My Experience: My Extracurricular Activities And Work Experience

1028 Words3 Pages

Please briefly elaborate on one of your extracurricular activities or work experiences that was particularly meaningful to you. (About 150 words [250 MAX]) Every summer since I was 14 years old, I have been an intern at my local theatre. The Clinton Area Showboat Theatre has a program where teenagers in the high school age range can give up their summer to become an unpaid slave to the theatre. I had acted on the Showboat before and since I didn 't have very many friends that I hung out with during the summer, I auditioned. Being an intern was the first time I had had something that was similar to a real job, even if I didn’t get paid. In the program I learned a lot of things about how to help out with the different shows from professionals-the …show more content…

There are not that many people who fit that description." -Shigeru Miyamoto. Ever since I was a little kid I was interested in video games. I wouldn 't say I was ever addicted to them, although I do play video games quite frequently, but ever since I saw my friend pick up a GameCube controller I was interested in the way video games work. Video games fascinated me, I wanted to understand how they operated and how they were made. That curiosity holds to this day, I want to understand how the technical aspects work, how to code them, and about the games as an art form. That same drive and curiosity drives me today, and I want to create new experiences so that other people can have the same wonder and enjoyment I have when I play video …show more content…

I want to make people feel and understand not only how fun video games can be, but also explore other emotions and feelings that some developers might have shied away from in the past. Game designers need to think like Mr. Miyamoto says if games are ever going to expand as an artform. If designers stop thinking creatively and stay in their comfort zone, and just keep making the same games we will just remain the same and all of the naysayers of the games industry will be proved right. The same thing will happen if the developers simply made whatever the publishers thought would sell; the industry would be filled with whatever was successful a year ago. This already happens today, but if developers gave up the creative push then the industry would be run by businessmen that saw some charts that said Halo is selling very

Open Document