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Behind the Guildhall - The Story of the Students

Sam Machkovech writes "Multiple stories about SMU's Guildhall game design school have already shown up on Slashdot, but none like this. My friend and coworker Paul dug into the motivations and stories behind people who dropped their lives to learn the art of game design in an upstart school, and what the story may lack in technical information, it more than makes up for in the students' accounts. Included is a particularly touching story about a student who survived the 2002 Sari Club terrorist attack in Bali. It also touches upon the excessive overtime and dedication that the job requires, which means graduates should be plenty prepared for their future careers."

5 of 111 comments (clear)

  1. Wait a minute by Anonymous Coward · · Score: 5, Insightful

    "...graduates should be plenty prepared for their future careers."

    We should be trying to remedy this work situation, not prepare people for it.

  2. Re:Wait another minute by Anonymous Coward · · Score: 5, Funny

    I for one would buy games from companies that use only free range programmers

  3. Re:Wait another minute by tlhIngan · · Score: 5, Insightful

    Depends.

    The game companies can get away with all sorts of stuff because demand is huge vs. supply. I'm sure most of us at one point or another wanted to have a job that did nothing but involved games (or perhaps more correctly, to show our parents that playing games can be a job). A QA tester (which is probably where most people start) has a pretty nice job description - "Play games all day and report bugs" - sounds fairly enticing to sit in front of a computer/TV playing games - prerelease games, at that! Of course, while accurate, the true job is far more mundane, and the reality of it all sinks in (60 hour weeks, $8/hr, must find X bugs every week), and the "play" involves running into walls continually.

    Others see programming as the way to go. Given the option (without knowledge of working conditions) of a boring job programming Microsoft Word, or some application using a database for insurance companies, and an "exciting programming job" as entry level game programmer, which looks more appealing?

    EA and other companies have long treated employees this way - it's nothing new. Just until quite recently, it was more or less a poorly-kept industry secret (I can't recall when I first heard about it, but I knew when I graduated). Of course, I *did* apply to gaming companies, but this was more of "finding a job" rather than "I want a job in the gaming industry".

  4. Re:Wait another minute by EnderWiggnz · · Score: 5, Insightful

    If people are aware of the situation that they are getting into, and choose to get into it anyhow, should government legislate it?

    so - if a company has a policy to hire only 8 year old girls to work the sewing machines, but discloses it, they should be allowed to do it?

    take your randian shit and go home. the only way capitalism works, is if it is well-regulated.

    --
    ... hi bingo ...
  5. School of GAME DESIGN? by CrazyJim1 · · Score: 5, Insightful

    Everyone thinks they're a game designer. Its not game design the companies are looking for, since EVERYONE thinks they're a game designer. Game companies are looking for highly intelligent programmers, or highly talented artists. Its EXACTLY like Hollywood, where they don't think they need writers, but they need big name actors and special effects.

    Game design has some real challenges to it, and theres many things that seem like a good idea but isn't fun in a game. I'd be interested in taking an online course on game design just to see what they got right. I'm not saying I know everything, but I know some stuff like balancing mechanics, MMOG theory, etc. Like I said, everyone thinks they're a game designer, including me. And man is the industry hard to break into. I've had about 7 interviews in ten years and hundreds of job applications.