{"id":21770,"date":"2024-11-05T12:28:32","date_gmt":"2024-11-05T18:28:32","guid":{"rendered":"https:\/\/pvfa.tamu.edu\/?p=21770"},"modified":"2024-11-05T14:53:27","modified_gmt":"2024-11-05T20:53:27","slug":"a-great-energy-here-aaron-thibault-brings-academic-and-industry-experience-to-game-design-program","status":"publish","type":"post","link":"https:\/\/pvfa.tamu.edu\/news\/2024\/11\/05\/a-great-energy-here-aaron-thibault-brings-academic-and-industry-experience-to-game-design-program\/","title":{"rendered":"‘A Great Energy Here’: Aaron Thibault Brings Academic And Industry Expertise To Game Design Program"},"content":{"rendered":"\n
Aaron Thibault\u2019s passion for video games goes back as far as he can remember. As a child growing up in Rhode Island, he learned how to program his own games on a TRS-80 \u2014 back before saving such games was even possible. <\/p>\n\n\n\n
This interest was buoyed by family members who brought a variety of arts and sciences to Thibault<\/a>\u2019s life. He turned it into a career through industry (Origin, Electronic Arts and Gearbox Software) and academia (University of Texas and Southern Methodist University).\u00a0\u00a0<\/p>\n\n\n\n Thibault is in his first year as director of games and esports and associate professor of practice for the Texas A&M College of Performance, Visualization and Fine Arts<\/a>. He took the baton from the influential Andr\u00e9 Thomas, who established the LIVE Lab<\/a>, served as adviser to the Texas A&M esports team and played a leading role in the Visualization<\/a> program\u2019s gaming curriculum. <\/p>\n\n\n\n \u201cI\u2019ve received the warmest welcome,\u201d Thibault said. \u201cI\u2019m still drinking out of the firehose between research and continued development on projects \u2014 and our Game Design and Development minor<\/a>, which we\u2019re looking to expand. Everybody is so positive and welcoming, and there\u2019s a great energy here. That really goes a long way to make it easy to step in and commit to all the hard work that has to be done to be successful. <\/p>\n\n\n\n \u201cI really think that Texas A&M represents the best merging of technology, art, philosophy and common-sense management practices that the game industry sorely needs more of.\u201d <\/p>\n\n\n\n Tim McLaughlin<\/a>, dean of the College of Performance, Visualization and Fine Arts, said Thibault’s background, energy and ideas are an ideal fit.<\/p>\n\n\n\n “Our students prepare for two things that we expect will be a part of their careers post-graduation: translating creative thinking into real-world problem-solving using technology, and working collaboratively,” he said. “Aaron\u2019s teaching, and the leadership he brings to the LIVE Lab and esports, embody both.”<\/p>\n\n\n\n Thibault had early encouragement from family members including his mother (a restaurateur and culinary arts entrepreneur); his grandfather (a researcher, engineer, physics professor and a radio operator in World War II); and his grandmother (a painter and officer of the Rhode Island Watercolor Society). <\/p>\n\n\n\n Game inspiration came from Thibault\u2019s grandfather, who taught him to write and program his own games on the TRS-80<\/a>. He would build upon a tutorial\u2019s instructions to add interactivity of movement. Some games took a few hours to complete, some took a few days. <\/p>\n\n\n\n \u201cIt was almost the equivalent of ‘Flappy Bird,’ <\/a>fun examples of better-known games,\u201d he said. \u201cIf you have a bouncing ball, try to add movement with the arrows to get it to go into a hole in the wall, like the ancient Mayan ball game. Or simple, single-player racing games, simple platform adventures. Things that if I lost them, it wouldn\u2019t be the end of the world, but were fun to keep running on the machine as long as possible \u2014 until I had to wipe them and start over.\u201d <\/p>\n\n\n\n Thibault thrived in the early-\u201980s video game boom, noting that he was among the lucky ones to get the game-changing Atari 2600<\/a> console the first year it was available. Like most kids in that era, he was naturally swept up in \u201cPac-Man\u201d fever, though he preferred its spinoff, \u201cMs. Pac-Man.\u201d <\/p>\n\n\n\n When Thibault\u2019s mother was hired to lead hospitality at Brandeis University in Massachusetts, Thibault found a free arcade for students in the commissary. With a box to stand on, he beat the high scores on games including \u201cMario Bros,\u201d \u201cGalaga,\u201d \u201cRobotron\u201d and \u201cSpy Hunter.\u201d <\/p>\n\n\n\n \u201cI was there more than the college students,\u201d he said with a laugh. <\/p>\n\n\n\n Thibault moved to Houston in 1987, and enrolled at the University of Texas in 1993. He pursued media projects there including photography, hosting a syndicated music video show for MuchMusic and serving as a master control operator and audio technician at the CBS affiliate. Thibault helped to start the student TV station, TSTV, which earned FCC approval, and to take student radio station KVRX from cable radio to an FM broadcast station. <\/p>\n\n\n\n With a degree in communication\/radio, television and film, Thibault first began working in games for Origin Systems, a game development company in Austin that had been bought by Electronic Arts in 1992. He started as an audio intern, then was quickly promoted to sound designer, technical animator, cinematic director and external producer. He put together teams to take on projects including creating marketing trailers and videos and updating art and content for games, along with creating processes to onboard college interns into development teams. <\/p>\n\n\n\n As Thibault pondered his next move, he began thinking about \u201ca new kind of company.\u201d He wanted to explore opportunities for making games and interactive media by incorporating research and development he had worked on that didn\u2019t yet exist in the market. He found a kindred spirit in George Kozmetsky<\/a>, cofounder of Teledyne, dean of UT\u2019s College of Business Administration and founder of the IC\u00b2 Institute<\/a> economic think tank. <\/p>\n\n\n\n Kozmetsky had financed a game called \u201cMoon Base\u201d about colonizing the moon, and the World War II veteran aimed for it to help the U.S. Army War College think differently about the future and wars over resources, Thibault said. <\/p>\n\n\n\n \u201cHe had a real passion for game-based learning,\u201d Thibault said. \u201cJust before I talked to him, he had funded a lab called the E-Learning and Training Labs \u2014 ELT Labs \u2014 which helped his mentee, Michael Dell, hire all the kinds of people he needed to grow his company.\u201d <\/p>\n\n\n\n Thibault and Kozmetsky were aligned in a focus of artificial intelligence, andragogy \u2014 the way adults think and learn\u202f\u2014 and multiplayer online technology. Mass customized learning could be enhanced by game technology, which could then benefit scaling learning and the global economy, he said, and new methods of managing creative people would enhance those efforts. <\/p>\n\n\n\n In three years with IC\u00b2, Thibault contributed to a number of projects. The Army was going through a digital transformation prior to Operation Iraqi Freedom, he said, and he helped to develop a decision-making training platform. <\/p>\n\n\n\n \u201cIt brought together the needs of warfighters and support servicemen and women across medical and logistics and information systems,\u201d he said. \u201cWe fielded a game-based training platform that had a very flexible scenario-development framework.\u201d <\/p>\n\n\n\nReady Player One<\/h2>\n\n\n\n
Move To Texas<\/h2>\n\n\n\n