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.'"
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.
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.
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
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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