EDGE

HOWEST UNIVERSITY COLLEGE

Situated in northern Belgium, this institutio­n has a strong internatio­nal focus

- Location: Kortrijk, Belgium INGE DEFOUR Internatio­nal officer, Digital Arts And Entertainm­ent www.howest.be

“WE FOCUS MUCH MORE ON PRINCIPLES – THE TOOLS SHOULD NEVER BE THE REASON YOU CAN’T DO SOMETHING”

Voted ‘most entreprene­urial institutio­n of higher education in Flanders [Belgium’s northern region]’ by employers and the government five times in the past eight years, the university college Howest has built a formidable reputation. We talk with Inge Defour, internatio­nal officer for Digital Arts and Entertainm­ent, about Howest’s internatio­nal focus and unique perspectiv­e on the videogame industry.

What makes your Digital Arts And Entertainm­ent BA stand out?

Our students have a unique profile when graduating. Most students still graduate with a traditiona­l arts or programmin­g profile, and this is where our course differs: in close cooperatio­n with the industry, we have created a ‘technical artist’ profile. After a more holistic orientatio­n year, students can specialise in either Game Developmen­t or Game Graphics Production, and over the course of three years they learn all the skills, techniques, principles and insights to create interactiv­e 3D environmen­ts.

Do you have an internatio­nal focus all round when it comes to learning?

Absolutely: not only is it taught in English, we also organise loads of internatio­nal activities, including several internatio­nal semesters, intensive programmes and summer schools. And Howest is built on a solid national and internatio­nal network. For instance, every Tuesday afternoon, we organise industry sessions where Belgian and internatio­nal guest speakers share their thoughts and experience­s with the students. This year, the last week of our classes is replaced by an internatio­nal workshop week with various workshops: Chanel Summers will talk about audio design for games, Daniel Dociu is to give a concept art workshop, and Kim Goossens will teach students about procedural graphics. We co-operate internatio­nally with institutio­ns in the US, Canada, Mexico, every European country, Russia, India and China.

Does your ‘technical artist’ profile include a heavy focus on tools?

We focus much more on the principles; the tools should never be the reason you can’t do something. We try to teach our students that if you know your production pipeline and your part in it, and master your technical and artistic skills up to a high enough level, that the tool you use to complete the job isn’t as important. As long as you get the job done. However, it goes without saying that we do use the latest industry tools, software and techniques.

Howest has a reputation for pushing its students pretty hard, right?

Many students don’t seem to realise that playing games is totally different from developing games. We expect our students to attend classes for 25 hours a week, and to work at home for another 25 hours. This results in an average workload of 50 hours per week, which includes periods with lots of work and plenty of deadlines, and calmer periods. We try to simulate the reality of game developmen­t in the best possible way.

 ??  ?? Howest consists of five campuses in Bruges, Kortrijk and Ostend. Around 6,000 full-time students are enrolled on courses covering a wide range of discipline­s, with emphasis on high-quality and practice-oriented courses
Howest consists of five campuses in Bruges, Kortrijk and Ostend. Around 6,000 full-time students are enrolled on courses covering a wide range of discipline­s, with emphasis on high-quality and practice-oriented courses
 ??  ??

Newspapers in English

Newspapers from Australia