Talents are the most important thing in the industry. Without talents, we can’t produce a high-quality product for the market. That’s why talent building progress should be done as early as possible, starting from college through some initiatives.
There are many initiatives that we can do to build talents, such as running intensive workshops, shaping the education curriculum, or running a competition. Last week, I had a chance to be one of the jury members of a college competition called Kompetisi Mahasiswa bidang Informatika Politeknik Nasional 2018 (KMIPN 2018). This was a national competition for any college students from any polytechnic across Indonesia to show their creation in information technology, such as mobile apps, e-government, hackathon, and of course, games.
I was one of the jury members for the Game Development category that was participated by around 30 teams from across Indonesia. The submission was then shortlisted to 12 finalists to participate in the final judging session that was already held on November 9, 2018 at Electron Engineering Polytechnic Institute of Surabaya (EEPIS/PENS).
As the first edition of the event, KMIPN 2018 hopefully will be one of the events in Indonesia that can build the talents as early as possible, and also shortens the gap between the talents and the industry. With this kind of events, the college students can hone their skill and take a look at the industry requirement. How close is their skill now with the industry?
The judging session not only based on their products. How they present their product is also one of the main points. So, they are trained to be not only a good creator but also a good marketer, especially for their own products.
Mobile still the main platform
Creativity is a good point when a college student participates in a competition. So, I found some interesting idea from them that would potentially be sold well in the market. One of them was an English learning game combined with a good gamification which player can buy items for their avatar using coins that they get after finishing a task.
And then, there was a team that showed a simulation game using VR to teach people about disaster mitigation. Although the product was still raw, it’s a good concept to be continued as a full product. Not forget to mention the winner who combined a sliding block puzzle with an engaging story about someone who’s always hungry, and her brother who tried to keep her away from food.
One thing that I saw along the judging process was most of the team were still targeting the mobile platform for their products. The mobile platform is too crowded now, and developers might want to find the best way to market and monetize the product since high-quality product is not enough anymore to gain a stable revenue.
Like I mentioned before, a high-quality product is not enough to gain a stable revenue. After they finish creating the game, the college institutions still have a task to give them more insight about how to market or monetize the product and guide them. College is the best way to learn from mistakes without having too much to worry if the game doesn’t sell well in the market.
Hopefully, when they get to graduate, they can learn from their mistake from the past and can be a better generation for the industry.
More information about the winner and the competition, you can check it on the PENS’ official website.
Edited by Devi