Slashdot Mirror


What Game Companies Want From Graduates

simoniker writes "Game education site Game Career Guide has a new feature talking to recruiters from notable game companies like EA, Insomniac Games, and THQ. They discuss the best university courses and qualifications for getting hired to be a game developer. EA's Colleen McCreary comments on the rise of some TV-advertised mass market game schools: 'Our concern with for-profit institutions is that students may not learn the fundamental tools for understanding and solving complex issues... We are most likely to hire someone who has a BFA or MFA from a traditional art college and a BS, MS, or PhD in Computer Science for our entry level artist and software engineer positions.'"

107 comments

  1. TFA doesn't mention... by User+956 · · Score: 1, Insightful

    What Game Companies Want From Graduates

    Your soul? (Or are we talking about companies that aren't EA?)

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:TFA doesn't mention... by Joe+The+Dragon · · Score: 4, Funny

      people who don't know what overtime is.

    2. Re:TFA doesn't mention... by flyingsquid · · Score: 2, Funny
      Your soul?

      But EA told me that it's standard in the industry for employee contracts to be signed in goat's blood!

    3. Re:TFA doesn't mention... by genrader · · Score: 2, Insightful

      I've never worked for a game company, but I hear that all they do is work overtime. I think that the gaming industry has some enormous problems in the management hierarchy and that is where the problems come (leading to game delays, etc etc).

    4. Re:TFA doesn't mention... by seaturnip · · Score: 1

      I don't think there are especially a lot of delays in the game industry though? Forget about famous vaporware like Duke Nukem Forever, and you'll notice that most games do ship on time. If it was not possible to ship games reliably for a deadline you would not be seeing all these movie-licensed games that ship at the same time as their respective movie.

      Nor is it really fair to blame management for every problem. A failure of the programming leads to build a scalable technical architecture, for instance, can also be a root cause of delays/low quality.

    5. Re:TFA doesn't mention... by Anonymous Coward · · Score: 0

      What game companies want?

      Cheap labor.

  2. The career ripples. by Anonymous Coward · · Score: 0

    The question I have is as games branch out from just being entertainment. How does that affact what one needs to focus on as far as education?

    1. Re:The career ripples. by Seumas · · Score: 0, Troll

      It doesn't really matter. Your job is eventually going to be outsourced for pennies on the dollar and you'll have to go learn how to sell houses or fold pants at the GAP anyway. This is the new economy; anything white-collar can be outsourced. Service-industry is where it's all at.

  3. So don't hire them. by Seumas · · Score: 5, Insightful

    'Our concern with for-profit institutions is that students may not learn the fundamental the tools for understanding and solving complex issues,

    Then don't hire people from vocational schools. Hire those who have excelled through self-learning and those who took the education seriously at an actual university. People who just jump into a cheap vocational school do so because they either don't have the patience or qualifications to attend a university or the self-determination and drive to become self-educated. They're like all the people who jumped into IT a decade ago and ruined the market and the reputation, because it went from being a place for people who enjoyed technology and were thrilled to make a living at it to people who jumped into it because they needed to feed their five kids and they heard it paid more than teaching or digging ditches.

    1. Re:So don't hire them. by greyhill · · Score: 2, Insightful

      I got into programming in 3rd grade because I wanted to make games. I've taken tons of computer science courses through high school and college, looked into programming books, the works. But none of that has been as educational or fun as spending a few hours a night trying to figure out how to work OpenGl works, reading other people's code and writing my own stuff. I haven't read TFA, and I'm not looking to go into the industry, but I have the feeling that the good game programmers do their jobs because they love it and they'll put in their own time to learn something - simply because they enjoy it.

    2. Re:So don't hire them. by Anonymous Coward · · Score: 0

      But if they can self-learn, they might realize how poorly we're treating them! Oh, dear me, is there no way to resolve this dilemma?

    3. Re:So don't hire them. by UberFlop · · Score: 1

      Except that's not true for all schools or for all people. Just saying you won't hire someone from a particular institution based on nothing but that institution is naive and irresponsible. Some of the best game developers do not have the traditional secondary or graduate education. You simply ignoring them because of prejudice means it's possible (and indeed probable) that you lose someone who could have been a real asset for your company. Hire someone based on their portfolio, their resume, their technical interview and their coding style, not just from what school they come from.

    4. Re:So don't hire them. by Seumas · · Score: 2, Insightful

      Right. And my point is that people who fall for these vocational schools are the worst of both worlds. If they were serious about education and career, they'd be able to attend a university to acquire the desired related degree. Or they might be capable of entering the field on their own steam (playing simon-says and going in debt six figures isn't the only way to pursue a career in a professional field).

      But the vocational schools cater to those who either don't qualify to attend or are to lazy to commit to a university and don't have enough self-determination and focus to do anything on their own. So they're sitting around smelling like fry-grease late at night while watching cable and see an advertisement for some school where they can "learn how to make videogames" in eighteen months.

      If that weren't the case, then why would these videogame vocational schools be advertised in exactly the same manner and during exactly the same times slots as the Sally Struthers "choose from these exciting careers!" commercials?

      Not to mention, those vocational schools are usually scams. A buddy of mine back in the day went to a "computer vocational school". I don't know what the exact curriculum was but it had something to do with business-related computer skills. One guy in the class was a recently released ex-convict who had murdered someone seventeen years before and was looking to get started in a new career. Another had spent most of his youth in juvie for starting a forest fire. Several were serious drug addicts. In short, these were not people with a strong desire for a particular field or a particular drive to pursue a passion. I'm not passing judgement on these individuals as people, but it was quite clear they were the "what the hell else are my options?!" crowd.

      And really, as an employer, why would you want to hire from the "what the hell else was I going to do with my life" pool of "talent" when you could hire from the pool of people who - either through a university or on their own - had the drive and passion to become part of a particular industry for a significant part of their life?

    5. Re:So don't hire them. by ClosedSource · · Score: 1

      "They're like all the people who jumped into IT a decade ago and ruined the market and the reputation, because it went from being a place for people who enjoyed technology and were thrilled to make a living at it to people who jumped into it because they needed to feed their five kids and they heard it paid more than teaching or digging ditches."

      A decade ago there were a lot of dumb business "ideas" that got funded by a lot of dumb investors. These businesses eventually failed as was inevitable. It had nothing to do with the quality of programmers. Naturally the demise of these companies resulted in a lot of out of work programmers which damaged our marketability. If you think the software industry had a good reputation before that time, you haven't been around that long. People have been whining about it for decades.

      As for the 5 kids scenario is concerned, I doubt very much that many of those who entered the field were old enough to have 5 kids. The vast majority of them were probably in their early 20's.

    6. Re:So don't hire them. by Anonymous Coward · · Score: 0

      You're right - saying "I won't hire you because you came from school X"
      means I might be missing out on hiring a good person.

      But consider the probabilities. If school X does not produce a lot of
      people who are well-known in their ability to hack it, then hiring you
      from school X is a big risk, and hiring someone else (from University Y, say)
      may be a lot less of a risk.

      It sucks when the odds are bad, and people try to minimize the chances
      of a bad hire. Welcome to life.

    7. Re:So don't hire them. by tomhudson · · Score: 1

      "Our concern with for-profit institutions is that students may not learn the fundamental the tools for understanding and solving complex issues,"

      Gee, I hope they never have to write a parser ...

    8. Re:So don't hire them. by JNighthawk · · Score: 1

      I don't know if you know about Full Sail, but it would probably be considered a vocational school, as it is hands on and focus on one specific field. I went to Full Sail for Game Design and Development. I can guarantee you that the education I received there is well worth it, and I have no doubt about other schools such as Digipen or Guild Hall.

      Sure enough, you are correct that there are plenty of people that get into it without knowing a thing about game development. But just as many go there knowing what it is and that they still want to do it.

      Maybe I'm not typical of the school, but I learned a lot, got hands-on experience with the full production cycle (http://www.hirkostreeservice.com/UFB/ for my final project game) and because of Full Sail and my own hard work, I'm happily employed at a well-known THQ studio.

      As someone else said, don't be so quick to judge the whole group of game schools.

      And yes, we laugh at those stupid fly-by-night schools with infomercials, too. "I just gotta tighten up the graphics on level 3. Look at me, I make a living playing video games and it's really easy!" Terrible. Just terrible.

      --
      Wheel in the sky keeps on turnin'.
    9. Re:So don't hire them. by mikael · · Score: 1

      That was the spirit of the early game developers - "we're not in it for the money, but for the love of programming and pushing hardware to the limit. Bonuses are, well, a nice bonus - if you want quick money, go and work as a manager in the city" (city = Financial city of London).

      That's something a good many managers/supervisors/financial investors don't understand, and end up collapsing their companies like a pack of cards when they "promote" away from their area of interest.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    10. Re:So don't hire them. by xantho · · Score: 2, Insightful

      Well, he said IT, not programming. I don't know if all the stupid bubble companies had good programmers or not, but I do know that it's hard as hell to find a good IT guy who can handle the hell out of your office environment. Especially a development house that needs a prety diverse set of systems and tools to be quickly installed and configured.

      My company, for example, ties together ASP.NET, SQL Server, CRM, Sharepoint Portal Server and Windows Sharepoint Services, Office on the server (don't ask), and a PDF generator with our software. Developers pretty much constantly need clean, fresh virtual servers nut just to do development on, but to test all manner of client configurations and install packages and scripts. And it's really tough to find someone who is versed enough not just with those pieces of software, but also with whatever scripting and automation tools needed to throw it all around with speed and grace. Don't even get me started on managing the corporate infrastructure, the web and mail server, the FTP server, internal networked file storage, the user accounts, etc. Sure, there are people who call themselves IT professionals, but by and large, the kind of people that can get the job done well are not as prevalent as I'd like them to be.

    11. Re:So don't hire them. by kestasjk · · Score: 1

      That's all well and good for early game developers, but these days games a multi million dollar affairs. If you're running a studio you usually don't want a load of dedicated, pizza eating, enthusiastic hackers who will spend weeks getting it just right if needs be, you want people who can write code to spec on a tight deadline, and know how to make compromises.

      --
      // MD_Update(&m,buf,j);
    12. Re:So don't hire them. by mikael · · Score: 1

      In other words, the studios want someone who has done everything at least once before.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    13. Re:So don't hire them. by Archades54 · · Score: 2, Informative

      but then you leave out the demographic that cannot afford University but can afford vocational diploma's. in australia at least uni would cost you 20-50 grand, diploma's cost a few thousand. if you're from a disadvantaged background, you will miss out with your elitist attitude, even in uni degree's you will have people doing it simply for the $$$, and you can get quite a few people in the vocational diploma's that have just as much skill, drive and determination to become great artists, programmers etc.
      A $50 000 course does not guarantee an increased affinity in the subject area, only that they have financial backing from themselves, their family, or scholarships.

      Not to mention many people self-learn the various skills for the job's in IT.

      --
      If your neighbours roof is flying past your window, you know it's cyclone season.
    14. Re:So don't hire them. by Thanatos69 · · Score: 1

      thank you for saying it... seriously! I went to a technical school for financial reasons, four years later I am now in a position to say that the company really can't do without me. I didn't go to a "gaming" school, I went to a school that taught development, OOP, OOA, SA in two years. Some of the people that came out of there were shit, I agree. I was one of the people who came out bitching about the people that just floated through... it is still fucking me over, everone asks for a degree when I could run circles around a person with a degree.

      I wanted to be the exception to the rule, but now I am thinking I kind of have to get the degree just to "prove" that I am worth it.

    15. Re:So don't hire them. by Anonymous Coward · · Score: 0

      People who just jump into a cheap vocational school do so because they either don't have the patience or qualifications to attend a university or the self-determination and drive to become self-educated.

      Or the money. I guess you could still call that a "qualification", but it isn't the same as not being qualified in a skill or in knowledge.

    16. Re:So don't hire them. by poot_rootbeer · · Score: 1

      I went to a school that taught development, OOP, OOA, SA in two years.

      Development, OOP, OOA, and SA can't all be learned in just two years. Not thoroughly, at least.

      it is still fucking me over, everone asks for a degree when I could run circles around a person with a degree.

      Or maybe it's your smug attitude that's keeping you out of all the prime jobs.

      Humble up and learn to accept that there are people who know more than you. Maybe in time you will come to know what they know.

    17. Re:So don't hire them. by gorbachev · · Score: 1

      Ah, but hiring people with academic or professional qualifications would require the gaming companies to pay competitive salaries and not the slave wages they pay to fresh graduates.

      --
      In Soviet Russia, I ruled you
    18. Re:So don't hire them. by Anonymous Coward · · Score: 0

      This is insightful? This sounds like the rant of a bitter loser who couldn't keep up with a younger generation. We have people like this at my old military job because that was the only place politics wouldn't allow them to be fired. At my corp job the only guy like the poster was fired with prejudice for his rants. I mean escorted out of the building. The police actually came but they didn't arrest him. Productivity went up when he left and everyone was less afraid.

    19. Re:So don't hire them. by entmike · · Score: 1

      SOMEbody's bitter!

    20. Re:So don't hire them. by Grishnakh · · Score: 1

      but then you leave out the demographic that cannot afford University but can afford vocational diploma's. in australia at least uni would cost you 20-50 grand, diploma's cost a few thousand. if you're from a disadvantaged background, you will miss out with your elitist attitude, even in uni degree's you will have people doing it simply for the $$$, and you can get quite a few people in the vocational diploma's that have just as much skill, drive and determination to become great artists, programmers etc.

      Not to mention many people self-learn the various skills for the job's in IT.


      I guess you couldn't afford any basic English classes either. Since you seem to be in favor of self-learning, try learning about plurals. Even here in America, where the public schools are atrocious, we learn the difference between possessive and plural back in early grade school.

    21. Re:So don't hire them. by C0R1D4N · · Score: 1

      HA! The vast majority of the gaming schools are more expensive than state universities by a long shot. In 2003 I started going to the University of Advancing Technology (a gaming college in Tempe, AZ) and the tuition was ~110/credit hour. In mid-2004 I had to leave because tuition made its way up to over 300/credit hour. All because they wanted to build unnecessary dorms (there are cheap apartment complexes across the freakin street). A BS in Computer Science or BFA is ten times more valuable than a gaming degree and probably cheaper to get in the long run. It's also useful for careers outside the gaming industry for when the developer who took the chance on you folds up.

    22. Re:So don't hire them. by DRAGONWEEZEL · · Score: 1

      I guess you couldn't afford any basic English classes either. Since you seem to be in favor of self-learning, try learning about plurals. Even here in America, where the public schools are atrocious, we learn the difference between possessive and plural back in early grade school.


      HEY!

      I resemble those remark's!

      --
      How much is your data worth? Back it up now.
    23. Re:So don't hire them. by Lemmy+Caution · · Score: 1

      Yes, yes, yes, but...

      This line strikes me as sour grapes, the way I hear it so often. Someone with that degree may have all the abilities and skills of the person without it, and the proven ability to do the things you have to do to get a degree.

      A lot of self-taught programmers have a bad habit of learning things that are only interesting to them. Sometimes, you have to work on things that are neither exciting to you nor easy to do. If you get a degree in computer science, you've probably studied things that were outside your interest. You've also demonstrated, probably, some minimal ability to work with a group. If you have a graduate degree, you've demonstrated a lot more. (I'd say that the gap between B.S and M.S. is bigger than the gap between no-degree and B.S.) You may have actually participated, not just in learning the ropes, but in the research which makes ropes.

      Make no mistake - an autodidact Wunderkind deserves all the kudos and opportunities that they will get. And they will get them: one brilliant portfolio project opens plenty of doors. But too often this kind of talk is really wishful thinking.

    24. Re:So don't hire them. by Archades54 · · Score: 1

      congratulations for inflating your ego, but I really could care about spelling/plurals/etc.

      Basically all i wanted to do was add some input into the discussion, if you really feel the need to attack me on my english skills then you really need to use that intelligence for something more constructive to the discussion. Your whole attitude is quite poor, more so then my English skills.

      --
      If your neighbours roof is flying past your window, you know it's cyclone season.
  4. slave labour. by Anonymous Coward · · Score: 0

    what they really want is for someone to work like a dog without any complaint.
    dont fool yourself -- paper degrees arent going to make a game company profitable -- slave labour will.

  5. Useless by locokamil · · Score: 4, Funny

    I want my time and bandwidth back. The article is basically four pages of corporate recruiter speak that makes me want to hit someone in the head with blunt implement.

    "Bring your A game" indeed. Why don't I synergistically ping my cheese with your bandwidth while I'm at it?

    1. Re:Useless by Anonymous Coward · · Score: 0

      Sounds like someone's having a case of the.. um... Thursdays..?

      (an interesting footnote: my captcha was "homicide." I'm beginning to wonder what slashdot is trying to tell me...)

  6. More liberal backgrounds? by Drew+McKinney · · Score: 1

    I went to a well known liberal arts college and received a masters in Computer Science. I ended up going to work for a consulting firm instead of taking the engineer path. Knowing what I know now, i would have definitely applied for a games company or similar. Two of the people from my graduating class (a total of 10 computer scientists) went to work for EA (what exactly they do their, i have no idea). In any case, i've been noticing that those with more liberal computer backgrounds tend to get picked up sooner and by more interesting companies. I think it speaks volumes when gaming companies are saying they don't want straight EE, CS, etc.

    1. Re:More liberal backgrounds? by Krater76 · · Score: 1

      I didn't get the feeling that they are talking about the difference between a BA in CS or a BS in CS. I felt that they were saying that they would be more interested in people who were non-vocationally taught than those who were.

      For example, I see commercials for some vocational school (like ITT, or it might actually be ITT) for their video game education track. Now this might seem like it's more focused and more desired in the field but from what the employers are saying is that these applicants are less rounded and aren't as able to solve more complex problems that arise from large-scale software projects.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    2. Re:More liberal backgrounds? by another_fanboy · · Score: 1

      For example, I see commercials for some vocational school (like ITT, or it might actually be ITT) for their video game education track.
      I would be both amazed and scared if the "I can't believe we get paid to do this!" guys were actually hired by a studio. Which is worse: the fact that they portray the industry in such a manner, or that so many fall for it?

    3. Re:More liberal backgrounds? by Anonymous Coward · · Score: 0

      Have you seen the "games" in the commercial? I can't believe they get paid to do that, either!

  7. PhDs want junior programming roles? by noz · · Score: 5, Insightful

    I slave full time but still study for a BSc part time and, as I've been at the school for longer than your average undergraduate, know quite a few PhDs, Professors, and the like.

    They all have such a drive for their research. All they want to do is conquer their current topic of research and make scientific progress. I cannot imagine any of them wanting a job like this (EA's treatment of staff, namely 80 hour weeks with no overtime pay, aside).

    1. Re:PhDs want junior programming roles? by Metasquares · · Score: 2, Interesting

      There is actually some fascinating research that can be done in game design (graphics, computer music, discrete math, HCI, modeling, etc.)

      Whether these companies will allow employees to pursue that research is another question entirely.

      I cannot imagine any of them wanting a job like this (EA's treatment of staff, namely 80 hour weeks with no overtime pay, aside).

      Like grad. school? :)

    2. Re:PhDs want junior programming roles? by xtracto · · Score: 1

      I agree on the fascinating subjects of research from games, however No game development house will allow any kind of research. They already have to spend 8 day weeks in order to produce games, they do not have time for research.

      As for the Computer Games as a tool for research, I know about AI (it is my field of research for my PhD). Take a look at ORTS, the Excalibur project and SOAR. All of them are research projects from Universities using computer games (virtual environments, etc) to research some Artificial Intelligence subject.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
  8. What they want by Black+Cardinal · · Score: 0, Offtopic

    is for you to use your new salary to buy lots of games. Duh!

  9. The Problem Is With The Students by moore.dustin · · Score: 1

    The problem is young kids who grow up gamers and decide they want to "make games" have no clue what it means to actually make a game.

    I attended a private school with a game program and the kids enrolled were the most misguided group I have ever seen. Almost all wanted to "make games" as in, design a game based off their awesome idea. Well sorry to tell you, that is not going to happen outside of college for 99.9% of people. The other 0.01% end up adapting their idea to a mod, a flash game, or maybe even an indie project.

    So basically, non of these kid enter college with a solid idea or plan on how to reach their end goal of designing games. Few understand basic business practices and development processes and it shows.

    The fact is that nerds/geeks who played games before college make up a vast majority of the students who enter school with the intent of working in the game industry. These same nerds/geeks spent more time with their games then understanding how the real world works, so when they are introduced to it, well lets say it is Shock and Awe. Few realize that you need to specialize yourself in some way in order to get a job in the industry.

    Bottom line is, in the gaming industry today, you need to put in your time and prove your worth with a company before you start making decisions about the next game said company puts out. You cannot do that unless you work for the company first and I guarantee they are not looking for a 22 year old kid to contribute to their game design outside of maybe beta feedback.

    1. Re:The Problem Is With The Students by geekoid · · Score: 1

      yes, but in todays enviroment there is no reason why they can't start there own company and work on there own game.
      In fact, there is a 100% chance that they can.

      There is a 99.9% chance they won't get paid while developing it. That is a different issue.
      Each person in that class should have encouraged to start there own business.

      Almost noone knows the 'ugly details' of any industry they want to go in when they enter college.

      The best way to get a job in the gaming industry is through social networking.

      "You cannot do that unless you work for the company first and I guarantee they are not looking for a 22 year old kid to contribute to their game design outside of maybe beta feedback."
      or Harvard business majors.

      Want to make key decsions? be a business major.

      However,, I like the start your own business approach myself. Just wish someone had taught me that 25 years ago.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:The Problem Is With The Students by moore.dustin · · Score: 3, Insightful

      There is a 99.9% chance they won't get paid while developing it. That is a different issue.
      Each person in that class should have encouraged to start there own business.
      They should be in business school if they want to do that now shouldn't they be?

      Almost noone knows the 'ugly details' of any industry they want to go in when they enter college.
      I never said ugly details, I said they dont have an understanding on what it takes to make a game. An ugly detail would be something like crunch time or something, not and understanding of the industry you want to work in.

      The best way to get a job in the gaming industry is through social networking.
      True

      "You cannot do that unless you work for the company first and I guarantee they are not looking for a 22 year old kid to contribute to their game design outside of maybe beta feedback."
      or Harvard business majors.
      Want to make key decsions? be a business major.

      However,, I like the start your own business approach myself. Just wish someone had taught me that 25 years ago. What the... they should be business majors then? TFA is about game design/related degrees. You are so scattered with your reply... Game design students should start their own business blah blah

      You should start with a point and reinforce with details to get the point across. Ranting or whatever this was certainly did not cut it. I know it comes across negative, it probably is, but it is more of a tip for future discussions.
    3. Re:The Problem Is With The Students by Warbringer87 · · Score: 2, Interesting

      I've seen this problem myself, you get the for-profit colleges promising the world and more to a few kids who don't know the first thing when it comes to developing games. I'm attending one myself, and in our very first quarter we had tons of people, who hadn't the slightest clue. Myself and another classmates came from a modding background, so we had a good idea of what we were getting into. We have lost beyond 50% of our initial classmates as the quarters roll by (now about halfway). The students who came after us are no better. Game companies don't really have to worry, the people who don't know what it takes are generally filtered out in the three years or so it takes to get a degree, or if they do graduate, they will stand out amongst their classmates. If an employer is competent, they'll be able to see past the garbage. The problem is actually in modding too - how many times do you see people in mod sites talk about an awesome mod (so awesome, he can't tell you specifics) ask for a massive team to do all the work and just listen to him? Yes, these projects die, fail, crash and burn, and so do people in game programs who don't know what they're getting into.

    4. Re:The Problem Is With The Students by jlarocco · · Score: 2, Interesting

      What the... they should be business majors then? TFA is about game design/related degrees. You are so scattered with your reply... Game design students should start their own business blah blah

      What he said makes sense to me. If you want to make a specific game, start a company. Big games are expensive and no established company is going to let a person fresh out of school do anything important like design their next game. Therefore, if you have a very specific game in mind, your best bet on getting it made is to start a company.

    5. Re:The Problem Is With The Students by moore.dustin · · Score: 1

      I see, that registers much better, thanks.

      Though that is asking to much from anyone who wants to make a game and has to go that route. As if making a game is not hard enough, you need to start and manage a business in order to do so? Ouch! :)

      So, let me ask you, what would you advise a high school senior has a great game idea and wants to make it. Should they go to school for game design or for business in order to see that dream realized?

    6. Re:The Problem Is With The Students by DeadChobi · · Score: 1

      Why not go to school for business and work on the game while getting a minor or second major in Computer Science? If it's that big of a motivator for you, the sky's the limit.

      --
      SRSLY.
    7. Re:The Problem Is With The Students by Anonymous Coward · · Score: 0

      Worst advice EVER!
       
      There is a SERIOUS disconnect between those with the skills to make a great game, and those with the skills to run a successful business. Please do not confuse the two!

    8. Re:The Problem Is With The Students by Anonymous Coward · · Score: 0

      99.9 + 0.01 don't add up.

      try again next time.

    9. Re:The Problem Is With The Students by e2d2 · · Score: 1

      This is probably true of all college students studying computer science or similiar. They lack the understanding of the industry and what will be expected of them. Talent is great, but it's worthless if it can't be managed in a team environment. Sure you can wear shorts and black shirts, staggering in at 10:30, BUT ONLY if you get your shit done on time and done right. Programming is not about 14 hour grind sessions. Schedule management, resource management, and communication are imo the three most important things in development.

      Developers by nature are pretty independent folks, so it's a constant struggle. I myself have damaged my career with my flippant attitude and disregard for authority, so I say to all the young up and comers - learn the discipline and save yourself some hassle.

    10. Re:The Problem Is With The Students by gorbachev · · Score: 1

      "So basically, non of these kid enter college with a solid idea or plan on how to reach their end goal of designing games. Few understand basic business practices and development processes and it shows."

      So, let me get this straight.

      A bunch of geeks go to school to learn how to make games.

      You criticize them for not knowing how to make games.

      Well, duh! Isn't that exactly why they went to school in the first place?

      --
      In Soviet Russia, I ruled you
    11. Re:The Problem Is With The Students by NMercy · · Score: 1

      I would also focus more on entrepreneurship as they will tell you how to actually set up a business, where to get funding, etc...

      If you have an idea for a game right now then you should look into making the game design document and once that is complete putting up fliers around school for artists/musicians/computer programmers and hold interviews (of course if you have friends that can do these to your standards more power to you)

      Since they're still in school they'll be facing the same problems as you with scheduling and such, but they may also be more likely to accept that they're not going to see any money until the project is complete and may actually never see money if the project never finishes.

      As you get your team together and the project moves along you'll see where you have weaknesses in your development and can search for people to fill those positions.

      Also it is relatively cheap to get business class space when the project is complete (you may need to hire web designers or have them join your team), set up an ecommerce site and go from there... or another option would be to actually go around to different publishers and see if they will publish your finished project.

      Just remember that time is against you... chances are that you're not the only one with the same game idea and its all a battle for who can do it first, and then who can do it best.

  10. So don't hire them-Deck Chairs. by Anonymous Coward · · Score: 0

    I'm reminded of what the American Psychologist, William James said while reading your post. "A great many people think they are thinking when they are merely rearranging their predjudices."

  11. More liberal backgrounds, indeed by Atario · · Score: 1, Troll

    Knowing what I know now, i would have definitely applied for a games company or similar. Two of the people from my graduating class (a total of 10 computer scientists) went to work for EA (what exactly they do their, i have no idea). In any case, i've been noticing that those with more liberal computer backgrounds tend to get picked up sooner and by more interesting companies.
    No offense, but I think you should have concentrated a bit more on liberal arts before college entirely -- say, high-school English.

    P.S. Thanks, Slashdot, for the lame stylesheet entry for blockquote. Can't italicize, color is faded so even bold is ineffective...neato.
    --
    "A great democracy must be progressive or it will soon cease to be a great democracy." --Theodore Roosevelt
    1. Re:More liberal backgrounds, indeed by badboy_tw2002 · · Score: 0, Flamebait

      Yeah, its a real shame you can't express your snide, asshole comment in color!

    2. Re:More liberal backgrounds, indeed by Atario · · Score: 2, Insightful

      Yeah, its a real shame you can't express your snide, asshole comment in color!
      You would have preferred style manual and dictionary quotes? Sorry, next time I'll try to be more boring, just for you.
      --
      "A great democracy must be progressive or it will soon cease to be a great democracy." --Theodore Roosevelt
    3. Re:More liberal backgrounds, indeed by Anonymous Coward · · Score: 0

      I think he would have preferred you being less of a fuckstick and contributing something worthwhile.

    4. Re:More liberal backgrounds, indeed by Atario · · Score: 1

      I think he would have preferred you being less of a fuckstick and contributing something worthwhile.
      Ah, I see. As your illustrious example so profoundly demonstrates, my mere point about mastery of the English language being vital to any professional career pales in comparison to your hyper-creative use of both the term "fuckstick" and the "post anonymously" checkbox.

      Thank you, Anonymous Coward, for helping us see the light.
      --
      "A great democracy must be progressive or it will soon cease to be a great democracy." --Theodore Roosevelt
  12. They want experience on video games by CrazyJim1 · · Score: 2, Interesting

    If you're not already in the industry, you don't get into the industry.

    1. Re:They want experience on video games by ClosedSource · · Score: 1

      It's too bad really. Early in my career I answered an Ad for an Atari 2600 video game programmer and got the job rather easily. Video games were so new that almost nobody had any experience writing one, so we didn't have to deal with the "chicken or the egg" effect.

      Of course, nothing is perfect. 95% of everyone working on video games lost their jobs in the first crash.

    2. Re:They want experience on video games by duckpoopy · · Score: 1

      It is a myth that you have to "break into the industry". If you have half a clue of what you are doing they will find you.

      --
      word.
    3. Re:They want experience on video games by mypalmike · · Score: 2, Informative

      If you're not already in the industry, you don't get into the industry.

      1. This is not true for artists. If you can draw really well, you can usually get a job. You have to be top 5%, but entry level generally requires no specific game-artist background.
      2. For programmers, your first step into the industry is often a game you've written in your spare time. Unlike many other jobs where there's a chicken/egg problem, in videogames, you can make your own egg.
      3. For the designer/producer route, you generally need to be an obsessive game guru who gets hired into a playtester position. And you'll have to be driven, professional, and perhaps lucky to advance.
      4. To be a game executive, you have to be good at shmoozing. These guys often come from entirely different industries where they were good at shmoozing. Could be soda, tennis equipment, whatever.

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
  13. They want free talent. by Anonymous Coward · · Score: 3, Insightful

    The wants of the major studios are pretty simple.

    They want programmers who already know whichever technology they happen to be using on the current project. Kids who are willing to work 80 hours a week and don't cost them any real training time. By the time technology changes the title will have shipped, the coders will be burnt out, and they can be replaced with fresh grads so no raises are required.

    They want masters or phd students in computer science willing to work in entry level positions. Someone to bring them new technology and ideas without spending time on R&D or even staying current with academic research or other industries.

    They want to very best artists they can find. Provided these artists already know how to create content in their format of choice, have a portfolio that matches the style of the game, and are willing to work just as long as the programmers.

    What they do not want, and usually can not afford, is to actually train, research, or develop innovation in house.

    1. Re:They want free talent. by Anonymous Coward · · Score: 0

      Well fucking said mate. See below. Snap on the 80 hour week thing (although we were hitting 96 hour weeks - totally illegal working conditions in that particular country, and that was being *demanded* of us)

    2. Re:They want free talent. by Anonymous Coward · · Score: 0

      They want to increase shareholder value, which almost by definition means ripping off their employees and their customers. It's a lot easier than doing anything else. Welcome to capitalism.

  14. What a load of bullshit. by Anonymous Coward · · Score: 1, Interesting

    As an ex-EA employee, let me lay my cards down.

    1) Graduates are a cheap and renewable source of grunt workers. Peons, if you will (for the Horde!). Looking at that list of requirements, I'm shocked. All they will use a new graduate for, in general, is the usual and mundane runner work. As long as you can string a few lines of code together, and step through someone else's code to debug it, you can do the job.

    2) I've watched this cycle happen again and again. New graduate joins, is elated to have a job at (ZOMG!) EA. Said graduate works his ass off, earnestly, and has no qualms about being taken for a ride with 80 hour work weeks, because he feels he's up-and-coming. Six months later, the burn-out takes hold, and he quits, with nary a smidgeon of job satisfaction in sight.

    3) We all know that the number of letters after your name means very little when it comes to being a good developer. It's not about how much "rote" knowlege you have, or about how many ways you've learned to solve the travelling salesman problem. It's about being able to come to grips with other people's code. You need to be able to pick something up, turn it around, find the bugs, update it to the next generation of the source base. Especially important is the finding bugs part - when you're working with a foreign multi-platform source base hundreds of thousands of lines of code long, you need to have a big L1 mind-cache, if you'll forgive the metaphor. It's about capacity. Simple hard work and devotion will not cut the mustard on these sorts of projects. The managers know this - the qualifications mean next to fuck all in this industry. They just need to keep the positions looking attractive.

    For the Horde!

    -posted anonymously, so as not to offend any of my ex-coworkers who might still be at my old studio (and no, we had *nothing* to do with WarCraft, despite the references :).

    1. Re:What a load of bullshit. by zymano · · Score: 1

      Great comments.

      Starting your own company might not be a bad idea. It doesn't seem to difficult to get your games on download.com or other numberous PC gaming sites. D&D type games were really fun to download from those sites. Look at how some of them grew.

  15. At least by duckpoopy · · Score: 1

    At least know what the farking dot product is and what it does.

    --
    word.
    1. Re:At least by PhoenixOne · · Score: 1

      Thank you. The company I work for has been trying to hire a new programmer for months and we've yet to find a single person who can do even basic 3D math.

      --
      Spell cheek you've failed me four the last thyme!
  16. They want by ucblockhead · · Score: 1

    Suckers willing to give all their free time for slave wages who can be discarded the moment they are burnt out.

    --
    The cake is a pie
  17. Noobs who have Ideas they can steal^h^h^h^h use by JoeCommodore · · Score: 1

    They want graduates who don't know what talents they actually have to get them to work cheap and sign away any right to thier creative ideas theve've amassed during thier fomative years. Same with MS and all the other companies.

    --
    "Enjoy what you're doing! If it becomes drudgery, you're doing it wrong!" - Jim Butterfield
  18. Cheap slave labour that doesn't know better by acidrain · · Score: 1

    I slave full time but still study for a BSc part time and, as I've been at the school for longer than your average undergraduate, know quite a few PhDs, Professors, and the like.

    Sounds like you are just what the recruiters want. Cheap slave labour that doesn't know better.

    --
    -- http://thegirlorthecar.com funny dating game for guys
    1. Re:Cheap slave labour that doesn't know better by noz · · Score: 1

      Sounds like you are just what the recruiters want. Cheap slave labour that doesn't know better.
      Hehe. Dude I said I know talented people, not that I am one. ;-)
  19. Left something out. by joystickgenie · · Score: 3, Informative

    Hold on a second the snippet above left out a very important line. Sure it quoted:

    "We are most likely to hire someone who has a BFA or MFA from a traditional art college and a BS, MS, or PhD in Computer Science for our entry level artist and software engineer positions."

    But not the line right after:

    On the other hand, Baker comments that although "the idea of 'Game Schools' is still a relatively new aspect to the industry" which leaves the answer to whether they provide enough relevant experience a little "unclear" she feels that "schools like Guildhall [at SMU] and Full Sail have merit."

    Honestly with the Bias that many traditional school graduates have against these schools and the type of discussion that this type of article starts, this is a very important thing to leave out. The snippet that was pulled out implies a completely different perception of these schools by the industry then the article describes.

  20. We simply need talent by The_Hooleyman · · Score: 3, Interesting

    I work for a large game development studio. The slave labor approach only works for low innovation products. There are definitely studios that make those sorts of games, but even with aggressive overtime an inexperienced workforce will never return a superior value:cost ratio to warrant such an approach. We just finished managing a team of over a 100 people. We were trying to innovate, but such a large team made us too slow. Every new junior person we added after about 80 people probably lowered the overall quality of the product due to the increased communication overhead. Management in many development studios know this and are trying to make their teams more effective.

    As it relates to "what developers want": We want smart people who like video games. We'll pay them well and send them home at 6pm. Slave labor studios will continue to exist, but innovative studios are on the rise and hiring aggressively. Ubisoft and Vivendi are two that come to mind.

    If you didn't go to school, but you are energetic, disciplined and passionate, apply for QA roles and then commit to understanding the mechanics you see when you are testing. I know an Executive Producer of an extremely successful 2006 game that started in QA and absorbed the processes he saw around himself. He moved into design years later and applied this knowledge while absorbing process from new disciplines around him. Then he was a respected Producer for years, mainly because he understood what it took to get things done in each area. Most recently he applies all of this with a talented team and makes a great game.

    Even young punks who think they know it all can grow up in QA. It is quite an eye-opener for these know-it-alls to be around disciplined, confident CompSci graduates who really do know their stuff. They often mature during this process can move onto more responsibility. The ones that don't are easy to spot.

    If you have the education, the only thing that you need if you are missing experience in the games industry is modesty and passion. Modesty to work on the boring systems, and passion to make those seem exciting. The industry really needs more candidates. We routinely hire talent from other countries because we don't get enough local resumes.

    1. Re:We simply need talent by Anonymous Coward · · Score: 0

      We'll pay them well and send them home at 6pm.
      Are you the Good Faerie? I've been in the game business for the past 7 years and have come into contact with people from a number of different studios and that comment of yours sounds like a dream. You practically bring a tear to my eye to know studios like yours exist.

      Incidentally, I quit recently to take an indefinite leave of absence. I do some part time work now the pay the bills, but I needed to get off the merry-go-round for a while. After 10 years in TV post-production (with similar deadline/crunch mode nonsense) and then 7 in computer games, I'd had enough of the grind.

      Your post brings me hope.
  21. Experience. by edunbar93 · · Score: 1

    I can definitively say that game companies (and lots of other companies for that matter) want graduates that are 1) Experienced, 2) Youthful and energetic, 3) Hard working, 4) willing to work for little pay 5) In touch with their audience (see also 2, although under 17 would be ideal) 6) also agree that This Is The Way It's Supposed To Be, 7) Single, and 8) willing to work in excess of 168 hours a week.

    --
    "No problem. I have the capacity to do infinite work so long as you don't mind that my quality approaches zero."-Dilbert
  22. What I want by Anonymous Coward · · Score: 0

    I interview graduate programmers for a large video games company. When an engineer gets in the interview room with me, it's all about whether they can use a dot product, do some C++, maybe twiddle some bits, and talk about the complexities of various algorithms to solve a simple problem. You'd be amazed at how many people can't even do that - Sturgeon's Law applies to games programming too.

    I'm looking for engineers who are smart, who are enthusiastic, who I can collaborate with on problems. I've interviewed games engineers of 5+ years' experience and had them fail all my questions. And I've interviewed graduates who fly through that stuff in 10 minutes, leaving us time to get on to more interesting stuff.

  23. PhD for entry level software engineer position ? by S3D · · Score: 1

    So EA want PhD for entry level software engineer position? Do they want Grigory Perelman as a janitor too? PhD generally are less interested in games than kids out of collage, and if they are they tend to join/organize independent studios. And with Bubble 2.0 on the rise they could find better salaries and working condition than EA suggest too.

  24. The skills that matter by kornkid606 · · Score: 1

    If you are in a traditional liberal arts CS degree program at some school, you are not going to learn what it takes to make games, you are going to learn what it takes to be a utility programer. The fact is that traditional CS programs dont teahc you the math, languages, or algorithms that matter for game development. I know this because I went and got a minor in CS at a liberal arts school and am now getting another BS in Game programming from the singls best school for it in the country. We get linear algebra freshman year, we know Win33 C and C++ by the end of freshman year, and are doing graduate level work in cumputer graphics our sophomore year. On top of that, every year we (as teams) develop a full game which applies all our skills. For exaple, by the end of Sophomore year we code/create 2D games comparable to any early nintendo/SNES game. I am currently finifshing my sophomore year here and it is 10 times more intense than my previous degree. we work 20-22 unit semesters for 4 years and when we get out we have intimate understanding of physics, linear algebra, calculus, 2D and 3D computer graphics, game physiscs, Windows programming, and the moajor languages and their respective algorithms. This is why students here coming out with a BS are highly valued. My advice to anyone in a traditional CS degree program is take as much physics and linear algebra classes as you can and study computer graphics in your spare time. Companies want employees with applicable skills and just knowing programing wont cut it. Traditional schools give you a taste of a lot of things but rarely make you get good at any. I think probably the best test of an outgoing grad looking to go into game development is if you can code up collision detection for an arbitrary convex models. It tests many pertinent skills and is an applicable skill. This is just my opinion though

    --
    Future indie game developer of America (and possibly Canada)
    1. Re:The skills that matter by DingerX · · Score: 1

      Hey, the article only mentioned Full Sail and Guildhall. It didn't say nothin' about DigiPen.

      While you can say, "DigiPen's been around for twenty years", or something like that, the same doesn't hold true for most games programs out there. For many schools around the country, having a "games program" is seen as a recruiting tool, and a way to bolster flagging CS enrollment ('cos no department likes to lose students). The same youthful lack of experience that makes 18-year-olds volunteer for the infantry drives a lot of these computer games programs: and the for-lots-of-profit ITT-class of $kool$ has started to take notice. These guys have lots of churn, and make their money by underpaying marginally qualified personnel to teach a textbook to students who are most likely to drop out after paying their tuition (when they realize there's real work involved).

    2. Re:The skills that matter by Anonymous Coward · · Score: 0

      Christ, part of the "university experience" involves learning about numerous subjects outside of your discipline. Proper English, and Communication springs to mind. Regardless of whatever skills you may think you have, if you can't intelligently express your ideas, you're going to come off as an idiot.

      Also, how can you possibly generalize the merit of a B.S. in Computer Science, when you admit to only getting a minor in the subject -- at a liberal arts school? For those interested, there are a great many courses one can take that expose students to the subjects you listed. There are also a great many courses one can take to involve themselves with one of the many other branches of computer science.

    3. Re:The skills that matter by Malkin · · Score: 1

      I agree. A traditional Bachelor's in CS will not give you a lot of what you need. I have a traditional Bachelor's in Computer Science, and I had to self-teach a ton of stuff, before entering the industry. Things you can find at a regular University program that could be of use, depending on your focus: Linear algebra, psychology, physics, C++, algorithms, spatial data structures, databases, network programming, and software engineering. Things a conventional BS will probably need to learn on her own: 3D graphics, graphics hardware pipeline, Windows programming, GPU/shader programming, essential game algorithms, game software architecture, teamwork. Also, if you can't play nicely with artists and other creative types, just don't even bother. Plus, you should have a demo, whatever it takes.

      And, you can't fall apart under pressure in a challenging interview. Technical interviewers WILL put you through the meat grinder, but they usually don't expect you to answer everything perfectly. They just want to put their foot on the gas, and see how fast this baby can go. If you display good general competency on the things they're quizzing you on, you'll be fine. If you spend the entire interview saying, "Duuuuuuhh, we didn't cover that in school," you're toast. Be honest about what you can do, but also don't be afraid to hazard an educated guess at the answer to something you don't know. Sometimes, the reasoning behind your guesses can be more interesting (and even more impressive) to the interviewer than the correct answer would have been. For example, a slowly derived solution may be more impressive than a quickly remembered one, because the interviewer can see that the candidate understands the underlying principles, and is not merely regurgitating bullets from a book. So, don't be afraid to think things through, and illustrate your thought process, if you're uncertain about something.

    4. Re:The skills that matter by kornkid606 · · Score: 1

      You're right. There is a lot to be said for the breadth of topics one is exposed to at a liberal arts school, I know this first hand because I got a BA in psychology from one. And it is true that if one does not know how to adequately express one's self, his or her skills will seems somewhat diminished. And yes, I cannot and should not generalize my experience in a liberal arts CS program to those of every school. But, I will say that I went over the curriculum of the full BSCS at my school several times and many of the classes that are needed to teach the skills pertinent to game programming were not required, including linear algebra, physics with calculus, computer graphics, or graphics API programming. Now, maybe this was because of a lack of curriculum depth at my particular school. If your school does offer these and you are made aware that in order to program real time 2D or 3D apps these classes are recommended, then I would say you are attending a far more progressive school than I attended and it sounds like a good program.

      --
      Future indie game developer of America (and possibly Canada)
    5. Re:The skills that matter by bobstevens_took_my_n · · Score: 1

      I'm a programmer at a game development company and I went through a CS major in a liberal arts school. Maybe I'm misreading it, but your comment seems to imply that a person with a liberal arts BS in CS would be completely unprepared for a career in the game industry, while a person who had successfully graduated from Digipen or Full Sail would be more prepared. Of course, things are not so clear-cut in practice.

      The main things game companies want, as I see it, are people who are good problem solvers and fast learners. Usually, fluency in C or C++ is required, but developers will inevitably be working with techniques and libraries that they're not familiar with. This is especially true considering that most consoles use toolkits and APIs that it's hard or impossible to get experience with unless you're in the industry.

      Game schools aren't the be all and end all of preparation for a career in the game industry. In fact, they don't really give anyone a practical advantage as far as getting hired. If you're good at problem solving, good at programming, and good at learning you can have a successful career in the game industry. If you're not, you may get into the industry but you'll be culled out sooner or later (or promoted to management... *shudder*).

      We've hired a couple guys from Digipen/FullSail. They've ranged from good hires to moderate hires to complete flakes. We've actually had better luck with the guys we've gotten from non-game schools. But that's all anecdotal... school preparation isn't the thing that makes or breaks your ability to perform in the game industry.

  25. Except that's bad management again by Moraelin · · Score: 3, Insightful

    Nor is it really fair to blame management for every problem. A failure of the programming leads to build a scalable technical architecture, for instance, can also be a root cause of delays/low quality.

    Except that's traceable to management failures again. Lemme see:

    1. First and foremost, the games industry doesn't even try to keep talent. Last I've heard, they have a burnout rate of about 5 years. They basically take the cheapest (which sometimes doesn't mean the most talented) graduates available, overwork and underpay them, then they burn out and move to other jobs, and a fresh new batch is hired.

    I'm sorry, but then don't wonder why the architectures are bad, non-scalable and extremely hard to modify or maintain. Sad to say, and that's from a college graduate, college and coding small cool stuff in your free time teaches all the bad habits and none of the good practices. You come out of college having worked only on _tiny_ projects, individually or in 2-3 person teams, and with requirements that are fixed, clear and never changing.

    The funny thing is: a program of 1000 lines, you can hold completely in your head. You don't even need test cases to tell you what you'll break by changing this or that, but even that's ok, because you won't have to change anything ever in an assignment. Plus, the scope is always simple enough so it either works or it doesn't, and you can manually prove one or the other in 5 minutes. (E.g., if your assignment is a heap sort, wth, you can just type in some numbers and see if they come out sorted. Why would you bother with a unit test for that?) You don't even need a good architecture or clear interfaces, because again, you'll never have to re-discover what it does or ever have to change it. It's always by definition write-only, so it's OK to write write-only code. Even 10,000 lines, if you're reasonably smart, you can do it. And that's already more code than in _any_ college assignement ever.

    Move on to the real life and a 1,000,000 line project (which is actually a small one), and all the cool write-only hacks and the "it'll be manually tested at the end anyway" mentality you learned in college become a liability. You have to actually unlearn all the write-only habits that college taught you, and learn how to actually produce quality code.

    Except in the game industry, by that time you've been overworked and underpaid to death, and the original enthusiams has worn off. You may have started with "woohoo, I'm coding cool stuff for the next great game, I'm so much cooler than those boring guys writing boring VB programs for a living", but in a few years you get to the point of, "fuck this shit, I could be writing one of those boring VB programs for twice the money and a tiny fraction of the unpaid overtime, if any." So you move on. And all that experience is lost to the industry, who then proceeds to hire another fresh enthusiast and watch him do "cool" unmaintainable hacks, and spend half a year introducing two new bugs for every bug fixed.

    I'm sorry, but failure to retain talent and experience, _is_ a management failure. You can't just point the finger at the programmers and say "bah, it's those guys writing bad code", when that's the guys you've hired. And in fact, when you just got rid of those who had just learned how to do a better job. It's like buying an old Yugo and then complaining that it's not a race car. Well, that's the car _you_ bought.

    2. I'm sorry, but if you pressure people into holding unrealistic deadlines and into working 80 hours a week, don't be surprised if they produce worse code. People (A) make more mistakes when they're tired, and (B) tend to do the quickest dirty hack when it's either that or working yet another Sunday. Writing well structured, scalable and maintainable code takes more hours than writing the quickest hack. Except usually noone gives you a deadline where you have the luxury to do the former. So if you want to do a good architecture, those hours will come o

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Except that's bad management again by 7Prime · · Score: 1

      That's why I was so impressed when Miyamoto spoke, a few days ago, about letting his design teams screw around with weird implementations. "Play Time" is always an absolute neccessity for any kind of good designer/developer. I bet, with 80 hour work weeks and rediculous deadlines, that's the first thing that goes out the window.

      Bottom line, games have gotten WAY over-blown. The bar is set so high when it comes to detailed complexity that the big picture is completely neglected. After all, it's the quality of the overall concepts that usually make a great game. That's why I'm so against photo-realism these days... it emphesizes detail while neglecting form.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    2. Re:Except that's bad management again by blahplusplus · · Score: 1

      The funny thing is: a program of 1000 lines, you can hold completely in your head. You don't even need test cases to tell you what you'll break by changing this or that, but even that's ok, because you won't have to change anything ever in an assignment. Plus, the scope is always simple enough so it either works or it doesn't, and you can manually prove one or the other in 5 minutes. (E.g., if your assignment is a heap sort, wth, you can just type in some numbers and see if they come out sorted. Why would you bother with a unit test for that?) You don't even need a good architecture or clear interfaces, because again, you'll never have to re-discover what it does or ever have to change it. It's always by definition write-only, so it's OK to write write-only code. Even 10,000 lines, if you're reasonably smart, you can do it. And that's already more code than in _any_ college assignement ever. Move on to the real life and a 1,000,000 line project (which is actually a small one), and all the cool write-only hacks and the "it'll be manually tested at the end anyway" mentality you learned in college become a liability. You have to actually unlearn all the write-only habits that college taught you, and learn how to actually produce quality code.

      The problem is programming tools are in the dark ages, you shouldn't have to remember lines of code, or even be able to read someone elses jargon code and try to figure out what it represents in how it actually works. The symbolic codespace is holding us back is stuck in arcane symbolic space when programming entities really need to be visualized and solidified into functional geometric objects that can be rendered and seen as "real objects" (as one would see a gear in a machine in the real world) within the compiler and tools of the language itself. In my opinion this is why software engineering is "more art then science" it's because you're trying to create great works with tools that haven't improved very much, its like trying to build a modern CPU with "hammers and nails", or the tools they used to make the very first CPU's.

      That is the problem, most computer languages today are quite literally trapped by mathematical and symbolic terrorists and that is why "programming is so arcane" it's because the tools are jargified (i.e. prone to jargon and not real world definitions). It's stuck in the abstract, just remember mathematics is the abstractilization of the visual world we live in. So programming and tools should focus on the reverse: They should be the virtualization of the abstract into a visual model, or visual world. To coin a new phrase:: Digital Infophysics. Programming large projects wouldn't be so difficult if the tools to engineer the actual info-physical components of a project could be rendered visually, animated in 3D, and could be walked through in real-time like you would in a game rendering say a city street or substructure of a city.

      An interesting post on bookofhook here -- http://www.bookofhook.com/phpBB/viewtopic.php?t=80 4

    3. Re:Except that's bad management again by Anonymous Coward · · Score: 0

      The problem is programming tools are in the dark ages, you shouldn't have to remember lines of code, or even be able to read someone elses jargon code and try to figure out what it represents in how it actually works. wank wank wank

      No, the problem is that most programmers are shit and that most shops don't have or follow a good engineering process like using a good coding standard and documenting subsystems, etc.

      The grandparent is right - games is full of naieve people like me who get fucked over by managers who let producers and designers run roughshod over the original design specs. You do get designers or producers thinking "hey, that'd be awseome!" 1 week before a major milestone and as a result everyone has to work back to change code that was never designed with the said idea in mind in the first place. As a result, you either burn out or the project schedule slips so you have to work harder again to catch up or it slips and then it gets shitcanned and the world never sees what you've been working on for the last year.

      I wonder a lot why the hell I'm still in games and not getting 2x as much writing business apps for a bank. Then I remember that if I was doing that I'd have to wear a tie every day and think "fuck that".

  26. Me Me Me!! by xtracto · · Score: 1

    I have a BS in Software Engineering and am currently in my third year of my PhD. I would like to work in a game development company!

    What? you do not sponsor international students?

    bummer... I guess you are similar to all the other game devel companies I have applied. Next luck next time.

    --
    Ubuntu is an African word meaning 'I can't configure Debian'
  27. Beta - Q/A testing is a good place to start... by xxxJonBoyxxx · · Score: 1

    ...you need to put in your time and prove your worth with a company before you start making decisions about the next game said company puts out. You cannot do that unless you work for the company first and I guarantee they are not looking for a 22 year old kid to contribute to their game design outside of maybe beta feedback.


    This pretty much goes for any software company worth its salt. Starting in beta or Q/A testing is a good way to go, however. First it teaches you to express exactly what's wrong with X, then it teaches you how to suggest "low hanging fruit" Y to avoid future problems. At the point you know how to suggest Y (and have the tech skills to either code it or lead the coding of it), you're a real asset to the company.

    In short, beta - Q/A testing should be a good place to start if you want to fast-track your way to a company's decision team anywhere. (It worked for me, anyway.)
  28. Passion for the Process by Anonymous Coward · · Score: 0

    A big problem with many candidates is that they don't really draw any distinction between game design and implementation.

    This is even more of a problem with people who come from dedicated game development schools, since their courses rarely focus just on one role but usually require students to participate in design, art, production and programming. Many expect their real-world job to be the same and quickly become dissatisfied when their entry-level position requires that they "just follow the design spec please".

    At our studio, the candidates we do look out for (and I can only really speak for programmers here) are the ones who recognise that programming is design (thanks Spolsky ;). They're the ones who will gain the most satisfaction from taking the vague directives from the Design Team, ironing out all the kinks and contradictions, filling in the remaining blanks and making something concrete out of it all.

    Ironically, its rarely people who grow up living and breathing games who realise this, but more often people who have come from a 'standard' IT background. After all, who here can truely say they started in programming because the have a real fire in their belly for Statistical Analysis Solutions for the Insurance Sector.

    So when EA says things like "We want candidates who have a true passion for games", I think they're talking out their corporate blow-hole. Games are just software. Software needs programmers and programmers have to enjoy programming. Animators have to enjoy animating and Producers have to enjoy project management.

    Unfortunately many people who enroll in these courses just want to make their dream game come true. 99% will not accomplish this. They may have a passion for games, but they also need a passion for the process.

  29. This isn't completely true. by malevolentjelly · · Score: 1

    I work for a AAA game studio and we hire "vocational" game school students all the time. You have to remember that this industry is portfolio-based- especially for designers. They're looking for computer science students who are focused on gaming, particularly. If they think you're going to bounce off to Google, you won't get in.

    Most people here have Liberal Arts degrees. We handle our own recruitment, no thank you, THQ Recruiter Lady. :p

  30. Sally forth! by Impy+the+Impiuos+Imp · · Score: 1

    Sally Struthers: ...and with this correspondence school, you, too, can become a key punch operator...

    Correpsondence School Manager: No, key punches haven't been used since the mid '70's. Computers are all keyboards and online storage since then.

    Sally: No key punch operator? Ok. Well, ummm. ...And with this correspondence school, you, too, can do VCR repair...

    Manager: Nope, DVD players now.

    Sally: ...DVD repair...

    Manager: Nobody repairs DVD players, they're like $20 now.

    Sally: ...Travel Reservationist!

    Manager: Dead ever since airlines started launching direct booking via the web.

    Sally: Well, what?

    Manager: Lemme think a sec... Ok try this (whispers in her ear.) Lights, camera, action!

    Sally: ...and with this correspondence school, you, too, can become a video game designer...

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:Sally forth! by Anonymous Coward · · Score: 0

      itd be interesting to see what comes after gamedesigner on that list. i think it will probably be something along the lines of 'electronics technician.'

  31. Amen. by Malkin · · Score: 1

    Amen, brother.

    It's the simplest linear algebra there is, and yet I've still encountered numerous game programming interviewees who couldn't answer the most rudimentary dot product question.

    If you really WANT to program games, you need to LEARN these things. It's not that hard, and if you think it is, you belong in a different career.

  32. What game companies want by ceswiedler · · Score: 2, Interesting

    I'm a lead server developer at a MMOG company in the Bay Area. What do we want? We want talented programmers. If you can hack it, then education, experience, resume, all that crap is immaterial. The most important stuff you have to teach yourself. Learn what's out there, play with it, use it, fix it, rewrite it. If you know it, the job is yours. And by job, I mean that literally, since we're actively hiring. I'm not very hard to find.

  33. Your discriminative statement by zymano · · Score: 1

    The people that RUINED the IT market were those expensive ivy schooled college folk who sold out the less costly vocational school used by true plain AMERICANS.

    Your attempt at class warfare and discrimination is really sad. You are truly jealous and afraid of competition.

  34. Interesting point, but it's not so simple by Moraelin · · Score: 1

    It's an interesting point, but it doesn't work. Trust me, you're not the only one who thought of that. (Management still loves flowcharts for example.) _Lots_ of people try, the problem is noone managed to make something that actually works better.

    I've actually had the experience of using, well, basically a flowchart compiler back in the 90's. The problem is that the damn thing didn't scale. Oh, it was superb for making 10 line programs or functions. It was an absolute nightmare for anything, say, 100 lines long. Things which would have fit a screen comfortably in a normal language, meant scrolling in both directions just to follow the logic there.

    The more important thing: it wasn't even more useful for small functions either. At the size where you could be comfortable with it, it was not much more of a problem to understand the text version either.

    Plus, so far we have a mountain of evidence that just messing with the syntax candy tends to not do any good.

    For whoever has the abstract thinking capacity, C's cryptic syntax is no harder to use than the more verbose Pascal. And for whoever lacks the ability to think abstractly, no level of syntax candy or pictograms will do them any good. Once you know what "{" and "}" mean, they're no more cryptic than Pascal's "begin" and "end". And going one level higher and writing COBOL (now _that_ is verbose) doesn't bring anything more either. Writing "add X to Y giving Z" instead of "Z=X+Y" doesn't make any actual difference.

    The thing is, no matter how you write or represent it, you still have to be able to think abstractly and algorithmically. You still have to take a problem like, say, "fetch me a glass of water", and split it into all the little steps taken for granted in normal conversation, _and_ think about all the things that could go wrong or not be in the expected places. If you didn't train your brain for that, no pretty graphics will do you any good.

    And finally here's a funny thought for you: the usual "bah, I could be such a great programmer if someone gave me a paint program instead of making me think" argument tends to always come back to the same example: electronic circuits. The argument goes, "see, if they can design an electronic circuit with all those funny symbols for transistors and diodes, the same can apply to programs." The funny part is that even electronics only uses those for really small circuits. If you think that, say, your CPU was drawn like that, square miles of symbols, you'd actually be wrong. It's basically designed like a program, by the numbers. Go figure.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Interesting point, but it's not so simple by blahplusplus · · Score: 1

      "And finally here's a funny thought for you: the usual "bah, I could be such a great programmer if someone gave me a paint program instead of making me think" argument tends to always come back to the same example: electronic circuits. The argument goes, "see, if they can design an electronic circuit with all those funny symbols for transistors and diodes, the same can apply to programs." The funny part is that even electronics only uses those for really small circuits. If you think that, say, your CPU was drawn like that, square miles of symbols, you'd actually be wrong. It's basically designed like a program, by the numbers. Go figure."

      Ahh but you're missing the point though, visual output of the programs is to help define mathematical functions in a real world way, and also to track how data moves through a loop and how data behaves in terms of SEEING IT VISUALLY, understanding its motion. Many complex bugs or memory leaks would be easily solved if you could "See the leak" or automate it's detection visually. Say you design some function or software component that has a real world physical-object counterpart in terms of how it behaves, etc (and many do). The truth is, if you could build programs like you would build the plumbing infrastructure of a city, it would make programming that much easier. Next much of what I'm proposing would could for the most part only be done on supercomputers at first anyway or programs of a smaller scale, but it would help the industry enormously. If you could go beyond the code. Math is nothing more then the abstract description and measurement of geometric shapes, their values and transformations in the real world, and not just "physical" shapes either, data-shapes, the shape of a sound, the value gradient or hue of a color, the feel of a surface and it's texture, monetary value (money as units of energy) --- all this is experienced by human minds as data-shapes. The whole experience of the world takes place in your mind, its not existing "out there", it's existing "in there" (in your head), your body is the signal receiver and data processor and the world is the transmitter. If your mind did not function you would have no experience of the word "out there".

      I've been talking to some researchers at IBM and they think my ideas have a lot of merit, in other words: They know what I'm saying is true, the tools are the main barrier to better software engineering practices, because the current tools do not bring or help us clarify our understanding of what is actually happening and how code behaves properly.

      Think about how real world objects behave and how easy it is even for non-technical people to be abstracted from how they work (i.e. they can use the tools without knowing how to design or maintain them for instance, i.e. windows, etc). The cool thing about software is that you can make any tool you want and make it behave in any fashion you want as long as you 1) Have the horsepower 2) Smarts and 3) The memory capacity. 4) Make a good human-to-machine interface.

      And I do think you are wrong: Sure designing programs with millions of lines can't use "simple diagrams", my point is to design, invent new systems that help elucidate and clarify what is going on within a program that can be represented in visual chunks and seen an analyzed by different groups who know nothing of the code but because of the new invented visual way to represent what is happening they can understand "what is wrong" much easier, just like say an old time watchmaker can spot problems in complicated time piece at a glance due to partly his experience, but more so because he can actualy "see" the problem and knows what to look for. That my friend is the main problem with "software engineering" today. Maintainable and scalable code isn't "hard to design", if you had the right tools, horsepower and systems to help you understand WTF is going on with someone elses code at a glance, and not needing to de-jargify it as many people currently n

  35. Theory vs Practice by Moraelin · · Score: 1

    Well, noone denies that better tools would increase productivity. That much is obvious. And, yes, as I was saying before, the interest exists, so I'm not surprised that IBM would be interested. Everyone else is.

    The only question is what would be a better tool. So far noone managed to come up with something visual that actually works better. So far all those visual tools worked worse.

    So far the tools that _do_ work are more along the lines of doing the clerical work for you. E.g., that you can CTRL-click in Eclipse and instantly see what that called function does. Or that you can CTRL-space and see all the method names starting with "get", instead of having to manually grep the file. It's stuff that saves time by elliminating the chores, not stuff that puts pretty management-ready graphics on it.

    And to address your point about pretty 3D animations: it doesn't scale. Watching the flow go slowly around a loop is ok for a 10 line piece of code, but it's a nightmare for a 10,000,000 line program. Trying to follow that going around in 3D would be like trying to see what every single person in New York is doing.

    It also solves the awfully wrong problem. The problem _isn't_ seeing that that one is a loop. The problem is understanding what all the other called functions do, and who else calls this function. E.g., if I see someone else's program send a "MyCustomGUIEvent", who's listening for it and what do _they_ do? In detail. Does one of them set some global variable and could be responsible for the race condition we're having? What other piece of program thought they'd take a nasty shortcut and call this unrelated function just for the side-effects?

    The problem with maintenance is that basically it's like trying to see the Sixtine Chapel through a cardboard tube that lets you see a square inch at a time. You can see very well that, say, that's a fingernail, but what's the bigger scene there. What are the implications of changing that finger to be bent instead of straight? Would it ruin the whole scene? _That_ is the problem.

    What's _really_ missing is the _big_ picture, not cutesy representations of what the current function does. The problem isn't telling that a "for" is a loop, and frankly anyone who needs cutesy animations to realize it's a loop can go back to MacDonalds. What's missing is all that other stuff that this loop triggers, some of it burried under 20 levels of calls within calls.

    And if you need to see the exact flow, including going into whatever functions within functions are called there, we already have a tool for that: it's called a debugger. It does just that. It's slow and tedious, but it already does just that. And watching it in 3D would make it no less slow and tedious, since it restricts your scope even more.

    But other than that, don't let me stop you. If you honestly think that watching some animated toon walking around the loop in, say, 10 seconds is better than reading the "for" in a fraction of a second, sure, go ahead and try. Several others have already tried and failed, but, hey, who knows? Maybe you're the one who gets it right :)

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Theory vs Practice by blahplusplus · · Score: 1

      "What's _really_ missing is the _big_ picture, not cutesy representations of what the current function does. The problem isn't telling that a "for" is a loop, and frankly anyone who needs cutesy animations to realize it's a loop can go back to MacDonalds. What's missing is all that other stuff that this loop triggers, some of it burried under 20 levels of calls within calls."

      Lol I just used that as a simple example, what I'm thinking about goes far beyond that one example. You're taking that example as the substance of what's in my head... of course it isn't or I wouldn't be talking with researchers at IBM now would I? hah.