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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.'"

3 of 84 comments (clear)

  1. 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
  2. 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.
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