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Majoring in Video Game Design

valdean writes "The New York Times has an article on how video game design is slowly but surely finding its way into mainstream academia. Whereas fewer than a dozen North American universities offered majors in game design five years ago, now that number is more than 100. From the article: 'Traditionalists in both education and the video game industry pooh-pooh the trend, calling it a bald bid by colleges to cash in on a fad. But others believe that video games - which already rival movie tickets in sales - are poised to become one of the dominant media of the new century.' Are video game design majors just slackers, or are they pursuing a lucrative and legitimate career?"

4 of 44 comments (clear)

  1. Lucrative? by PIPBoy3000 · · Score: 3, Interesting

    I'd have a hard time suggesting that working in the game industry is a good way to make money. There's far more money to be made other places, except for a handful of lucky developers and designers.

    Plus, I'm not certain gaming companies are looking for game-related degrees. Instead, things like computer science, English, and business are often more desirable, depending on the position people are looking for.

    Most important is the ability to demonstrate your talent. After my Neverwinter Nights mods were released, I got three job offers, one from Bioware themselves. My background is in biology education, of all things. Still, I'd be foolish to take a job in the gaming industry. Working as a developer in the healthcare industry has less stress and pays better. I prefer keeping my developer tendencies as a hobby.

  2. Better than Film-making by HugePedlar · · Score: 3, Informative

    Like any industry, particularly entertainment, there's excellence and there's shit.

    Some video games contain the most innovative and brilliant code - think AI and shader routines. Not to mention some of the fantastic artwork, both 2D textures and 3D sculptures.

    If people can study film-making at uni, why not game-creation? I'd argue some of the techniques needed for the latter are far more academic.

    --
    Argh.
  3. How many designers do we need? by screwballicus · · Score: 3, Insightful

    And so my question is, how many game designers trained in the high art of game design itself do we realistically need in the modern world? We certainly need lots of modelers, graphic artists, coders and testers who will often employ their skills working on game projects for game companies, but by comparison, what kind of market is there out there for a 'game design' graduate who isn't an expert either in the business end of game design (a gaping hole in the collective expertise of many a small game company, who believe they can succeed in the market on design talent alone) or the particular areas in which one needs well-developed specialised skills. There are certainly great designers out there who just do design and they're the ones we tend to celebrate most from the various great dev teams of history, but is shooting for 'designer' shooting for too small a target market?

  4. Don't completely give up hope by PIPBoy3000 · · Score: 4, Interesting

    The good news is that there are starting to be opportunities in the industry for "smaller" developers and designers. With digital distribution methods, the widening audience for games, and the failure of the large publishing houses cranking out endless sequels, there are ways for a handful of people with good ideas to make a difference.

    Don't aim for making the next Unreal Tournament game or the next big RPG. Instead, consider making something like Bedazzled, getting a contract with Bioware making a module for thier Digital Download project, or signing up for a new development group.

    You'll end up working long hours, have little job security, and paid a minimum wage. If you love that sort of thing, that's great. Before you get too gung-ho, you might consider working on a game for the fun of it. Few people have the sort of maniacal focus to debug day after day, work around the personality quirks of teammates, and the willingness to cut features to meet a shipping date.

    I decided to take the safer route, working a steady job and having game development be my after hours hobby. It's fun and challenging, and I love having the creative freedom to do whatever I want. The world needs more wacky creative game designers, despite the challenges it takes to succeed.