By the time I graduated from college, I had given up on learning how to program games in school, and thus gave up on trying to be a game programmer... oh well. I'll make a game called "Awesome" thats an ugly take off of "Snood" that's an ugly take off of "Bust a Move", and make myself an underground success!!!
-- Just because I doubt myself does not mean I find your position compelling.
Re:You always find out too late
by
insanecarbonbasedlif
·
· Score: 2, Interesting
You and all the other CS majors who can't find a job right now.
I do have a job... a good one, in fact. It's just not as a game developer. (I mean, what could be more fun than working on a video game everyday, and being able to tell people, "look what I made".... try impressing non-cs people with my fast relational database lookups or something just doesn't work...)
-- Just because I doubt myself does not mean I find your position compelling.
might as well, same subject.
by
Anonymous Coward
·
· Score: 4, Funny
SMU (Score:5, Funny) by Alien54 (180860) on Monday January 06, @04:16PM (#5028005) (http://radiofreenation.net/) Founded in 1911, SMU is a private, comprehensive university located in Dallas, Texas. Had me worried for a second. But a school in Texas would probably be an okay place to learn how to code first person shooters.
I had nightmares about what kind of video games a truly christian university would focus on. --
Submit Your Political News to Radio Free Nation [radiofreenation.net] A site using Slash Code
Text of article
by
dietlein
·
· Score: 5, Informative
The Guildhall Interview - 17 January 2003 00:01 - John [JCal] Callaham
The Dallas area is already a huge hotbed for game developers of all types and now Dallas-based Southern Methodist University is planning to make it a hotbed for learning about game development with The Guildhall, their upcoming curriculum program. HomeLAN got a chance to chat with David Najjab, the director of digital games at SMU, to find out more about their plans for The Guildhall.
HomeLAN - How did the idea for creating an actual game development curriculum at SMU start?
David Najjab - It's funny, because I was actually working on gaming development curriculum at another university, and it wasn't going very well. I would meet with gaming leaders in the industry, and they would come up with the coolest ideas on how to structure a program. However, when I would take their ideas to the university curriculum committee, they just wouldn't "get" how unique gaming is as a discipline. This university wanted to pull together a degree plan for gaming by using their existing curriculum - the biggest changes made would merely be the names of the classes! And this is happening all over the country! If a gaming degree comes out of a computer science program or an art school, pretty much only the names of the courses have been changed.
People in the gaming community wanted a radically different type of program that would really address the needs of the gaming industry. When I heard about people at the Hart eCenter thinking outside the box about bringing the real world of business and technology together with academia, I thought it seemed like a perfect fit for a program like this one. The phenomenal way things are coming together tells me I was right.
HomeLAN - With a number of game developers literally self-taught through the creation of their own games and mods, what will the Guildhall bring that will help future game designers?
David Najjab - One thing that we hear consistently and often from professional game developers is that while they get flooded with resumes, hardly any of the applicants could actually be useful and productive at a gaming studio - they just don't have the skills or the experience. It's true that most gaming professionals have been self taught but that's only because until now that was the only option they had. Remember, every discipline at some time was self taught. In fact, Levelord pointed out for me recently that many years ago people thought it was crazy when his father created a film school at UCLA. That just wasn't the way things had been done in the past, but why not? We are so glad the Guildhall is breaking new ground in the gaming industry, teaching aspiring, creative talent how to be the best at what they want to do.
HomeLAN - Will there be any sort of prerequisites for admission into the Guildhall?
David Najjab - There are general prerequisites for all applicants and specific ones created for each track of study, art, levels, and software development. You can find that information on our website at http://www.guildhall.smu.edu/Admissions/pre-requis ites.htm. Not mentioned there, is that Tim Willits, lead designer from id Software, is developing an assessment test for students applying to the level design track, and we're also exploring other ways to effectively assess the skill levels of applicants to the other tracks.
HomeLAN - Can you give us an idea about the course curriculum for the 18-month course?
David Najjab - Sure. First of all, at Tom Hall and John Romero's suggestion, we have a shorter, more intensive program than some might expect. That's because the game developers we are working with feel strongly that the program should reflect the true nature of the gaming industry, which is very intense to say the least. For that reason we have made sure the Guildhall at SMU will provide an intense experience - our students should definitely expect to work long hours!
Classes will be taught in a team teaching environment - full-time faculty will provide continuity while the adjunct faculty coming to us from top gaming studios in our area will provide special areas of focus to complement the regular coursework. Our six-term program will incorporate individual assignments and team projects, and game projects will progress from simple to more complex throughout the program. Some highlights of the subjects we'll cover in each track are posted online at http://www.guildhall.smu.edu/programs.htm.
HomeLAN - The Guildhall will have an all-star lineup of Dallas-based game developers as instructors. What will they bring to the table?
David Najjab - The same thing they brought to the entertainment world - their creative genius! That we have these people working with us is still something I can't believe! Just today we were going over the names of the gaming industry luminaries who are helping develop our curriculum, and it is incredible - it's already like a who's who of the game development world, and there are still more coming on board! I hate to try to list them all for fear of leaving someone out, but some of our "star" supporters include Levelord, John Romero, Tom Hall, Graeme Divine, Randy Pitchford of Gearbox, Jeff Wilkinson from Gametutorial.com, and more.
These industry experts supporting the Guildhall are what make our program so great! Just think about this - who better to design levels curriculum than Levelord himself? And students at other schools may read about video gaming history, but at the Guildhall our students will hear about how things happened from the people who actually made the history. What's more, our students will not simply talk about their favorite games with fellow students; as part of their coursework, they will actually discuss details of those games with the people who are making them - what a difference!
HomeLAN - Besides working in the classroom, what other things will the Guildhall do to instruct their students?
David Najjab - Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties. Students will take big-name games, challenge each other, and then explore what made it work the way it did. Also, we hear a lot from the experts working with us that a truly professional game developer will never lose sight of the simple fact that games have to be fun to be successful, so of course our students will also spend time discussing what made the games FUN!
HomeLAN - Will there be any support from game publishers, software tools developers or perhaps hardware manufacturers for the curriculum?
David Najjab - We have already been working closely with Wordware Publishing on several projects, and Joe Kreiner at Logitech has also been very helpful as we've been putting pen to paper. Our goal is to pull in more of these types of industry supporters as we move forward.
HomeLAN - After students go through the Guildhall courses and get their certificate will there be any help from the school to get these students jobs in the game development industry?
David Najjab - This is one of the big advantages of having a program supported by such important people in the gaming industry. Our students will not only attend courses designed by these people and work with them in class, but they will also get the benefit of their connections after they leave the Guildhall. Of course we can't make any guarantees, but we will definitely work through our contacts in the industry to help our students get interviews at top gaming studios. And being in Dallas gives us a great playing field to start with - we've got Monkeystone Games, id Software, Gearbox, Terminal Reality, Ritual Entertainment, and more.
HomeLAN - What plans do have for expanding the game development curriculum in the future?
David Najjab - We have discussed many ideas about how the Guildhall might grow and expand over the years, even into undergraduate and graduate degree programs as well as research. However, right now we are really more focused on the near future and getting this first class of students off to a great start! We are currently undergoing the accreditation approval process and expect classes to begin in July of this year.
HomeLAN - Finally, is there anything else you wish to say about the Guildhall at SMU?
David Najjab - I think it's important for people to understand that a program like this just couldn't happen without a forward-thinking institution like SMU. The university created the Hart eCenter to be an innovator of special programs like the Guildhall that integrate many disciplines into effective ways to fill needs in our society. The Hart eCenter's director, Dr. Peter Raad, immediately saw a great opportunity to do this with our program. Through the Guildhall at SMU, we are pioneering a new, and clearly the most effective, way to teach digital games development. We are doing something radically different by tapping into the creativity and experience of gaming professionals. The result is that we're not only going to help meet the exacting needs of this industry but we're also going to help satisfy the high expectations of increasingly more sophisticated gamers.
Unemployment: Not just for Philosophy majors!
by
stratjakt
·
· Score: 4, Interesting
In Class:
These industry experts supporting the Guildhall are what make our program so great! Just think about this - who better to design levels curriculum than Levelord himself? And students at other schools may read about video gaming history, but at the Guildhall our students will hear about how things happened from the people who actually made the history. What's more, our students will not simply talk about their favorite games with fellow students; as part of their coursework, they will actually discuss details of those games with the people who are making them - what a difference!
Extra-curricular:
Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties. Students will take big-name games, challenge each other, and then explore what made it work the way it did. Also, we hear a lot from the experts working with us that a truly professional game developer will never lose sight of the simple fact that games have to be fun to be successful, so of course our students will also spend time discussing what made the games FUN!
Sitting around talking about Pac-Man won't make you employable. Even if you're talking with "Levelord" or the two gay men from Penny-Arcade.
Trust me.
--
I don't need no instructions to know how to rock!!!!
Kids today have it so easy
by
madgeorge
·
· Score: 5, Funny
"Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties."
"David Najjab - Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties. "
This sounds like an average week for any students of computing/programming to me.
-- "I only speak the truth"
Karma: null(Mostly affected by an unassigned variable)
Part of the course work consists of LAN parties! This is the ultimate geek degree. Next we'll find out that their history texts consist of old D&D Modules.
-- Boom Shanka
good programmers = gamers
by
BobRooney
·
· Score: 5, Insightful
I graduated about a year and a half ago from SUNY Stony Brook (shameless plug) with my B.S. in computer science. By and large, the geeks who spent all day gaming and coding were far more proficient programmers than the people who "heard you could make a good living as a programmer" but otherwise werent too into computing (or gaming).
Granted, gaming as part of a curiculum isnt exactly par for the course. However, introducing analysis of production quality products into any curiculum where you're learning to build such products is a necessesity. Most "traditional" C.S. programs tend to focus more on theory than practicle application. This is great for academia, but leaves the graduate struggling to aquire production level skillz upon entering industry. With a good mathmatical background, programmers can pick things up easily and teach themselves any skills they need. The only problem is the learning curve of new technologies they were not taught puts them that far behind other programmers who went to tech school for 3 weeks to learn C# or something.
What I'm getting at is the Guildhall is a program designed by INDUSTRY not ACADEMIA, and therefore necessarily is supperior for both the industry-minded student and the industry.
You could also say sitting around playing video games distract you from actually writting real code and solving real problems. Trust me I knew many gamers that sucked at programming actually most of the gamers I knew weren't really actually that good (Clarkson U. alumn)
I myself am not interested in gaming but I happen to have a very good job at very well known software engineering shop. It has everything to do with your love and desire to work/program computers and nothing to do with your like/dislike of video games.
I work in an industry that is closely related to gaming and have a few friends working in the gaming industry. The vast increases in game complexity that have come in the last several years have created a problem. Where a game could be developed by enthusiastic youth with little discipline and education in the past, it is now a large project that requires the coordination of a large development team that crosses several disciplines. No longer can a few enthusiastic kids with a lot of experience playing games and some experience programming and a little artistic ability get the job done. With 15 of these guys programming the same game, rarely is there a build that works because they are always stepping on each other's code. Configuration management is unheard of. Frequently, months of development are lost because one of these kids who has become a project manager hears about a "cool new kick ass" algorithm that "we just gotta" use. These things combined result in endless working hours and a very stressful environment.
IMO, the industry is just messed up in a different way than academia. The industry needs more people with discipline, the kind that gets you through a challenging college degree. Academia needs to teach more practical application development. If either academia or industry can get their act together, some cool things will happen.
This is informative? To insinuate that you have to play games to be a good programmer is... beyond ridiculous.
Good programmers are good thinkers. They know how to solve problems and be creative. Whether or not you spend your free time playing Quake is totally meaningless. Your skill at conquering the world in Civ III is not going to teach you how to work with people. Having a high level character in UO does not give you insight into how a computer works on a very low level. Sims don't teach you about data structures and how to think in algorithms.
The INDUSTRY would be better served by people who are good critical thinkers, and that's what learning theory teaches you how to do. Learning physics and writing thoughtful essays about political science teach you how too. It's disturbing that people can go through 16 years of education and never figure out that's what it's all about.
The only problem is the learning curve of new technologies they were not taught puts them that far behind other programmers who went to tech school for 3 weeks to learn C# or something.
It's interesting they include a PC in the tuition for the first term. $12k vs $7k for the second term. Implies a $4k-$5k price tag for said computer. Ownership doesn't transfer until after the fourth term (and a total expenditure of $29k). What a rip off.
Why not just post minimum specs each term? If a student can come up with tuition for this program, they can afford a few hundred each term to upgrade their PC if required.
Re:PC Included
by
Anonymous Coward
·
· Score: 2, Informative
First off, I'm currently an animation major at the Art Institute of Dallas and doing some work in the game industry here. The question on whether this is a rip-off or not is if software is included. The tuition fees total even with the computer about the same as the Art Institute. The fact that they are including a computer capable of doing 3D animation with the program is a bonus in itself. If it includes the software, it makes the price of it even pretty attractive. When your talking 3500 for a Max lisence, +photoshop +aftereffects +Windows and whatever else you'll need it's really not a bad deal. Throw in a 500$ wacom pad(a nessesity) and it's damn good. If I wasnt near graduation and already with my foot into the industry, thier program is something I would seriously consider.
Game Industry *focus*, not *program*
by
frohike
·
· Score: 4, Interesting
I can't understand for the life of me the headlong rush that a lot of universities are making to become industry training programs or "technical programs" like ITT, DeVry, etc.
The point of going to a university is not to learn a trade, but to get a well rounded higher education, be exposed to a lot of wacky and intelligent people (who you will use as contacts later, and who you'll undoubtedly have lots of interesting conversations with), be away from home, and become yourself. You don't go to a university to become more qualified to get a job.
I fought with this for a long time. I'm one of those self-taught people who started when I was about 6 years old on my TI-99/4A, moved on to PCs, did demos, wrote little games, and so on. When I got to college initially I was very bored because it seemed like I was just doing a bunch of busy work to fulfill requirements for some paper I needed to get a job. However, I started discovering that the school is just a convenient social setting (as mentioned above). Later on towards the end of getting my degree, I discovered that all the focus on those "useless" subjects like the liberal arts classes were some of the things I cherished most from my time there. Reason? I learned a decent amount from taking CS classes, but it wasn't stuff I couldn't have figured out on my own. The liberal arts stuff got me interested in subjects outside my main focus, and got me doing more reading, relating things inside and outside my focus. I can go to a party today and *gasp* talk about things besides computers, intelligently, and have fun with it.
I don't know if that made any sense, so my apologies ahead of time. People who have gone to a general, well rounded university will understand exactly what I'm talking about, and those who refuse to go because it's "a waste of my time" will probably never understand. But I feel sorry for these guys who are going through these intensive industry-based programs. They are really, really missing out. They could have gotten the same basic skills by having a couple extra classes for game design and such (perhaps adding more art/lit classes to their CS, or vice versa), and with a bit of personal determination to study it on their own.
Looked at the web site
by
hrieke
·
· Score: 4, Interesting
And wasn't impressed. Then I looked at what was offered and really wasn't impressed.
The courses end with you building a FPS game. Where are the classes on designing puzzles, creative writing, composing music, and everything else that goes into being a game designer and developer? Not downplaying what is offered, but there is more to a game play than real time lighting effects and game physics.
Sega's web site once had a great set of articals title "So you want to be a game designer?", and one of the first things they said was to take a shape (like the DC swirl) and describe it, it's function and purpose. That type of streching the mind brough forth games like Ecco and Jet Grind Radio (not to mention Crazy Taxi, Chu Chu Rocket and so on).
If you're going to be there for 3 years, I'd hope more is taught about being a developer and designer of games than level design, art design and FPS design.
Will Guildhall address cross-platform issues?
by
tps12
·
· Score: 4, Interesting
First, I want to thank you for doing this program. It sounds like a great way to infuse the game industry with some "new blood," and I anticipate many wasted hours enjoying the fruits of your labor.:)
One question I have is whether, or in what manner, the issues of cross-platform game development and portability will be taught. I know there are a lot more materials out there on learning DirectX as opposed to SDL, so will the Guildhall teach straight Windows game programming, or will students be encouraged to target multiple platforms? Also, how do you see Linux fit into the game industry as a whole, specifically for new programmers?
--
Karma: Good (despite my invention of the Karma: sig)
The major project in the last two terms will be treated like an industry development project with schedules, crunch time, and outside evaluations.
So, instead of teaching good software engineering principles that lead to 40 hour work weeks and predictable progress, they endorse burnout. Real smart program.
The school runs for 18 months. Years have been 12 months long for quite some time.
I'd hope more is taught about being a developer and designer of games than level design, art design and FPS design.
Me too, if it were running three years. But it's not. Personally, I think 18 months of play-school game-hacking crunch time, combined with some expert tutelage, would be all that was needed to turn sharp CS skills into sharp CG developing skills.
Do it like this:
Think about what you could do if you didn't have to work for 18 months and spent that time pursuing your interests. Now think about what you could do with the same time, surrounded by people of like-mind and sharp skills. Now think about what you could do with that time if you also had expert guides. If your estimate hasn't reached "take over the world", then you're not as creative as you think you are.
Where are the classes on designing puzzles, creative writing, composing music, and everything else that goes into being a game designer and developer?
You don't teach creativity, you nurture it. You provide an environment that is conducive to its growth, like being surrounded by creative, talented peers with nothing to do but code and play video games. Computers get programmed - not people. People program themselves.
That's the two cents of someone who went through college "all wrong" and has a helluva lot to show for it.
By the time I graduated from college, I had given up on learning how to program games in school, and thus gave up on trying to be a game programmer... oh well. I'll make a game called "Awesome" thats an ugly take off of "Snood" that's an ugly take off of "Bust a Move", and make myself an underground success!!!
Just because I doubt myself does not mean I find your position compelling.
SMU (Score:5, Funny)d in 1911, SMU is a private, comprehensive university located in Dallas, Texas.
by Alien54 (180860) on Monday January 06, @04:16PM (#5028005)
(http://radiofreenation.net/)
Founde
Had me worried for a second. But a school in Texas would probably be an okay place to learn how to code first person shooters.
I had nightmares about what kind of video games a truly christian university would focus on.
--
Submit Your Political News to Radio Free Nation [radiofreenation.net]
A site using Slash Code
The Guildhall Interview - 17 January 2003 00:01 - John [JCal] Callaham
s ites.htm. Not mentioned there, is that Tim Willits, lead designer from id Software, is developing an assessment test for students applying to the level design track, and we're also exploring other ways to effectively assess the skill levels of applicants to the other tracks.
The Dallas area is already a huge hotbed for game developers of all types and now Dallas-based Southern Methodist University is planning to make it a hotbed for learning about game development with The Guildhall, their upcoming curriculum program. HomeLAN got a chance to chat with David Najjab, the director of digital games at SMU, to find out more about their plans for The Guildhall.
HomeLAN - How did the idea for creating an actual game development curriculum at SMU start?
David Najjab - It's funny, because I was actually working on gaming development curriculum at another university, and it wasn't going very well. I would meet with gaming leaders in the industry, and they would come up with the coolest ideas on how to structure a program. However, when I would take their ideas to the university curriculum committee, they just wouldn't "get" how unique gaming is as a discipline. This university wanted to pull together a degree plan for gaming by using their existing curriculum - the biggest changes made would merely be the names of the classes! And this is happening all over the country! If a gaming degree comes out of a computer science program or an art school, pretty much only the names of the courses have been changed.
People in the gaming community wanted a radically different type of program that would really address the needs of the gaming industry. When I heard about people at the Hart eCenter thinking outside the box about bringing the real world of business and technology together with academia, I thought it seemed like a perfect fit for a program like this one. The phenomenal way things are coming together tells me I was right.
HomeLAN - With a number of game developers literally self-taught through the creation of their own games and mods, what will the Guildhall bring that will help future game designers?
David Najjab - One thing that we hear consistently and often from professional game developers is that while they get flooded with resumes, hardly any of the applicants could actually be useful and productive at a gaming studio - they just don't have the skills or the experience. It's true that most gaming professionals have been self taught but that's only because until now that was the only option they had. Remember, every discipline at some time was self taught. In fact, Levelord pointed out for me recently that many years ago people thought it was crazy when his father created a film school at UCLA. That just wasn't the way things had been done in the past, but why not? We are so glad the Guildhall is breaking new ground in the gaming industry, teaching aspiring, creative talent how to be the best at what they want to do.
HomeLAN - Will there be any sort of prerequisites for admission into the Guildhall?
David Najjab - There are general prerequisites for all applicants and specific ones created for each track of study, art, levels, and software development. You can find that information on our website at http://www.guildhall.smu.edu/Admissions/pre-requi
HomeLAN - Can you give us an idea about the course curriculum for the 18-month course?
David Najjab - Sure. First of all, at Tom Hall and John Romero's suggestion, we have a shorter, more intensive program than some might expect. That's because the game developers we are working with feel strongly that the program should reflect the true nature of the gaming industry, which is very intense to say the least. For that reason we have made sure the Guildhall at SMU will provide an intense experience - our students should definitely expect to work long hours!
Classes will be taught in a team teaching environment - full-time faculty will provide continuity while the adjunct faculty coming to us from top gaming studios in our area will provide special areas of focus to complement the regular coursework. Our six-term program will incorporate individual assignments and team projects, and game projects will progress from simple to more complex throughout the program. Some highlights of the subjects we'll cover in each track are posted online at http://www.guildhall.smu.edu/programs.htm.
HomeLAN - The Guildhall will have an all-star lineup of Dallas-based game developers as instructors. What will they bring to the table?
David Najjab - The same thing they brought to the entertainment world - their creative genius! That we have these people working with us is still something I can't believe! Just today we were going over the names of the gaming industry luminaries who are helping develop our curriculum, and it is incredible - it's already like a who's who of the game development world, and there are still more coming on board! I hate to try to list them all for fear of leaving someone out, but some of our "star" supporters include Levelord, John Romero, Tom Hall, Graeme Divine, Randy Pitchford of Gearbox, Jeff Wilkinson from Gametutorial.com, and more.
These industry experts supporting the Guildhall are what make our program so great! Just think about this - who better to design levels curriculum than Levelord himself? And students at other schools may read about video gaming history, but at the Guildhall our students will hear about how things happened from the people who actually made the history. What's more, our students will not simply talk about their favorite games with fellow students; as part of their coursework, they will actually discuss details of those games with the people who are making them - what a difference!
HomeLAN - Besides working in the classroom, what other things will the Guildhall do to instruct their students?
David Najjab - Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties. Students will take big-name games, challenge each other, and then explore what made it work the way it did. Also, we hear a lot from the experts working with us that a truly professional game developer will never lose sight of the simple fact that games have to be fun to be successful, so of course our students will also spend time discussing what made the games FUN!
HomeLAN - Will there be any support from game publishers, software tools developers or perhaps hardware manufacturers for the curriculum?
David Najjab - We have already been working closely with Wordware Publishing on several projects, and Joe Kreiner at Logitech has also been very helpful as we've been putting pen to paper. Our goal is to pull in more of these types of industry supporters as we move forward.
HomeLAN - After students go through the Guildhall courses and get their certificate will there be any help from the school to get these students jobs in the game development industry?
David Najjab - This is one of the big advantages of having a program supported by such important people in the gaming industry. Our students will not only attend courses designed by these people and work with them in class, but they will also get the benefit of their connections after they leave the Guildhall. Of course we can't make any guarantees, but we will definitely work through our contacts in the industry to help our students get interviews at top gaming studios. And being in Dallas gives us a great playing field to start with - we've got Monkeystone Games, id Software, Gearbox, Terminal Reality, Ritual Entertainment, and more.
HomeLAN - What plans do have for expanding the game development curriculum in the future?
David Najjab - We have discussed many ideas about how the Guildhall might grow and expand over the years, even into undergraduate and graduate degree programs as well as research. However, right now we are really more focused on the near future and getting this first class of students off to a great start! We are currently undergoing the accreditation approval process and expect classes to begin in July of this year.
HomeLAN - Finally, is there anything else you wish to say about the Guildhall at SMU?
David Najjab - I think it's important for people to understand that a program like this just couldn't happen without a forward-thinking institution like SMU. The university created the Hart eCenter to be an innovator of special programs like the Guildhall that integrate many disciplines into effective ways to fill needs in our society. The Hart eCenter's director, Dr. Peter Raad, immediately saw a great opportunity to do this with our program. Through the Guildhall at SMU, we are pioneering a new, and clearly the most effective, way to teach digital games development. We are doing something radically different by tapping into the creativity and experience of gaming professionals. The result is that we're not only going to help meet the exacting needs of this industry but we're also going to help satisfy the high expectations of increasingly more sophisticated gamers.
In Class:
These industry experts supporting the Guildhall are what make our program so great! Just think about this - who better to design levels curriculum than Levelord himself? And students at other schools may read about video gaming history, but at the Guildhall our students will hear about how things happened from the people who actually made the history. What's more, our students will not simply talk about their favorite games with fellow students; as part of their coursework, they will actually discuss details of those games with the people who are making them - what a difference!
Extra-curricular:
Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties. Students will take big-name games, challenge each other, and then explore what made it work the way it did. Also, we hear a lot from the experts working with us that a truly professional game developer will never lose sight of the simple fact that games have to be fun to be successful, so of course our students will also spend time discussing what made the games FUN!
Sitting around talking about Pac-Man won't make you employable. Even if you're talking with "Levelord" or the two gay men from Penny-Arcade.
Trust me.
I don't need no instructions to know how to rock!!!!
But mom, I AM doing my homework!!!
"David Najjab - Aside from classroom assignments and projects, which will run throughout the entire program, our students will have weekly or biweekly LAN parties. "
This sounds like an average week for any students of computing/programming to me.
"I only speak the truth"
Karma: null(Mostly affected by an unassigned variable)
Part of the course work consists of LAN parties! This is the ultimate geek degree. Next we'll find out that their history texts consist of old D&D Modules.
Boom Shanka
I graduated about a year and a half ago from SUNY Stony Brook (shameless plug) with my B.S. in computer science. By and large, the geeks who spent all day gaming and coding were far more proficient programmers than the people who "heard you could make a good living as a programmer" but otherwise werent too into computing (or gaming).
Granted, gaming as part of a curiculum isnt exactly par for the course. However, introducing analysis of production quality products into any curiculum where you're learning to build such products is a necessesity. Most "traditional" C.S. programs tend to focus more on theory than practicle application. This is great for academia, but leaves the graduate struggling to aquire production level skillz upon entering industry. With a good mathmatical background, programmers can pick things up easily and teach themselves any skills they need. The only problem is the learning curve of new technologies they were not taught puts them that far behind other programmers who went to tech school for 3 weeks to learn C# or something.
What I'm getting at is the Guildhall is a program designed by INDUSTRY not ACADEMIA, and therefore necessarily is supperior for both the industry-minded student and the industry.
It's interesting they include a PC in the tuition for the first term. $12k vs $7k for the second term. Implies a $4k-$5k price tag for said computer. Ownership doesn't transfer until after the fourth term (and a total expenditure of $29k). What a rip off.
Why not just post minimum specs each term? If a student can come up with tuition for this program, they can afford a few hundred each term to upgrade their PC if required.
I can't understand for the life of me the headlong rush that a lot of universities are making to become industry training programs or "technical programs" like ITT, DeVry, etc.
The point of going to a university is not to learn a trade, but to get a well rounded higher education, be exposed to a lot of wacky and intelligent people (who you will use as contacts later, and who you'll undoubtedly have lots of interesting conversations with), be away from home, and become yourself. You don't go to a university to become more qualified to get a job.
I fought with this for a long time. I'm one of those self-taught people who started when I was about 6 years old on my TI-99/4A, moved on to PCs, did demos, wrote little games, and so on. When I got to college initially I was very bored because it seemed like I was just doing a bunch of busy work to fulfill requirements for some paper I needed to get a job. However, I started discovering that the school is just a convenient social setting (as mentioned above). Later on towards the end of getting my degree, I discovered that all the focus on those "useless" subjects like the liberal arts classes were some of the things I cherished most from my time there. Reason? I learned a decent amount from taking CS classes, but it wasn't stuff I couldn't have figured out on my own. The liberal arts stuff got me interested in subjects outside my main focus, and got me doing more reading, relating things inside and outside my focus. I can go to a party today and *gasp* talk about things besides computers, intelligently, and have fun with it.
I don't know if that made any sense, so my apologies ahead of time. People who have gone to a general, well rounded university will understand exactly what I'm talking about, and those who refuse to go because it's "a waste of my time" will probably never understand. But I feel sorry for these guys who are going through these intensive industry-based programs. They are really, really missing out. They could have gotten the same basic skills by having a couple extra classes for game design and such (perhaps adding more art/lit classes to their CS, or vice versa), and with a bit of personal determination to study it on their own.
Cryptic Allusion - New Mac and Dreamcast Games!
And wasn't impressed. Then I looked at what was offered and really wasn't impressed.
The courses end with you building a FPS game. Where are the classes on designing puzzles, creative writing, composing music, and everything else that goes into being a game designer and developer? Not downplaying what is offered, but there is more to a game play than real time lighting effects and game physics.
Sega's web site once had a great set of articals title "So you want to be a game designer?", and one of the first things they said was to take a shape (like the DC swirl) and describe it, it's function and purpose. That type of streching the mind brough forth games like Ecco and Jet Grind Radio (not to mention Crazy Taxi, Chu Chu Rocket and so on).
If you're going to be there for 3 years, I'd hope more is taught about being a developer and designer of games than level design, art design and FPS design.
III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIII
First, I want to thank you for doing this program. It sounds like a great way to infuse the game industry with some "new blood," and I anticipate many wasted hours enjoying the fruits of your labor. :)
One question I have is whether, or in what manner, the issues of cross-platform game development and portability will be taught. I know there are a lot more materials out there on learning DirectX as opposed to SDL, so will the Guildhall teach straight Windows game programming, or will students be encouraged to target multiple platforms? Also, how do you see Linux fit into the game industry as a whole, specifically for new programmers?
Karma: Good (despite my invention of the Karma: sig)
The major project in the last two terms will be treated like an industry development project with schedules, crunch time, and outside evaluations.
So, instead of teaching good software engineering principles that lead to 40 hour work weeks and predictable progress, they endorse burnout. Real smart program.
Not A Sig
If you're going to be there for 3 years...
The school runs for 18 months. Years have been 12 months long for quite some time.
I'd hope more is taught about being a developer and designer of games than level design, art design and FPS design.
Me too, if it were running three years. But it's not. Personally, I think 18 months of play-school game-hacking crunch time, combined with some expert tutelage, would be all that was needed to turn sharp CS skills into sharp CG developing skills.
Do it like this:
Think about what you could do if you didn't have to work for 18 months and spent that time pursuing your interests. Now think about what you could do with the same time, surrounded by people of like-mind and sharp skills. Now think about what you could do with that time if you also had expert guides. If your estimate hasn't reached "take over the world", then you're not as creative as you think you are.
Where are the classes on designing puzzles, creative writing, composing music, and everything else that goes into being a game designer and developer?
You don't teach creativity, you nurture it. You provide an environment that is conducive to its growth, like being surrounded by creative, talented peers with nothing to do but code and play video games. Computers get programmed - not people. People program themselves.
That's the two cents of someone who went through college "all wrong" and has a helluva lot to show for it.
And you thought the male:female ratio at regular tech schools was bad...
In case anyone was wondering, that building is still around, as are some historic prints.
FWIW, there used to be a Guildhall University too, but it just merged and changed its name.