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Future Game Coders - Online Education or College?

An anonymous reader asks: "My cousin is about to graduate high school and wants to enter the game industry. I told him to get a day job (possibly as QA in a game studio) and get an online degree like DeVry's Game and Simulation Programming degree or The Art Institute of Pittsburgh's Game Art & Design degree. I have a BS and an MS in Computer Science, and I've only found what I learned mildly useful for my game programming hobby. Should he suck it up and get a 4-year degree, or is taking online courses focused on game development the way to go? Has anybody gotten one of these degrees and done well for themselves?"

16 of 143 comments (clear)

  1. That's ridiculous by Hawkxor · · Score: 5, Insightful

    A 4-year degree is better than a fake degree

    1. Re:That's ridiculous by Grrreat · · Score: 3, Insightful

      Yes a 4 year degree is very important and shouldn't be blown off. But one thing thats equally important as gaining knowledge, is being able to use that knowledge. There are allot of professionals out there with BS and MS degrees that are quite useless. Knowledge isn't everything, the most important thing to have is ability to use what you know. So if you are capable of using what you know then definitely shoot for at least a BS degree from a state college.

  2. "The Future" or "the future" by SyniK · · Score: 5, Insightful

    If he will love game programming for the rest of his life, skip the 4-year degree.
    If he might want to change to something else later, say outside of computer programming even, get the 4-year degree.

    --
    -Tom
    1. Re:"The Future" or "the future" by ottothecow · · Score: 4, Insightful
      in which case he should get the 4 year degree.

      the 4-year degree is more about improving yourself as a person and learning how to learn than it is about training for a specific career. An added bonus is that it looks significantly better on a resume than a "fake degree"

      Go to college, have fun, major in what you find interesting (you may discover you dont really want to be a game programmer at all and instead love cell biology...who knows) and take classes that will allow you to branch out in different directions (learn how to code...take a microeconomics course...make sure you can write well...do all of those and you will be fine no matter what you want to do)

      --
      Bottles.
  3. Computer science, by far by Shados · · Score: 5, Informative


    Unless the university totally sucks, a computer science degree contains most of the important stuff for game development: maths, maths, applied maths, more maths. Did I mention some math? Oh, and some system programming.

    In the end, thats all what games are about.

    I didn't check by myself, but my girlfriend who goes to CMU told me they have a graduate program for game programming thats fairly popular with EA too I think, so then one can kill 2 birds with one stone: have a fairly decent CS degree, and game specific education, with a potential big name having you in their line of sight as soon as you graduate... Its almost a flawless plan, if it is true.

  4. Greater options with a regular degree by eric76 · · Score: 4, Insightful

    He will have far greater options with a regular degree.

    An on-line degree is unlikely to open the doors that a degree from a regular college or university will.

    Even from a regular college or university, the choice of the school can make a big difference. Years ago, I sent in an application to one company in New York City but never heard back. I mentioned that to someone who was familiar with that company. According to him, it is nearly impossible for anyone without a degree from an Ivy League School to get any kind of development job there.

    So the choice of school does matter. A degree from an on-line school won't open near as many doors as from a regular school.

  5. what 4 year degrees are for by PhrostyMcByte · · Score: 4, Insightful

    College is there for four things:
    a) to further prepare you for a professional working life.
    b) to give hands-on training with hardware you couldn't afford at home.
    c) for people who can't learn as well on their own.
    d) breaking into a career that heavily depends on diplomas.

    Ask your cousin if he needs any of this, and he'll know his answer. D is definately a hurdle for programming jobs, but it fades as you gain experience to vouch for your skills.

    1. Re:what 4 year degrees are for by GT_Alias · · Score: 4, Interesting

      I think "friends and networking" deserved its own bullet point (unless it fell under A). I wouldn't have imagined I'd maintain some of the contacts I have to-date, and they've led me to opportunities that would have been difficult to come by otherwise.

  6. A few points by subreality · · Score: 3, Insightful

    Coding games as a hobby and working in the games industry are *vastly* different experiences. If he's hoping to find a career doing what you do for a hobby, he's in for a rough time.

    Vocational education will teach him how to code. A college education will teach a much broader range of things. Note that the games industry isn't all about coding, and if/when he gets sick of it, the college degree will be applicable to a much wider range of jobs.

    I'd suggest that he intern at a games company for a little while and see if it's really what he has in mind. And if he thinks it is, then he can choose between learning to code and learning a broad range of skills, depending what he sees himself doing there.

  7. Re:Art, art, and more art by namityadav · · Score: 5, Insightful

    It isn't 1984 anymore. There is nothing new in video games to warrent actually having a computer science degree.. I can't stress enough on how nonsensical this statement is. I find statements like, "There's nothing left here to research" very silly.
    Please note that the questions is about "Game coders", not about music developers or graphics developers. The reason it's better to educate yourself in Computer Science and Software Engineering is because you want to be a scientist / engineer, not a mechanic. Game programming is still programming and has all the requirements (In fact, at times more challenging requirements) as any other sort of programming. And don't we all keep telling college kids to focus on the "Science" aspect of "Computer Science" for the long run benefits?
    A Compsci degree will train the student to think in an analytical way to solve problems and understand the mathematical background of games. While a game design specific degree will train the student to follow an already defined path (Which will get obsolete in a couple of years anyway). A computer science student will be able to handle all problems technical or otherwise reasonably well. Game programming is a complex field. Not having thorough understanding of maths and computer science can only produce average-at-best programmers. In fact, in some cases, even maths and physics graduates will be more valuable to a game programming task than a game design degree holder.
    For now, knowing game programming doesn't mean that you understand computer science. But the other way round is true (To some extent).
  8. Better solution by Overzeetop · · Score: 4, Insightful

    Rather than spending four (or more) years in college up front, perhaps a better choice would be to get into the lifestyle for 6-8 months first.

    I would recommend 8-10 cups of strong coffee per day, so that he can stay up writing code for 12-16 hours, 7 days a week (start slow - 10x6, then work up to 16x7). Not fun code, but really mind numbing stuff. Get a good test project, then let him go at it. Figure a good project might be 4-6 weeks long (say, 500-600 hours of programming). When he gets about 75% of the way through - ideally when he starts seeing the light at the end of the tunnel - change the specs. This will be hardest for you, as you'll need to phase the changes so that there are 2-3 new things that need to be incorporated each week, plus 2-3 things that will need to be rewritten. Make sure that you throw in the rolling-rewrite or two - somehting he's already rewritten that "needs" to be changed...again. If you're certain he's not saving old code, do a re-set once in a while to make him re-code something he's deleted as not needed anymore.

    If he's not a slobbering idiot in 8 months, he'll at least be ready to save yoy a year's worth of tuition by taking 22-24 credits per semester. And you'll know he can hack the EA deathmarch. Well, at least until he has a family.

    --
    Is it just my observation, or are there way too many stupid people in the world?
  9. I work in the industry... by badboy_tw2002 · · Score: 4, Interesting

    ...and regularly hire programmers. The job interview generally goes pretty much like any other engineering position. If he wants to code, he needs to know how to code. Don't know how to write multi-threaded code? Sorry, no job. Never heard of a pointer? Don't need you. That's not to say a four year program is required, we've hired people from game schools as well. Generally they have a background in CS (working in IT, another BS, hobby programmer) that has given them exposure to hard programming topics. I've found that in general game college doesn't give you any real rigorous CS training, and if you want to be a programmer its no different in this industry than any other.

    Oh, and QA won't help you get an engineering job. It will take time away from school. Better off spending that time writing a demo or something, as that would be more impressive than saying how you tested X and thought Y would be a better way to do it.

  10. Re:Art, art, and more art by JFitzsimmons · · Score: 3, Interesting

    As someone who works at simply modding other people's game engines, I can easily say that you have no idea what the fuck you're talking about. Games aren't just about having an engine that you can simply throw assets at and run off the assembly line (well, EA may think so). Coding is an extremely important part of game design. Even if I were to agree with your point, SOMEONE has to make these engines that you speak of.

    Depending on where you'd like to go with it, you may or may not require a computer science degree. If you're looking to get into the hardcore parts of engine design then computer science may be for you. There's an awful lot of complicated concepts required at that level, both in terms of application design, and mathematics. For 3d engines you need to know a good deal about 3d vectors, matrices, quaternions. If you're looking at programming AI then you've got to have not only a solid foundation of understanding the mathematics of the engine but also AI's own fun programming style, such as finite state machines, and graphs (especially with respect to pathfinding), just to throw a couple of the more popular AI paradigms out there.

    On the other hand, if you're just looking at doing game logic code, which is still vastly important to a game (since it handles the details of gameplay), then CS might not be as important. A strong foundation in programming and at least an understanding of some of the topics stated above is an asset. As a modder, this is where I stand now. My education isn't complete, and I simply don't have the time to be fiddling around with creating my own engines or modifying those that already exist.

    Game logic includes things like defining how items are stored in a player's inventory, building the bridge between the inventory UI and the inventory in memory, how enemies are spawned, the interaction of agents with the environment, etc. While some may describe it as being more "menial" (i.e. some may claim that there is not a lot of challenge when hooking up an interface with an API), I would say that game logic is still highly stimulating and provides a good degree of challenging problems to be overcome. While engine designers may be making interesting innovations in the world of graphics and physics, the logic coders are the ones making interesting innovations in the world of gameplay. To pull a quick example, Gears of War's "active reload" is something that is handled by game logic and not the engine, and I consider this to be at least a little innovative.

    To further a counter-point to parent, the Doom 3 engine was licenced to Human Head for the production of Prey. Human Head did not simply have a team of artists that put assets and maps into the engine until they had a game. There was still a vast amount of change that needed to be made to the engine and the game code to handle the new things that happened in Prey. Portals that could be shot and seen through, anti-gravity, the ability to leave your body, etc. all did not exist in Doom 3. These had to come from somewhere; the coders from Human Head, that worked on a pre-designed engine. "Completed" engines do not preclude programmers.

    From an employment standpoint, I can offer no advice. I have never been employed at a development studio nor have I applied.

    --
    Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
  11. Advice from a professional game software engineer by MaineCoon · · Score: 5, Insightful

    I've been programming video games on for about 9 years now, with many shipped commercial titles on various platforms.

    For the love of god, get a real degree. "Game" degrees are useless outside the game industry, and a joke and target of pity from within the industry.

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  12. Re:Art, art, and more art by UnknownSoldier · · Score: 5, Insightful
    As someone who has worked on PC, PSX, PS2 games, and currently a Wii title, you're talking out of your @$$, because not everyone works for EA, THQ, etc...

    Here's WHY you want a 4 yr B. Sc. degree:

    * You will be exposed to the breadth of comp sci. Games are one of the few applications that require you to know a little of EVERYTHING. Specifically:
    • hardware (timers, interrupts, input),
    • math,
    • graphics (and why and where you need to use the various "cheats/hacks" such as simulating a stencil buffer with alpha, etc.)
    • audio,
    • real-time computing,
    • networking,
    • compiler optimization (i.e. why you need to know asm, so you can see why gcc sucks so bad generating bloated STL code, and replace it with your own...)
    • memory management
    • audio
    • AI
    • scripting & language design (i.e. ok, LUA doesn't suck so bad now, now that I've replaced it's memory management...)
    • software engineering (knowing the trade offs of various designs)
    • optimization (standard speed vs flexibility)
    • database design and management (including file formats), and last but not least,
    • User Interface Design.

    If games sound a lot like an Operating System, it is because they practically are!

    * Sure some of the classes you will never use again, but at least you'll have the language and the background to know WHEN you should choose one algorithm over another, and the pros/cons of each. i.e. static arrays over dynamic lists, etc. Learning big O notation will help in this.

    * YES, you probably could be be a great games programmer without a degree, but it's hard to prove it without experience. To get experience you have to demonstrate you have the knowledge. (classic chicken-egg) That piece of paper shows that at least you
      a) understand the basics, and
      b) were committed to finish getting it.

    * Lastly, don't get into game programmers for the money. The pay stinks, & the are hours long. (BOO Crunch Time). Only the crazy ones survive in this industry (avg turn around time is There is always something NEW to learn, especially when the "next-gen" consoles come out. (Usually scratching your head at trying to figure out how to best make efficient use of the hardware)

    Cheers
  13. Re:Advice from a professional game software engine by Broken+scope · · Score: 3, Insightful

    Just curious. Where the hell is another freespace game?

    --
    You mad