold to colleagues as a novel 鈥渁pplication area鈥 for the software engineering master鈥檚 program. But it was an instant hit with the graduate students. Not long after, juniors and seniors started begging to get in, so they started an undergraduate course. An advanced class followed and then eventually a whole little mini-program that incorporated film and art classes from CASL, so students could get schooled in the balance of art, storytelling and coding that all great video games need.

The program at 萝莉社-Dearborn has always been small, but by a variety of measures, it鈥檚 always been successful. In the late-1990s, when 萝莉社-Dearborn would have been considered an early adopter, its program was ranked in the top 10 nationally. Within a few years, it boasted alumni like Austin Krauss ('05 M.S.), one of the developers of Call of Duty, one of the biggest video games ever. Even nowadays, in an era where Maxim says just about every college has some gaming curriculum, . It still has a reputation as one of the stronger programs for coding and project management, when so many other colleges and universities have turned to game art.

What defines success for students in the gaming program varies quite a bit. Unlike many subjects in the College of Engineering and Computer Science, which route graduates toward specific careers, the path after game design is fluid. Today, Maxim says former students are finding their skills are in demand in the growing virtual reality space 鈥 as well as anything requiring simulation. (One graduate, for example, is now building simulations for NASA.) Even within gaming, there are multiple paths. Just as the internet鈥檚 disruption of the music industry meant artists no longer needed a major label or radio play to build an audience, people who want to build games don鈥檛 have to go work for or pitch their projects to the big companies. Maxim says app-based games now make up more than half of worldwide game revenue. And their free and open distribution through app stores means that anyone can build a game and get it out there if they have the skills, vision and determination to market it. Moreover, there is a growing niche market for indie games.

Choosing the life of an indie game developer offers more creative freedom, but it鈥檚 by no means an easy path. Just like artists and musicians, indie game designers often work day jobs while they build their own gaming companies. Two of Maxim鈥檚 graduates, Dustin Morabito (鈥13 B.S.) and Lorraine (Ferraiuolo) Morabito (鈥13 B.S.), who met at 萝莉社-Dearborn and later got married, have found a lot of happiness with this approach. When they graduated, they said they considered going to work in the industry, which would have meant more financial security. But it also would have required leaving the life they鈥檇 built together in southeast Michigan, where they both have family. Today, Dustin works as a freelance web developer; Lorraine, the artist of the duo, works as a part-time pottery decorator. It鈥檚 a work life that leaves them plenty of time to build , an independent game studio they founded in 2014.

Dustin and Lorraine Morabito
Dustin and Lorraine Morabito

 

Over the course of the past seven years, they鈥檝e figured out a lot of what works and what doesn鈥檛. Video games are a comprehensive media, requiring knowledge of soundtracks, sound effects, visual art, storytelling and coding, and as an indie gaming company of two, they鈥檝e pretty much had to figure out all of that themselves. They鈥檝e also learned a lot about marketing. 鈥淪imilar to the music world, the avenues of distribution have made it so easy for anyone to do it, which means lots of people do it 鈥 to varying degrees of success and varying degrees of quality,鈥 Lorraine says. 鈥淪o it鈥檚 basically impossible to get 鈥榙iscovered鈥 on your own.鈥 Rather than waiting for some game company to pick them up, they鈥檝e poured their energy in grassroots networking: attending conferences, holding livestreams, hosting a podcast, and in general, participating in various parts of the indie gaming community where they鈥檒l meet others who share their passions, their tastes, and who might also want to play their games.

These are the kinds of lessons learned they share now with today鈥檚 generation of students in Game Design I and II. Maxim has them back often as featured guests, where they鈥檙e honest about their ups and downs and defend the value of having a passion project in your life. 鈥淥ne of the main messages we share is that if your 10-year plan includes a big house and a nice car and two kids, then maybe you don鈥檛 want to bank on indie game development,鈥 Dustin says, laughing. 鈥淏ut if you want to build games and this is your passion, there are ways where you can absolutely give it a shot. I mean 10 years from now, if the company is still just the two of us, but we鈥檙e putting out games that we鈥檙e proud of and some other people love to play, I鈥檇 be 100 percent happy with that outcome.鈥

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Story by Lou Blouin. Interested in enrolling in the game design program? You can find more info on the official program page.