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Published: 23 Sep 2019

Now that gaming has emerged as a mainstream form of entertainment, many people download games on their mobile phones or computers. This condition has made the game industry on the rise and offers working opportunities that extend beyond just entertainment. This notion was mentioned by Krisnina Mahanani, an alumna of Visual Communication Design (VCD) of President University batch 2011 in Alumni Sharing Session “Working Opportunity in The Game Industry” at President University (19/9).

“Indonesia’s game industry is now at the beginning of exponential growth. And it will keep increasing as the smartphone ownership population is increasing and the infrastructure especially the internet is rapidly developed,” she said.

Krisnina was invited by Alumni Bureau of President University and President University Major Asossiation of VCD to share her knowledge and experiences as now she is currently working as the 2D junior artist at a leading Indonesian game developer company named Agate. She explained that the working opportunities have increased as now the game company does not only create mobile games and consumer games (PC, Playstation, Nintendo, etc.) but also create gamified learning and gamified advertising.

Krisnina said that the two new kinds of games further add working opportunities in the game industry. In gamified learning, the game is created for education as the main purpose. It can make the user more immersed with the subject which they currently learn. Therefore, this type of game is usually made for corporate. One of the prominent banks in Indonesia has already installed a training game on every computer of the customer service employee so that they can practice their job. She also explained that game that is created for advertising or gamified advertising is promising as many marketers believe that on-ground marketing is now important. Gamified advertising, for example, virtual reality games that are used in a promotional event could attract the crowd in the event. She believes delivering a thrilling experience can be a great solution to grasp mass attention.

Closing the session, she reminded all students who were present that game industry is open to everyone who has commitment and passion in developing a game in terms of art & animation, game designer, programmer, audio engineer, also a game tester.  The committee hoped that through this sharing session, students can prepare well to enter the game industry and contributes to the development of the game industry in Indonesia. (SL)

 


 

Industri Game Menawarkan Berbagai Peluang Kerja yang Kian Menarik

 

Fakta bahwa banyak orang mengunduh game di ponsel atau komputer mereka  menunjukkan bahwa game telah menjadi salah satu bentuk hiburan utama yang sedang diminati. Berkembangnya industri game telah membuat industri ini menawarkan banyak peluang kerja yang menarik. Gagasan ini dikemukakan oleh Krisnina Mahanani, alumni Desain Komunikasi Visual (DKV) President University angkatan 2011 dalam Alumni Sharing Session “Working Opportunity in The Game Industry” di President University (19/9).

“Industri game di Indonesia saat ini sedang mengalami pertumbuhan yang pesat. Dan pertumbuhan ini akan terus berlangsung karena meningkatnya kepemilikan telepon genggam dan berkembangnya infrastruktur seperti internet,” ujar Krisnina.

Krisnina diundang oleh Biro Alumni dan Himpunan Mahasiswa DKV President University untuk membagikan pengetahuan dan pengalamannya sehubungan dengan dirinya yang saat ini bekerja di perusahaan pengembang game terkemuka di Indonesia bernama Agate. Ia menjelaskan bahwa peluang kerja di industri game saat ini meningkat karena perusahaan game tidak hanya menciptakan game telepon genggam dan game konsumen (komputer, Playstation, Nintendo, dan lain-lain), namun menciptakan game yang digunakan untuk proses pembelajaran (gamified learning) dan periklanan (gamified advertising).

Krisnina menyebutkan bahwa kedua game jenis baru inilah yang menambah peluang kerja di industri game. Dengan gamified learning, game diciptakan untuk membuat pengguna lebih mudah mempelajari subjek yang mereka pelajari. Biasanya, jenis game ini dibuat untuk sebuah perusahaan. Hal ini telah dipraktekkan salah satu bank di Indonesia yang memasang game pelatihan di setiap komputer karyawan divisi pelayanan pelanggan sehingga mereka dapat berlatih secara virtual. Krisnina juga menjelaskan bahwa game yang dibuat untuk aktivitas periklanan saat ini cukup menjanjikan karena banyak pemasar percaya on ground marketing saat ini diperlukan. Gamified advertising seperti game virtual reality dalam sebuah aktivitas promosi dapat menarik massa. Krisnina percaya memberikan pengalaman yang menyenangkan bisa menjadi solusi yang bagus untuk mendapatkan perhatian massa.

Menutup sesinya, Krisnina mengingatkan semua mahasiswa yang hadir bahwa industri game terbuka bagi siapa saja yang memiliki komitment dalam mengembangkan game di bidang art & animation, game designer, programmer, audio engineer, maupun game tester. Penyelenggara berharap melalui sesi ini, mahasiswa dapat mempersiapkan diri dengan baik untuk memasuki industri game, terlebih dapat berkontribusi mengembangkan industri game di Indonesia. (SL)