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Getting Into the Games Industry Isn't Easy

simoniker writes "Lots of people want to be game developers — but it's not as simple as it sounds, as the Game Career Guide website explains in a new feature on game schools. Game professor Peter Raad: 'The number of job seekers who are seriously pursuing this field is staggering. It used to be the case that studios had the liberty to take bright, fresh, new employees with no specific game education background and train them in the methods, tools, and style that are required to make games. This is no longer true.'"

84 comments

  1. 3am TV Meets 3pm /. by eldavojohn · · Score: 4, Insightful

    I see these advertisements on television all the time at obscure hours of the morning. I sure would like to program games, that sounds like an interesting career. But I'd imagine the industry isn't as huge as they make it out to be and that there has to be a lot of frustrations/complications when trying to deal with licensing and hardware.

    Why are these 1 year game programming schools a bad idea? Because they're highly specific. Even a 2 year technical college would give you more options than a tech school.

    I am currently a developer but I went through a four year liberal arts program at a state University. I would recommend at least that experience and I value those classes above everything else I have learned. My number one fear is that people sign up for these game academies and make the mistake of investing a lot of money (through loans probably) while coming away with only the potential for working on games. This isn't a good decision, the results can be quite devastating.

    I think that game emphasis should be something only sought after a four year degree at a respected university. If you don't have at least a bachelor's degree, you're setting yourself up for some big time risk.

    --
    My work here is dung.
    1. Re:3am TV Meets 3pm /. by Skynet · · Score: 1

      NCC?

      --
      Execute? [Y/N] _
    2. Re:3am TV Meets 3pm /. by p0tat03 · · Score: 4, Insightful

      Moreover, I do not see game schools as providing coders with the education they need to be game programmers. We're talking about strictly intermediate, cursory knolwedge of C++, little to no education in algorithms & data structures... These guys are the VB programmers of the industry, their education covered none of the CS basics that are wholly necessary in apps as optimized and low-level as performance 3D apps. the only good coders I've seen come out of game schools are the ones that went in experienced programmers already, and drove themselves to learn everything on their own, the school can take little credit for that one.

      I disagree with TFA that there are an astounding number of people trying to break into the industry. Game development is the 20-somethings' equivalent of "I wanna be an astronaut!". A lot of people say it, a lot of people fantasize about it, but mostly everyone has no hope in hell of doing it, nor would they stay if they got there. In terms of the real contenders, I think we're doing just fine.

    3. Re:3am TV Meets 3pm /. by Anonymous Coward · · Score: 1, Insightful

      Well, as someone who works in this industry, I'd like to say the industry is quite small - and thanks to market forces, it's getting smaller all the time.

      This industry started out with a bunch of small companies making games. Some of those grew into larger companies, some of those grew larger still, and then some of those either went public (EA) or got bought up by megacorps (too many to mention).

      Given the amount of cash required to make a game these days, the small players are virtually all gone - they hung in there for a long time, but by and large they all had a fatal problem... once the cash required to make a project grew to a certain point, they could only handle one project not making back the development money. They couldn't handle two - or more - projects crashing and burning. Slowly but surely they've virtually all stumbled and had to close their doors.

      Most of the small companies that are left now are basically sweatshops - the company owners farm out projects to big boys, hire a bunch of "vacationing" college kids & grads for peanuts, promise them a bright future, then fire them t the end of the project.

      The large Fortune500-ish game companies would probably hire these "game degree" graduates, but they're like the rest of corporate america - they'll hire pretty much hire anyone with a degree. Your opportunities for advancement are small, the hours are incredibly long, you'll have more managers than fingers, and the pay is mediocre at best. Management is where the money's at in those places, and if you're a soulless bloodsucker you could get on the management fasttrack. But may God have mercy on your soul.

      The few places that are left that don't fall into either category really don't care about what degree you have. They hire based who you know, and how well those people say you'll fit into organization & the project you're being hired to work on. In effect - Person A has worked with Person B in the past, Person A vouches for Person B, and Person B gets hired. Did I mention it's a SMALL industry? Most of us know each other.

    4. Re:3am TV Meets 3pm /. by SQLGuru · · Score: 1

      I think I agree with you. 4yr degree in CS from an Engineering School. 12yrs in the business application realm. Looking for something new and different, so I started the ACC Video Game Development program (they are on the list of schools on the referenced web site). By far a cheaper option than most (~$450 per class), I think that having a background in programming puts me much further ahead of anyone else in the program in terms of sheer capabilities. The real benefit of the program is networking with the instructors who are all currently or previously in the industry. If you already have the fundamental skills, learning how to apply them to gaming is good. If you spend most of your time learning the basic skills, you miss the key application to the industry.

      Layne

    5. Re:3am TV Meets 3pm /. by Anonymous Coward · · Score: 1, Insightful

      Most of the television commercials you are referring to, as well as the article that was posted, refer to game design training. This is completely different than programming.

      A designer needs to have an introduction to programming so that he can script, and know the technical limitations of a computer.

      Programming positions still require 4 year degrees, or comparable experience. Computer science is such a large field. And game programming (at least for consoles, which I do) requires a quite in depth knowledge of computer hardware. Most programming positions outside of the industry don't require you to write your own memory managers, be aware of data and code cache coherency, or need to optimise code at the level required of a video game.

      A designer straight out of one of these schools would have a low level position placing object instances into the game, perhaps doing some high level scripting, and level design.

    6. Re:3am TV Meets 3pm /. by Broken+scope · · Score: 1

      Of a group of 12 friends going to ga Tech and getting a computational media degree, i am the only one with a Mapping protfolio and a few of my own tools for making maps. Their experience with games is still completly limited to playing. I'm activley trying to find a mod team to join. They don't even think they need to do that. They all seem to think that the degree is all they will need. They are staying for 4 years. Im staying 2 more and getting a masters in CS in case the games industry doesn't work out for me. What scares me about these degrees is that if you don't do well, what can you do with that degree? Nothing, ive got the odd feeling that when you are trying to get a job outside and you say "Well its a game design degree" most interviewers will give you a look, ask a few more questions, then say we will call you. What also scares me is these degree programs flooding the market with people right when i get out. making the portfolio all the more important.

      --
      You mad
    7. Re:3am TV Meets 3pm /. by neonprimetime · · Score: 1

      I am a developer at a bank. I have my masters degree. Earlier this year, a co-worker from another part of the bank took me aside to ask what it would take to become a game programmer. This was ~20 year old kid, that never went to college, and now sits around processing loans at a bank. He's tinkered a bit with Excel macros, but isn't even a wiz at that. Yet, he's job shadowing my position and asking all these questions about becoming a game programmer. I had to break it to him that, although the game programming profession is something every programmer dreams of at one point in time, the odds of landing in that career aren't plausible. We live out in hick town Wisconsin too, so I told him that you'd need to move half way across the country even if you were lucky enough to find a job.

    8. Re:3am TV Meets 3pm /. by grammar+fascist · · Score: 2, Interesting
      Moreover, I do not see game schools as providing coders with the education they need to be game programmers. We're talking about strictly intermediate, cursory knolwedge of C++, little to no education in algorithms & data structures... These guys are the VB programmers of the industry, their education covered none of the CS basics that are wholly necessary in apps as optimized and low-level as performance 3D apps.

      I don't know about that. I go to a school with an accredited CS program, and somehow we have time for five classes that aren't strictly necessary, but exist to give general background in specific areas. My user interface design and artificial intelligence classes would have been helpful for games programming, but machine learning, image processing, and quantum computing could have been substituted for 3D graphics, networking, and a specific games programming class. Some extra focus on optimization in the class I learned assembly language in (or would have if I hadn't known it) would have been good.

      Yes, I did get the core stuff (discrete math, programming language design, operating systems, file systems, multithreading, very low-level hardware, etc.), but that was all 300-level and below.

      I'm not saying you're not correct, just that you're not necessarily correct. My school could offer a games programming emphasis in our CS major without losing accreditation.

      Undisclaimer: I've written various 3D applications (couple of simple games, volumetric terrain generator) and a couple of Quake 3 mods (Alternate Fire, Unlagged). I almost broke into the industry once, but backed out when I saw the working conditions. All that said, I may or may not know what I'm talking about. :D
      --
      I got my Linux laptop at System76.
    9. Re:3am TV Meets 3pm /. by RingDev · · Score: 2, Informative

      You realise that Human Head and Raven software are both located in Madison, WI right?

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    10. Re:3am TV Meets 3pm /. by neonprimetime · · Score: 1

      Nope, thanks, didn't realize that. But still unless he moved down there, that would be a heck of a commute :-) There are 2 cities in Wisconsin where I definitely would not want to live IN. Madision & Milwaukee. I could perhaps see living in a suburb of Madison though, but I would never in my life resort to living anywhere within shouting distance of Milwaukee. It's just asking for trouble!

    11. Re:3am TV Meets 3pm /. by RingDev · · Score: 1

      Madison is a pretty nice place to live. Downtown and south for liberals, East and West for conservatives. A solid entertainment scene for pretty much any genre. Some of the top public schools in the nation. I live in a small town (~7000 pop) 1/2 an hour out side of Madison. It's nice to be out of the hustle (I used to live just south of DC), but still close enough to a major city to be able to have a solid employer, night life, higher education, and other facilities.

      I think there is a dev studio or two in Minneapolis, but I can't recall who off the top of my head. It might be a shorter commute though ;) But you are probably right to advise him agaisnt it. If there is one thing I noticed going back to school (I took a few years off after high school) is that there are people who want to be there, and people who are determined to be there. The people who just want to be there wash out. I think my CS Assoc class started with 64, we graduate with 7. My BSTM degree finished with 4, and my BSIT just wrapped up with 2.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    12. Re:3am TV Meets 3pm /. by StarvingSE · · Score: 1

      I think people often confuse "game developer" with "game designer." The game designers have all the fun, they get to create the storyline, characters, design the graphics, allt he fun stuff. The developers get to make the game engine work with 10^320931329 different PC configurations.

      I don't think anyone really wants to be a game developer, as its just developing software and tedious at that. I think most people want to design the games.

      --
      I got nothin'
    13. Re:3am TV Meets 3pm /. by neonprimetime · · Score: 1

      Agreed, cause Game Programming can be about as low level as Assembly language programming. You're trying to squeeze milliseconds of performance out of the console in order to make your rectangles move faster. Zzzzzzzzzz.

    14. Re:3am TV Meets 3pm /. by Anonymous Coward · · Score: 0

      Well there are points from the other end of the spectrum. I could say that the state university down the street focus's too much on the theory and doesn't go into application of those theories enough.

      This should be taken on a case by case basis. Not all game schools only give an intermediate, cursory knowledge of C++, I would assume those are the game "design" courses, not game development. Many school do teach what you need to know in order to code games (plenty of algorithms & data structures included)

      I work for one of these game development schools right now and I can say for certain that our school teaches way more pertinent skills for making games then the state university down the street does in their CS degree. I have worked with graduates from that school and even making a basic pong game seemed to be out of their league. Sure they knew a lot about theory and ways of using algorithms, but making an actual game was a foreign concept. Now this is not true for all their graduates, but for the ones that it is not true for it is because they pursued games on their own.

      Judging someone purely off of what type of school they went to is ridiculous.

    15. Re:3am TV Meets 3pm /. by Anonymous Coward · · Score: 0

      A guy who used to work at my company recently left to join one of these game development "schools." When he announced his departure, I almost asked him if he was going to one of those shitty programs they show on TV, but then I caught myself when I realized he probably was. This guy was one of the worst programmers I've ever seen, and it was only after he left that I realized how truly bad his code was. This guy spent a year at the company and never made it past writing shitty PHP scripts because even his shitty PHP scripts took him weeks to write and then weeks to debug. WEEKS! To generate a report that's basically 2 SQL queries. This is the type of person who signs up for these programs - people who can't cut it elsewhere and are drawn to "big money." The guys who should really be the ditch diggers of the computer world, if they even have any business being in it at all.

    16. Re:3am TV Meets 3pm /. by gabebear · · Score: 1

      I actually do enjoy that kind of stuff, I think it takes a just the right type of mental disfunction to enjoy it. I'd like to start doing some game programming on the side and see if I can release something fun. I'm not short on ideas for games, but I need to find one that doesn't end up sucking and get it finished. I'm graduating in December with my Bachelors in Accounting Information Systems and I'm planning to stick around and get my Masters in Comp Sci.

      On a side note I just got my first computer with shaders!!(a macbook) and these things are fun to mess with. I'm still not wrapping my mind around how bump mapping works though...

    17. Re:3am TV Meets 3pm /. by LKM · · Score: 1

      It's not only that I have "no hope in hell of doing it" (although that may be true, I simply don't know since I've never tried), but also that even though programming games is kind of a dream, it would mean that I'd have to work twice as much, work crappy hours and receive half as much money as I do now.

  2. Hell yes, it's easy! by Rob+T+Firefly · · Score: 2, Funny

    You just hjave to tighten up the graphics.

    1. Re:Hell yes, it's easy! by Gropo · · Score: 3, Funny
      Am I the only one who expected that commercial to start getting really steamy-gay at any moment? I think not.

      Not that I have a problem with that... They just could have toned down the iZod/70's hair thing a bit maybe? Tightening the graphics probably wouldn't have helped.

      --
      I hate Grammar Nazi's
  3. Getting into $established_industry isn't easy! by Alphager · · Score: 1

    Film at 11!

  4. Game schools are basically jokes by kinglink · · Score: 2, Insightful

    So yes, there's "colleges" that teach people the game industry. And yes they have decent tools. But the problem with those schools is a lack of discipline. I'm not talking S&M but coding discipline. When I left my college after 4 years with a CS degree, I knew Java, C, C++, the differences between the two, Lisp, and Prolog, as well as SQL, and how to connect and admin a database, I also had a great understanding of Networking and some exposure to XML.

    Out of all those things they all have helped me now that I'm in the industry, these "schools" are basically 16 month programs where if you really work you can learn a lot however there's not a huge drive to work hard, you can pass with a little work or you can excel if you push yourself.

    That's not to say they are useless, one guy I work with went through these programs and he actually said that because he had a lot of drive he really went far, but that doesn't mean the school did anything other then give him people to learn from. It was his own personal push that got him through the school and got him a job at our company.

    The only problem is that if he doesn't like the game industry it would be significantly harder for him to leave and get a job in IT or programming outside the game development world. The degree is so precise in what it teaches and so fast that with out experience it becomes null and void much faster then even basic CS degrees. But I guess you get what you pay for, my friend got the cannon which he loaded with the blasting powder which shot him up to our level (a decent sized studio making blockbuster sized games), while others in his class barely had enough to blow their own nose with.

    1. Re:Game schools are basically jokes by bsd4me · · Score: 1

      I think it goes beyond even the nuts and bolts of a programming. A good CompSci/CompEng program teaches the critical thinking skills necessary to be a good programmer. It is not enough to know how to do something; you really need to know why you are doing something and why that thing works.

      For example, I don't think there were any programming assignments in the senior/grad data structures course I took. That's the easy part. Knowing why the algorithms worked the way they did and being albe to really reason about an algorithm turned out to be far more benefical in the long run.

      --

      (S(SKK)(SKK))(S(SKK)(SKK))

    2. Re:Game schools are basically jokes by DingerX · · Score: 1

      I hate to point you to the article, but hte "schools" they talked to were DigiPen and Guildhall. Can't speak for Guildhall, but DigiPen is a 4-year institution, and they do teach a broader curriculum then simply Video Game vocational training. And people do "wash out" as well.

      Of course, with a few changes, what you say could be applied to State Universities: I've seen a lot of people go through them without any real effort or motivation, and go into something they're not particularly interested in. But then, some people apply themselves and work wonders. College just provides the opportunity; most students anywhere don't have the drive to do much with it.

      Personally, I don't think college should be vocational training. But if someone is truly inspired to do video games as a calling, by all means check out the specialised schools. 4 years of game development as part of a college curriculum means something: and the portfolio can show fairly quickly what kind of talent the person has, individually and as part of a team.

      But, sure, I suspect most people who want to write games don't really know what they're setting themselves up for: an underpaid, overworked sector of the market with a high burnout rate. You have to _really_ want it, and really drive for it.

    3. Re:Game schools are basically jokes by kinglink · · Score: 1

      Digipen doesn't suffer from the "daycare" problem as much, I also work with a guy from there and he's a great programmer (the other guy was from fullsail.. mock away). He does talk about that school and it does sound to be focused more like a CS degree for game programming, though he doesn't have a well rounded degree like mine, he does at least have more knowledge in CS than should be needed for the industry and knows how to learn well (recently he had to tackle C# with out knowing it or java. He passed that challenge with little help.)

      But still at the same time there's other schools that just suck for teaching. At the same time you're right state universities are... well lacking. They arn't community college but they still don't have the true skills that you get from a Institute of technology. I went to a small institute, and we got a lot of hands on stuff early on, which helped a lot because after a couple years we did learn the fundamentals, but at the same time we had the applications to apply them too.

      Of course as I said, those schools are jokes, but then again people with a huge amount of drive will be able to get into the industry through them. What companies look for is some formalized education, and demos and projects you've worked on. They don't care where you got your education as long as you know your stuff. My point is more that while you get the education at these schools if you change your mind, you're not going to be able to go into financial trading systems with the same degree (I've done that too. That makes game programming seem like cake)

    4. Re:Game schools are basically jokes by Anonymous Coward · · Score: 0
      I hate to point you to the article, but hte "schools" they talked to were DigiPen and Guildhall. Can't speak for Guildhall, but DigiPen is a 4-year institution, and they do teach a broader curriculum then simply Video Game vocational training. And people do "wash out" as well.


      Yeah, and they're accredited by the "Accrediting Commission of Career Schools and Colleges of Technology" which is pretty lame (see: beautician school, truck driving schools and diesel mechanic programs). Where's the regional accreditation? Even fucking DeVry carries the weight of North Central Association of Colleges and Schools. Just wait till these folks try to get into grad school or parlay some of these credits into another degree program at a state school because game design wasn't their gig.

      Of course, with a few changes, what you say could be applied to State Universities: I've seen a lot of people go through them without any real effort or motivation, and go into something they're not particularly interested in. But then, some people apply themselves and work wonders. College just provides the opportunity; most students anywhere don't have the drive to do much with it.

      Personally, I don't think college should be vocational training. But if someone is truly inspired to do video games as a calling, by all means check out the specialised schools. 4 years of game development as part of a college curriculum means something: and the portfolio can show fairly quickly what kind of talent the person has, individually and as part of a team.


      I agree with your sentiment about college/university degree programs ideally not being votechish in nature (and indeed some are), and you can find some useless majors at my local colleges and universities without a doubt, but if somebody doesn't make it in the game design field they are going to want to retool. Many of them will likely want to enter another sector of the computing field. The people in my neck of the woods (read: the other 90% of the US not in Silly Valley or some place like Austin) are going to give your resume the extreme hairy eyeball when it comes in with a DigiPen degree listed when you're trying for a J2EE position or the like. I'd rather have a liberal arts degree from a state school in that case. Even though it has nothing to do with software development it indicates a certain level of fortitude and general educational competency.

  5. Riiight by Anonymous Coward · · Score: 0

    It used to be the case that studios had the liberty to take bright, fresh, new employees with no specific game education background and train them in the methods, tools, and style that are required to make games. This is no longer true.'"

    Yes, because he has no interest at all in saying this...

    I still believe it's very much possible that, with a good portfolio to show, you can get a job in the game industry; Having done a gamedesign course for two years, I can tell you that the course did not learn me as much as I was able to learn myself from the Net/selfstudy.

  6. Duh. Wha? by Aladrin · · Score: 2, Insightful

    "The number of job seekers who are seriously pursuing this field is staggering."

    Right... It's called 'every teenage boy wants to do this with his life.' It's the next generation version of 'rock star.' It also means that not everyone who is 'seriously pursuing this field' is even remotely competent at it. They just want it really bad.

    "It used to be the case that studios had the liberty to take bright, fresh, new employees with no specific game education background and train them in the methods, tools, and style that are required to make games. This is no longer true."

    What? Sure it is. They are totally at liberty to take completely unknowledgeable people and try to expensively train them while ignoring semi- and mostly-trained people that also want that job. They'd be fools to do it (in most cases), but hey, that's their right.

    I don't think there's any news here at all. Especially since there have been school entirely dedicated to this for quite some time. (I won't bother to advertise for them, as I feel they are all scam artists. "We promise to get you a job" etc etc. My sister's boyfriend just went through one... $80,000 later he's still looking for a job as a clerk.)

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  7. Riiight, redux by Travoltus · · Score: 2, Interesting

    And how do you get into the game industry now without a fairly glowing resume that shows years of prior experience? I'm talking about now... not 2-5 years ago.

    There's no such thing as an entry level tech job any more. Even a tech support rep position requires 2 years of tech support experience (see: catch-22). A job in the gaming industry requires not only that but soon it'll require one other thing: fluency in Hindu and Chinese. Preferably both, according to a recent Gamasutra article.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
    1. Re:Riiight, redux by gsn · · Score: 1

      Sorry just a pet peeve but Hindu isn't a language.

      --
      Reality must take precedence over public relations, for nature cannot be fooled.
    2. Re:Riiight, redux by Anonymous Coward · · Score: 0

      totally agreed, lol. sub i for u

    3. Re:Riiight, redux by Ryan+Amos · · Score: 2, Informative

      "Experience" does not necessarily mean "paid experience."

      There is plenty of work in the tech industry for almost-entry level positions. The catch is that so many kids are good with computers that they grow into already-trained young adults. The projects you were wasting time in high school and college on might end up being more relevant than the high school or college degree (not that having either of these hurts your chances at all. :) If you have no experience whatsoever though, don't expect on-the-job training.

      Kids going into gaming have probably worked on a couple games, or at least developed mods for an existing game. In the gaming industry especially, companies want to see that you're really interested in being a game developer, as opposed to just being really interested in playing videogames (most people who think they want to develop fall into the latter category.)

      Companies expect you to have a portfolio of your work. If you don't have one, get to work. Make a mod for Half-Life or Quake 1. Write a Donkey Kong clone from scratch. Odds are, if you wouldn't do it for fun, it's probably not for you.

    4. Re:Riiight, redux by Anonymous Coward · · Score: 1, Interesting
      There's no such thing as an entry level tech job any more. Even a tech support rep position requires 2 years of tech support experience (see: catch-22).


      Oh bullshit. My office mate just got a call from a recruiter today who is pleading for entry level A+ certified techs who have the following abilities:

      - to show up to work on time
      - to not hit on every female at the customer's site
      - to iron one's shirt before showing up to work (no ties required)
      - to manage customer relationships while representing the company on-site
      - to call in for backup in the event they are out of their area of expertise
      - to QA their own work on the spot (recheck it, folks.. geez)
      - to follow-up with the customer

      and the list goes on. Starting pay is $12-$15 an hour in the midwest (we're in a low cost of living area), with swift progression through $17 an hour plus bennies.

      To the kids reading this: yes, we know you can edit the registry like nobody's business and configure Squid in your sleep, but if you can't get the above down pat don't bother. And no, you're not going to get hired at 65k a year no matter what the radio ad said.

      My office mate is a desktop/laptop support guy and I handle networking, databases, and small bit of code. We were attempting to hire another person from the local community college and out of ten interviews we had one very tenuous "maybe" along with nine complete boneheads.

      There are tech jobs, it's just that idiots aren't landing them like they did in the .com boom.
    5. Re:Riiight, redux by Mongoose · · Score: 1

      I done several OSS projects: 3d modeler, a couple of game engines, and other stuff like that. Pretty simple really. I had no experenice, and I got a pretty good job my first time out doing engine / gameplay work. If you can do what they need they'll hire you. The main thing for me is the hours are too long to be reasonable, but if you can stand it have fun.

    6. Re:Riiight, redux by saarbruck · · Score: 1
      "A job in the gaming industry requires not only that but soon it'll require one other thing: fluency in Hindu and Chinese. Preferably both, according to a recent Gamasutra article."

      I think games jobs are safe for a while. The need for rapid turn-a-round between design, art, dev, and test is crucial and gets more important the closer you get to shipping. Waiting a day or two for assets/code because of the time difference would kill productivity, and no game studio I know of is organized enough to keep the schedule moving with that kind of built-in delay. Even if your outsourced workers are keeping your local hours, there are people bouncing in and out of each others' offices all the time, cross-pollinating, and that sort of thing is good for a variety of reasons.

      contracting out an entire game would be one thing, but other than small, modular, well-defined tasks, I don't see outsourcing affecting many game devs.

      --
      I am the very model of a modern major general!
    7. Re:Riiight, redux by Anonymous Coward · · Score: 0

      Nice anecdote. First of all, where did your office mate get the cash to get an A+ cert?

      Second of all:
      "- to QA their own work on the spot (recheck it, folks.. geez)"

      Is a sign of a doomed project.

      Programmers QA'ing their own work is the worst kind of quality control of all.

      I say this as a former project manager who started out as a glass box QA (that means, I wrote and interpreted code) tester.

      But I will hand it to you... every now and then you do find an entry level tech job. People also win the lotto.

  8. my recruiter has hundreds of openings by Surt · · Score: 1

    He's constantly trying to get me to switch jobs. Unfortunately, my current job is paying me quite ludicrously, so I'm not switching for now. But the games industry in general is desperate to hire right now. The problem is that most 'game dev' schools are churning out utter crap for candidates. They haven't really done much development, they can barely code at all, or their art skills are crud. The game school programs just don't produce the kind of candidates the industry wants. You're better off going to a real school, getting a real CS degree, and producing a game in your spare time. That's the kind of candidate the game industry will gobble up.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    1. Re:my recruiter has hundreds of openings by MBCook · · Score: 1

      This is sort of what I'm thinking. I'd love to program games. I just graduated and got a job doing programming and it's quite nice. As much as I'd love to work on games, I know it isn't going to happen. My job pays well and has great flexability. If I get a job in the industry I'll be worked until I'm about to pass out for semi-reasonable pay.

      I also think those kind of degrees are useless. That kind of thing is best as a minor with a real CS degree at most. I came out of DeVry just as they started rolling out the tracks system (Game/Simulation, Forensics, BioMed, *insert-cool-thing-here*) and they are very focused degrees. You get EXACTLY what you are looking for, and I don't think that's a good thing. Yes there are some general courses, but not nearly as many as under my degree (which was phased out into the tracks). The idea of a school for this just worries me, I think it would be an ITT Tech and the degree wouldn't be worth too much. I doubt many of these places are even accredited.

      Now the art program mentioned at the start of the article seems great to me. It's a real art program, only with an emphasys (later on) on art for games. That seems useful.

      If you have to get into the industry, my best guess at how to do it would be to get a real CS degree, then go to one of those school.

      The other problem with getting into games is location. When I tired to look up a bunch of game companies, like 85% were near Seattle or Silicon Valley, with another 5%-10% near Dallas. If you live Ohio, you'll be going a long way to look for a job.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  9. Guildhall by kingradar · · Score: 1

    If you want to break into the gaming industry, sign up for the Guildhall at SMU. If memory serves, its an _intense_ 18 month program. I believe somewhere around 96% of the graduates end up with jobs in the gaming industry.

  10. The real issue is obvious by Shivetya · · Score: 1

    Being a game designer is not all fun and games. Works the same in many industries. A lot of people want to do it basing their desire on what they see at the end of rainbow. If you totally ignore that climb to the top it makes many any job look great.

    It really is part of the instant gratification, I deserve everything, entitlement attitude too many come out of schools with. Reality sucks and it hits many of them hard. Most who never had to do anything harder than whine to two parents to get what they wanted.

    Game programming isn't simple and its not going to be exciting all the time if ever. Programming is programming. The same for doing the art that makes games look as good as they do. So you did a model, big deal. Now do X number of them, all to the same level of quality, and get it done by October. Now its work.

    We all know people who do nothing than tell us and everyone else how they would do something better or different. Its a never ending story for many. "If I had done this it would have been with bazillion bit textures and optimized for octa-core machines" or whatnot.

    Hell if any aspect of the game industry was easy many of us would be doing it. Instead the two easiest aspects of the industry to be part of are is the consumer end and the dreamer.

    If anything schools catering to this crowd might actually make some real game designer, programmers, or artists out of the dreamers. Some need the structure to follow through on their dreams. With it all laid out before them, the steps to follow, maybe getting that dream to be reality will happen. Hell, turn the grade point system into points and layout the course like a game and tell them, X points and you win :)

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  11. Game development is hardcore development by CptPicard · · Score: 2, Insightful

    I mean no offense for anyone enrolled in such education and might be interested in hearing what exactly it entails, but...

    I don't know whether to cry or laugh when I see mentions of these schools offering specific game programming courses and "degrees" that last for a year or two. Who are they kidding? Even colleges that offer 3-4 year programs with some kind of game programming specializations would, in my view, hardly prepare a person to actually develop games. Design, maybe, from the user's point of view, but "develop" in the programming sense? No.

    Maybe I am out of the loop and game programming has indeed turned into some drag and drop excercise, but I am of the old skool where we used to optimize inner loops in assembly to get our pixels onto the screen as fast as possible when me and my friends were coding some crappy little games in high school. Nowadays I'm just about to complete my M.Sc. in CS, with studies both in fundamental algorithmics and all sorts of applied fields, AI, graphics, the works you'd find in a game engine. I STILL wouldn't dare actually seek employment in a game development company, as I don't feel like I am strong enough in the pragmatic aspects of coding (I'm mostly a bookworm, not a geek who codes into the night) and I'm sure I would have a lot to learn about the algorithms side of things, too.

    There's this stupid idea floating around that just because most people in the world these days are involved with technology and even like it and an increasing number are even gamers, this inflation of geekness actually means that more people also have the capacity to master this technology so profoundly as to be able to actually create more of it. I am absolutely certain this is false, because people haven't all of a sudden got smarter, and because the offerings are becoming increasingly complex. The fact that a lot of the stuff is being moved into libraries and thus not all games are just written from scratch anymore probably doesn't compensate for this.

    You can't just take Joe Random off the street and educate him into a game programmer. Likewise, if you want a career in game development, become a developer first. You need to be a really GOOD developer to actually get to develop games, as you will have to master a large set of complex theoretical ideas and apply them.

    Here's a good test: grab any entry-level university textbook on linear algebra. If it makes your head spin, move on.

    --
    I want to play Free Market with a drowning Libertarian.
    1. Re:Game development is hardcore development by 99BottlesOfBeerInMyF · · Score: 2, Interesting

      Maybe I am out of the loop and game programming has indeed turned into some drag and drop excercise, but I am of the old skool where we used to optimize inner loops in assembly to get our pixels onto the screen as fast as possible when me and my friends were coding some crappy little games in high school.

      So here's the deal. To make a fun game, you don't need really fast, impressive graphics. You need gameplay. You absolutely need some good coders to develop good gameplay, but you also need people with vision and who know what works. The next two items on the list are graphics (both coding and artwork) and story. Some of the best games of all time are the ones that managed to get all of these components. Some of the worst games of all time have great graphics and coding behind them, but the gameplay and story is a big pile of crap. The thing is, a lot of people recognize that the coding to make good gameplay can be reusable. That is to say, with a good gaming engine, some scripting, artwork, story, and map makers, you can make a really good game without having to do a lot more actual coding. Companies try this and sometimes succeed all the time when they buy access to engines and dev tools others made.

      There are a lot of people out there who are talented storytellers, or artists, or just have a really good idea of what makes a fun game, but they don't have a good way to leverage those skills and those skills are often not valued by many of the clueless development houses.

      Since they have no chance to get into the regular gaming industry, a lot of amateurs with other pieces of the puzzle (or who think they have them) would like to have access to a chance to contribute. This creates a big market for gaming schools and for easy to use game dev software.

  12. The gaming industry wasn't for me by PIPBoy3000 · · Score: 3, Interesting

    I develop Neverwinter Nights modules for fun and have done so for the last few years. My modules have been included in gaming magazines and I've won several awards. For awhile, I was getting quite a few job offers.

    Now, don't take me wrong. I love games and I love making games. The main problem is that I seem to love them when I can develop games on my own terms, something of a rarity in the gaming industry. The pressure in the game industry is intense, with crunch time and publisher demands and an uncertain career path. Plus, if you falter, there's a dozen other people ready to take your place.

    I opted for a much more stable and lucrative position in the healthcare industry. The work is interesting (web application development) and I like the people I work with. In what seems like a rarity these days, I can easily see myself spending the bulk of my career where I am. Already I've been here for 10 years and another thirty sounds just fine with me.

    Making games as a hobby seemed to be the best choice for me. I enjoy the creative aspect of the work and the freedom to make the story I want to tell. It's fun to be able to give my work away for essentially free and bring a bit of joy to the world. There are occasional frustrations, such as debugging and post-release tension, but for the most part it's an enjoyable pastime that I hope to continue well into the future.

    1. Re:The gaming industry wasn't for me by Profound · · Score: 2, Insightful

      I used to work for EA, 80+ hours a week.

      Now I work 37.5 hours a week doing financial web apps, and code games at home.

      I make more money, have less pressure and get to spend more time on doing innovative, interesting games development.

      The only downside is that I'll never have 6+ million people play a game I worked on, and young boys don't say "wow you have the coolest job ever!"

  13. It's probably easier now... by Dodger73 · · Score: 1

    ... and during the last 5 months, than at other times, because many companies are still ramping up for their next-gen teams. That doesn't necessarily mean, however, that it's easier for candidates with little experience and qualification. Long term, it pays for a company to be picky about who they hire; That means, that finding people with the right qualifications for a job opening is difficult from the hiring company's side as well. I can't even begin to tell how difficult it is to find a truly qualified engineering candidate. Needle in a hay stack kind of, sort of, describes the feeling.

  14. A perspective from the 8-bit days by Pentomino · · Score: 1

    I attended a Classic Gaming Expo recently, and heard an Activision employee talk about what he says to people asking for advice about how to get into the industry. He says, "don't." In his day, a single programmer could creata a game that sells millions. Today, a game that sells millions also costs millions, and that means lots of anonymous cogs and testers working slave hours.

    It's never been like those commercials that run on G4, with those two guys in recliners looking at a big screen TV. "Which way do you think this guy should move?" "THIS way!"

  15. Why would I hire someone from a "Games" school? by MiceHead · · Score: 3, Funny

    One of the largest benefits of many of these programs is that they bring a student through the entire development process, from concept to polishing.

    Take De Blob, created by nine Dutch students for (I believe) the city government of Utrecht, in The Netherlands. I think it's a fine game; not perfect, but well-polished and (most importantly) complete. This means that the team has seen both the great and nasty aspects:

    * "Let's create a great concept! This is going to be so rad!"
    * "Prototype's done. Let's kick the tires."
    * "I know we have the same machine. I'm saying it's not working on my machine."
    * "That prototype sucked. We need to re-design our core game mechanic."
    * "What do you mean we created our art assets too early and have to discard them?"
    * "Time for the alpha. Our programming lead just left to become a nun?"
    * "This game is so much fun that we play it for hours on end instead of working."
    * "We have a bug where the game crashes if you move the mouse too much."
    * "Why does everyone outside the dev team not like our game? We love it."
    * "I want to quit. I want to quit. I want to quit. Rrrrr!"
    * "Okay, now more artwork. Someone tell the artist to stop using 4096x4096 textures."
    * "Everything's running smoothly. Beta time! This should be cake."
    * "What do you mean, 'nobody can run the beta'?"
    * "It's finally done! Hahaha!"
    * "Wait, what do you mean it's not done?"
    * "I'm so freakin' tired. Damnit, if I quit, I'll fail the course. Can't quit. Gotta keep going."
    * "Finishing the final 10% should only take us 10% of our total dev time, right?"
    * "Our playtesters are smashing their controllers against the walls."
    * "Okay, our playtesters are finally happy."
    * "Time to ship. That wasn't so bad. What's that yellow thing in the sky called, again?"
    * "I need a drink."

    Presumably, folks who have been through a project of any reasonable size have some idea of how development goes, and can recognize some not-so-obvious mistakes. And the ability to stick with it through a grungy project (and they're all grungy at one point or another) is a plus.

    While that's not enough to recommend these programs outright (and there many be many other points that make them not worthwhile), I view it as a big benefit.
    ________________________________________
    Dejobaan Games - Bringing you quality video games for over 75 years
    Indie Superstar - Indie games news in an exciting video webcast. Woo!

    1. Re:Why would I hire someone from a "Games" school? by Anonymous Coward · · Score: 0

      Perhaps I should rephrase that: many of the larger programs (e.g., a game development major at an accredited university, as mentioned in TFA's third page) will push students through complete projects. I can't speak for the smaller programs.

  16. Games for Linux is VERY easy by Foofoobar · · Score: 1

    Take a page from software developers...
    There was a time when it was impossible to get a job working on a kernel until open source came along. Open source has enabled alot of developers to cut their teeth and prove their skills to be able to get a job.

    You can always develop for Linux (even a paid for project) using openGL and should your project go well, you will get the attention you deserve. It may even be possible that you could start your own company should it get popular enough.

    It's a great wayto cut your teeth and eventually get whatever project you are looking to start off the ground.

    --
    This is my sig. There are many like it but this one is mine.
  17. Knock, Knock... it's opportunity by 99BottlesOfBeerInMyF · · Score: 2, Interesting

    Right... It's called 'every teenage boy wants to do this with his life.' It's the next generation version of 'rock star.' It also means that not everyone who is 'seriously pursuing this field' is even remotely competent at it. They just want it really bad.

    All these fly by night gaming schools are tapping into this market, but there is another way. A few really competent developers could clean up by grabbing one of the open source gaming engines out there, getting some venture capital and building it out into an open source gaming virtual console. Here's the basic idea. You build an open source, cross-platform gaming engine that takes modules, just like neverwinter nights, but a bit more versatile. You build into this a service that allows people to sell and/or give away modules they develop, supported by advertisements. At the same time you build freeware and more comprehensive payware development tools for this engine. You build one game, or maybe half a game including art and the whole shebang as your hook and you give the engine, game and freeware tools away for free. Get it bundled by Windows OEMs and in Linux distros and heck on Apple machines if you can. If you can't, make sure it is a free download everyone knows about.

    At this point you have dropped a pile of money on this game/engine and don't have any real return on your investment. This is where the aforementioned market comes in. All the people who want to be game developers will mess around with your free tools and a few will make something worthwhile. A number more will shell out for your professional dev tools. At this point you have a fairly widespread service and will be getting a lot of good press. You have a lot of the work of making a game done for people, so the investment to bring one to market is small. This means companies might consider releasing cheap titles. They will want your dev tools. They may well want improvements to the engine which will benefit you or which they will pay you to make. And who better to hire to do development than the makers and maintainers of the engine?

    Throughout all of this you'll be able to undercut other companies developing engines because you are leveraging free work from the open source community. Heck, there are a number of engines now you can leverage. If nothing else you can make and sell more modules, providing low cost games and building brands. If it takes off enough you'll be able to clean up simply on the advertisements on the site and the dev costs will be incidental.

    I seriously think this would work, but am way too busy/comfortable to go for it myself. Someone, steal my idea.

    1. Re:Knock, Knock... it's opportunity by Aladrin · · Score: 1

      I wish somebody would, but not because I think it'd work... But because I'd like to use it ;)

      There's been tons of 'program games quickly' apps out there and none of them have every produced a game worth selling... And I haven't met any that I felt were worth playing, either.

      I would guess the best you could hope for with this is that a huge mega-company saw your efforts and thought 'wow, we would use that on upcoming game x' and hired you. Like Narbacular Drop. Except a game that was meant to have tons of community mods, such as NWN or Oblivion.

      Not that I wouldn't wish them the best of luck... I just don't see it happening.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:Knock, Knock... it's opportunity by Napalm+Boy · · Score: 1

      FWIW, the Narbacular Drop team didn't come out of a "program games quickly" school, they studied for four years and earned their BS's. Not saying that's what you meant, but those two phrases so close together makes it sound like they were just tooling around with this game idea and got lucky.

      --
      Well, the door was open...
    3. Re:Knock, Knock... it's opportunity by 99BottlesOfBeerInMyF · · Score: 2, Interesting

      I wish somebody would, but not because I think it'd work... But because I'd like to use it ;)

      I've seen similar models work to build mod communities, even around relatively obscure games. Back in the 90s I remember the Macintosh only game "Realmz" which shipped with really cheap dev tools and had a built in service for downloading and selling these new modules. People were happy to pay $15-$30 for more content, some from the original author and some from other people. The key is to build a game that has lots of value in the story and in addictive gameplay. Role-playing style games where you build up characters and inventories are ideal for this. I knew people who installed mac emulators just to play that old tile-based game, because despite not having the most detailed graphics, it was just fun.

      The other component to this is that there are lots of open source engine and game projects now. Some of them are pretty cool, but none of them has any real commercial backing or business plan involved. It would be a huge boon to be able to leverage this pool of code and talent and all of it comes off of the cost of developing your for-sale games. You can probably sell modules for such a system for as little as $15 and still make a reasonable profit. And all the time the community will be donating ideas, models, textures, bug fixes, and revenue from the ads on the site.

      Another nice aspect of this, is it does not preclude the boxed sale market. There is nothing stopping the maker of one of the modules from packaging the whole engine and their module and shipping it, at which point the game purchaser is subjected to the whole community. It is like free advertising for it.

      You are by no means the only one who would really go for a chance to try this out, and even some fairly competent coders would like a chance to build some resume fodder to help them get into the market. Even without any large companies getting on board, I think the original developers combined with the amateur community could make some really good money on this. And if the developers happened to have an easy way to port these to consoles, for a reasonable fee, well that is just icing on the cake.

    4. Re:Knock, Knock... it's opportunity by mikael · · Score: 1

      There's been tons of 'program games quickly' apps out there and none of them have every produced a game worth selling... And I haven't met any that I felt were worth playing, either.


      That's been going on since the early days of the home computer in the 1980's. Back then, it was text based adventure games and pinball creation kits; "Build the ultimate pinball machine".

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    5. Re:Knock, Knock... it's opportunity by Aladrin · · Score: 1

      Hah, I had one of those pinball games... I created some really nice table, too. -sigh- The memories.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  18. How I got into the games industry as a developer by exp(pi*sqrt(163)) · · Score: 2, Interesting
    I found a problem that games people were having - a 3D rendering issue. Figured out a solution. Posted it to USENET. Was contacted about a job interview the next day. I wasn't even looking for a job in the business. But it does suggest a possible strategy: you need to try to find time to work on some project that'll impress people. Pick up Game Programming Gems M or GPU Gems N and look at the kinds of algorithms people are using. Many of the articles point out limitations or suggest future avenues for research. Try tackling one of these problems, and when you have a solution, tell everyone.

    PS I got back out of games a year later...

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  19. What they need is tighter graphics!!! by madhatter256 · · Score: 1

    All this talk about game design schools, etc. reminded me of this funny commercial:

    http://tightgraphs.ytmnd.com/

    Reality is that it is not what you know, but who you know. Not only do you need skill to be successful in the industry but know those that are already in that can help you get in, but only if you're worthy enough.

    My buddy got his job as a level designer without going to school whatsoever. I mean he's a highschool graduate, went to Devry, dropped out of there cuz he didn't like it - then attended a local community college. All while doing that he's been teaching himself level editing with the unreal engine and got a job with an indie company and now they are working on a 360videogame. He's been with them for over 2 years now and at first he worked for free because it was an independent company with no money coming in, and now he makes $50K/year salary thru the same company. His skill, determination, and talking to people in the unrealEd scene got him this gig and look where he's at now.

    --
    Previewing comments are for sissies!
  20. SIGGRAPH jobs lists by peter303 · · Score: 1

    I get these monthly emails of job openings from SIGGRAPH and they run into the hundreds. They include other types of graphics too, but a fair number of games stuff. Some are more artistic and others are more software, but a decent games person should know some of the other side.

  21. Re:Duh. Wha? by snard6 · · Score: 1

    It's the next generation version of 'rock star.'

    Yay! That means that wanna-be rock stars like myself will have more chance because everyone else'll want to be games programmers. Wait! I want to be a games programmer too... Which means i now have less chance of getting in the field... Life is rough!

  22. I started my career in the games industry... by leather_helmet · · Score: 1

    ...straight out of college - I studied CS with an emphasis in graphics & networks - I landed the job more out of luck than anything else, one my friends was tester in college and helped me get an interview - Initially wrote exporters for 3D studio max, memory card management stuff and bug fixing - I finally worked my way up to producer, managing our external development teams in Italy, Russia & Japan

    It was a great job while it lasted - long long hours, passion to make fun games, learned so so much, worked with great developers, E3 back in all its glory...but in the end it was not worth it (I have since started a web services company about 1.5 yrs back)

    With all the good, there is a ton of bullshit to deal with - my introduction to the dark arts of the marketing teams really turned me sour - The balance of development and marketing was heavily skewed towards the end of my tenure, forcing me to quit - when marketing begins to dictate release schedules, time allowed for bug fixing, cutting features to meet 'faster times to market' etc. etc., it can really stifle your desire to make quality games...

    /rant over
    I still hope to someday develop 'my' game - the design doc is still there, just needs to be dusted off ;) If I can only get a budget of a conservative $5,000,000 to develop it!

    1. Re:I started my career in the games industry... by buhatkj · · Score: 1

      thats pretty hilarious. I ALSO went for a 4 year CS degree, and ALSO chose the Graphics and Networking tracks, although I did AI as well. Not that it has in any way helped me get a game dev job (I have applied to a few..). I think the trouble is im a pretty dedicated east-coaster. I really dont wanna move out to Cali with all the wierdos out there :-P
      I think I'd just rather do some more interesting business programming. I doubt I'd actually enjoy game programming full time, so perhaps it IS best I just stay in the same sort of gig I'm in now, just maybe a more interesting one...

      --
      sometimes, i wonder if i'm the only conservative on teh intarweb. ah well, back to mah hogs and warmongerin'....
  23. Mod parent up, insightful by Travoltus · · Score: 1

    I didn't think about the option of making mods. Well said. I can't even say I've never heard of modders getting jobs from their work - if that were the case, where would the makers of Counterstrike be? I believe Cliffy "UT2004/Pwnage" B went that route, too...

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  24. Herzing college game degree by RingDev · · Score: 1

    I have a love/hate relationship with Herzing college. They have some of the best instructors imaginable that have helped shape my life and the direction of my career, and they have some of the worst instructors imaginable that make you wonder whether the tuition payment was worth it. But they do have a Video Game degree that Is not nearly so limiting.

    First off (last I heard) their gamers degree was a bachelor's level degree, and the way their education is set up, it is much easier to complete a technical associates first, then work on the bach. So in order to go this route you would at least have a BS and likely an AS in Comp Sci, Networking, CAD, Digital Graphics, or the like.

    Second up, from what I've seen of the course load it contains a lot of management related education (like all of Herzing's bach degrees). Public relations, team building, decision making, IT Resource Management, project management, etc, so even if the gaming market is full, you still have a huge marketable skill in technical management.

    Third up, Herzing's tech teaching is practical based. One of the best and worst things about the school. You miss out of a lot of the abstract theory (eg How to write your own compiler, understanding assembly, micro processor functionality), but you make up for it in practical knowledge (understanding advanced tools, standards, and multiple languages/environments). For the gaming degree at Herzing that means there are modeling classes, 2-d art classes, programing classes, networking classes, etc. You really get to know a lot about the practical use of the different functions in the development process. That means that even if you can't get into a game dev studio, you can always fall back on a graphics job in marketing, or network support, of software development in another field.

    All round, Herzing is a pretty decent (and expensive!) private school. The administration is god awful, but they usually allow the good teachers to really shine.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  25. Broaden your scope by RingDev · · Score: 1

    Yes, in order to be a graphics engine designer you need to have a substantial amount of knowledge in advanced technical fields of software development. But look at what game development is turning into, scripting and high level coding. Most game studios aren't building their own engines from scratch, they are buying existing systems and building their games on top of them. So yeah, they'll need a small team that can work on expanding the engine, but there are significantly fewer jobs in engine development than say, content creation, interface design, AI scripting, 2d and 3d graphics, game design, testing, etc...

    Not every employee at every studio has to have a Ph.D in CS and Physics. Have you played through some of the NWN modules designed by fans? Some of them are top notch. And they were built be "the VB programmers of the industry".

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    1. Re:Broaden your scope by p0tat03 · · Score: 1

      At the heart of it technology is still at the core of video games. While it's true that practically all major studios buy into middleware, this doesn't remove technology from the equation, nor does it open the door for incapable coders to create games. Even your average UnrealScript guy needs a heck of a lot more programming expertise than he is likely to gain from a game school certificate. A strong understanding of code, even if the coder is not operating at a very low level, is absolutely necessary. The NWN modules you're talking about, while excellent, are of a very limited scope (extra levels for a game, essentially) and revolve more around game design than the programming of it.

      Not to mention that there's a lot of room in this industry for some fresh technology. Technology can still do a lot for gaming, and I'm afraid it's not getting a lot of attention these days. It's come down to the shiniest graphics, the largest levels, and whose characters have a bigger sword to mow down the bajillions of identical enemies with. There are a lot of good game ideas that can be opened up with the right technology.

    2. Re:Broaden your scope by RingDev · · Score: 1

      As you mentioned, there is a large difference between game (engine) development and game design. Most of those "certificate" educations are for design, not development. And when it comes to design, knowledge and experience with C++, assembly and low level code optimization becomes significantly less important.

      A mesh editor doesn't care, and isn't expected to care about how many bits he can crame into a signle FP opperation. A Level designer doesn't need to understand how a lighting engine claculates surface colors, he just needs to know what the output will look like and how to acheive the output he desires. A mechanics designer needs to know more about psychology than he does about OpenGL or Direct-X drivers. A content author needs to know more about history and literature than sockets and the OSI model.

      There are significantly MORE jobs in the game industry that don't require low level coding knowledge than those that do. That is not to belittle low level coding, it is a critical job that will always need the best and brightest to continue pushing the envelope. But when it comes to producing a game, the engine is only one part of the project, and is often a part that can be easily outsourced for a fraction of the cost in time and money that it would take to develop a new custom engine.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  26. Long days working after you get the job by Joe+The+Dragon · · Score: 1

    The ad's for the game programming schools make the jobs look cool but fail to tell you about how much time that you spend at work working 80+ hours a week is not fun even more so when you don't get overtime for it.

  27. what about directx on wine? by Anonymous Coward · · Score: 0

    Not trolling, but what's the status of directx on wine these days? In my experience/hardware, games run faster on directx than opengl. I'd also assume more companies would be interested in directx skills for the microsoft market than opengl skills.

    1. Re:what about directx on wine? by Foofoobar · · Score: 1

      Actually untrue. I run City of heroes on Cedega and get a higher framerate than when running it under Windows on the same box. Plus now that OpenGL has passed hands, they are putting more effort into it. And aside from that, raytracing hasn't taken off yet but can greatly increase game performance so that's anyone game at this point.

      --
      This is my sig. There are many like it but this one is mine.
  28. Getting Into the Movies Industry Isn't Easy Either by 4D6963 · · Score: 1

    Lots of people want to be game developers -- but it's not as simple as it sounds

    In other news, lots of people want to be top models, famous singers and actors - but it's not as simple as it sounds

    --
    You just got troll'd!
  29. In the Industry: This is my Advice by Anonymous Coward · · Score: 0

    I'm posting anonymously, because I'm not out to make enemies, here.

    In general, most folks in the industry are leery of many of the game development schools out there. There are a few good programs, but there are also many places where your certificate won't be worth the paper it is printed on. My advice, across the board is this: Do not go to any school that will take any old loser who hands them a wad of cash. Even if you've got what it takes, that doesn't mean your classmates will. You will both have to suffer through lowest-common-denominator teaching, and the poor reputation of the students who have come before you in the job marketplace.

    If you really want to go through a game development program, do your research first. Do they have industry internships? What do past students have to say about the program? What is their job placement rate? Do past graduates keep in touch and maintain a social network in the industry?

    Also, I highly recommend getting a 4-year university degree before embarking on anything like this. Programmers should have computer science degrees. Designers should have... well, a designer can choose from many options (psychology, liberal arts, etc.). Artists should get an art degree, and should have strong traditional art fundamentals, even if they specialize in digital art. Producers might consider something business or media related, though I've seen producers with all manner of backgrounds.

    The important thing to remember is: Nobody has a silver bullet that is going to get you into the industry. You can't just throw money at the problem. You need to build a strong portfolio, no matter which career track you're aiming for. You need to show you can carry a real game-related project from beginning to the bitter end. You need to be able to demonstrate real work skills, instead of just dreams. Whether you get that at a school, or working on an independent project, that is what is going to sell you -- not a game dev school certificate.

    1. Re:In the Industry: This is my Advice by Anonymous Coward · · Score: 0

      I'll post anonymously just because you did.

      Dude, you posted anon because you didn't want to make any enemies, but you didn't name names! What schools really suck? What are the "few good programs"? Who really blows?

    2. Re:In the Industry: This is my Advice by Anonymous Coward · · Score: 0

      I was pretty much ruling out any program that doesn't heavily screen entrants for skills/talent/etc. There seem to be a lot of those, to be honest. They're exploiting peoples' dreams, and it's pretty ugly. I'm not naming names, because I'm not an authority on which ones are good and which are bad in the United States, at this time. I chose to stay anonymous, because I am sometimes involved in conversations with educators on how to improve their game development curricula, and I don't want to be perceived as an enemy of game development schools. If I CAN help them improve, I would like to. If they see me as an enemy, I will lose that opportunity.

  30. My path to the games industry was similar by jchenx · · Score: 1

    I also got into the industry right out of college. I was actually a summer intern, passed the full-time interviews at the end, and then spent the last year of my CS Master's program knowing I had a nice job waiting for me by May. :)

    I agree there is a ton of BS to deal with, mostly dealing with business and marketing. I don't think gamers realize how hard it is to balance quality with all of the money and time aspects of the business. I'm the believer that almost anything can be solved with technology, ingenuity, and time. Unfortunately, you don't a lot of that last item, which can cause a lot of people to burnout really quickly.

    True, almost every industry has that "not enough time" problem, but I definately think games has it pretty bad. It's so competitive, and there's just so much that can be done at any given moment: more time on game quality, or maybe improvements to the platform, or better coverage in testing, or just fixing bugs ... not to mention adding more features, etc.

    I often wish gamers knew how much blood, sweat, and tears went into any given product. For example, reading a lot of the comments in the WoW forums is just crazy, how many assumptions are made. "Oh Blizz can just do X and fix everything, its soooo easy!"

    I guess I can't complain too much. Before I got into the business, I was much the same way. :)

    --
    -- jchenx
  31. Re:Knock, Knock... it's opportunity - Crystalspace by poopie · · Score: 1
    A few really competent developers could clean up by grabbing one of the open source gaming engines out there, getting some venture capital and building it out into an open source gaming virtual console. Here's the basic idea. You build an open source, cross-platform gaming engine that takes modules, just like neverwinter nights, but a bit more versatile.


    Just like being a game developer, in theory it sounds easy and simple. In practice, it's tedious and complex.

    But... look at Crystalspace - it's maybe the closest thing to what you're talking about that I'm aware of: http://www.crystalspace3d.org/
  32. Re:Knock, Knock... it's opportunity - Crystalspace by 99BottlesOfBeerInMyF · · Score: 1

    Just like being a game developer, in theory it sounds easy and simple. In practice, it's tedious and complex.

    It doesn't sound easy or simple, but it is doable and something of the sort has been done before. Look at the easy to use editing tools in Neverwinter nights or Warcraft 3, or any number of other games. Something with that level of sophistication and ease of use, but integrated with a delivery service and open source.

    But... look at Crystalspace...

    Cystalspace is an engine and one that has some traction, but it is not a set of easy, GUI dev tools. In fact, crystalspace may be a good candidate for adoption for someone looking to start a commercial venture like the one I'm describing. Build some closed source dev tools, standardize the module format, and provide a reference game including public domain textures and models (but trademarked characters and settings). It is a lot of work, but with a pile of venture capital and handful of really good developers it has a lot of potential for being a good and stable source of ROI for a long time. The free game will pull in the eyes and the community will pay via ads, dev tool licensing, and by buying modules.

  33. I'm not listening to you by Qbertino · · Score: 1

    You watch to much TV at night and hang out on slashdot all afternoon.

    --
    We suffer more in our imagination than in reality. - Seneca
  34. Game Artists? by FloodSpectre · · Score: 1

    I wish I knew what my chances are when I'm an animator/modeler as opposed to a programmer. I keep seeing articles like this, but they're never about what I'm trying to do. Curses.

  35. Designers shouldn't know how to program by 7Prime · · Score: 1

    Wait a minute... game DESIGNERS shouldn't be programmers, in fact, I'd say that knowing a programming language would just get in the way of the creative concepts that go into making games. Shouldn't game designers have more of a background in human psychology, literature, problem solving, drama, cinematography/videography, and the arts?

    I think the worlds of the developer and the designer, at least in terms of the larger, mainstream markets, should be kept completely separate. Designing and developing are both creative endevours, but from very different perspectives. Designers come up with the fundimental ideas, and developers create ingenous solutions to bring those ideas to fruition. Knowing just the mear basics of how computers work is probably a good thing for designers, but any more, and they may be hindered by the ideas of what "can" and "can't" be done from a development perspective... and that should be up to the developers to worry about that.

    Games are works of creativity... call it art, call it craft, whatever, there's a lot of both that goes into them. From my observations, pure IT people generally know very little about "what makes people tick", which is what is required to produce an engaging video game. I say this out of a bit of spite for my current engineering staff (I'm a TV producer), who think they know everything about what I need, and deliver software with increadibly unfriendly interfaces.

    The only thing I'd trust a programmer to design would be to come up with some of the brain bending puzzles in games like Zelda... which are along the same lines of thought as problem solving in code. And even then, only under the supervision of an artistic director.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:Designers shouldn't know how to program by Anonymous Coward · · Score: 0

      So who writes the scripts then?

  36. Motivation by vga_init · · Score: 1

    Game programming is what you might call a "sexy" field, and it's not the only one. It's not that there is anything special or different about coding games that makes it so difficult to get into--you just have to be good at it. Companies want to hire you because you have what it takes; it's not like you have to be "in" or anything.

    The biggest problem is that a lot of people have delusions about what they need to do or what they can do--they are infatuated with the concept of creating games because they love to play them, but when it actually comes down really doing it, they don't like it much at all! After all, how many teenages do you know want to be game programmers? By contrast, how many teenagers do you know write C programs for their own enjoyment (or any other reason, for that matter)?

    Another example of this would be playing an instrument (such as the guitar). Lots of people wished they play the guitar because they think it's a cool idea. However, do they truly love music so much that rather than do other things with their time they would sit down and practice?

    The thing is, only people who have the desire to be real programmers will put in the effort.

  37. Can be great. by Jerrith · · Score: 1

    Like everything out there, some of these programs are good, and some aren't. I was a member of the first graduating class from The Guildhall @ SMU, and managed to get a job right out of the program coding at NCsoft. I left there and went to Sigil Games to work on Vanguard: Saga of Heroes, just over a year ago. For me, the program really worked, and got me on track to work on exactly what I wanted.

  38. Being in the industry.... by stonewolf · · Score: 1

    Does not have to mean working for EA or any of the other major players. I teach a game programming class and I think the #1 misconception that students have is that to be in the industry they must get a job with a major player. To be in the industry you need to write a game and sell it. Then you *are* the industry. The only way you will have the freedom to develop the games you want to develop is to do it on your own. Look at the number of recent /. articles about major game designers going indie! Why are the doing it? Because they can! And, they can now have more creative freedom and keep a bigger percentage of the money.

    The game industry is growing at a huge rate. There is enough growth every year to support a new major studio or hundreds of small ones. Create games and try to sell them. If nothing else it will give you the skills and experience that the majors are looking for. Being hired is nice, but selling your game studio is a lot nicer.

    Stonewolf