Game-Related Education On the Rise At Colleges
The LA Times has a story about the increased interest in learning how to make video games amongst college students, and the subsequent rise in game-related education as the schools respond to that demand. Some programs are gaining legitimacy, while others do perhaps more harm than good. Quoting:
"The surge in interest has led schools to add games to their menu — but not always to the benefit of its students. Recruiters say they often see 'mills' that run around-the-clock sessions to quickly churn out as many students as possible. Other programs teach specific skills but not how games are pulled together. 'It's a very hot academic growth area,' said Colleen McCreary, who runs EA's university relations program. 'I'm very worried about the number of community colleges and for-profit institutions, as well as four-year programs, that are using game design as a lure for students who are not going to be prepared for the real entry-level positions that the game industry wants.'"
The economy is in total meltdown, and the best our academic institutions have to offer is more video games. When are they going to follow the leads of Harvard and Yale and give us the fine leaders like George W Bush, John Kerry, Ben Bernanke, Barrack Obama, and the head of Lehman Brothers. Running the country into the ground, now that's a REAL degree!
This is my sig.
Just look at the rise of "computer" classes in high schools that don't teach you more than Word and Excel. And even the highest level computer classes only might barely touch on HTML. This is no different.
Taxation is legalized theft, no more, no less.
Most of the computer science dropouts I know started the degree because they like playing computer games. Later they realize that it's much more than playing games and they cannot program themselves out of a logical wet paper bag. At least this gives them an opportunity to get a degree
Speaking of game related education, a 2008 study in the Proceedings of the National Academy of Sciences found that a particular memory task, called Dual N-Back, may actually improve working memory (short term memory) and fluid intelligence (gF). This is an important finding because fluid intelligence was previously thought to be unchangeable. The game involves remembering a sequence of spoken letters and a sequence of positions of a square at the same time.
Read the original experimental study here.
There's a free open source version of the Dual N-Back task called Brain Workshop. Start practicing!
A good game-related course may cover things like:
* C & C++ .. and more.
* DirectX & OpenGL, Pixel shader programming
* Physics, Matrix transformations, quaternions
* Collision detection for various types of primitives and response
* Audio programming
* Game level design, storyboarding
* 3D object design and animation
* Performance optimization techniques including spatial partitioning, level of detail objects, fast motion blur, fast shadow mapping, and more
* World auto-generation, map editors and scripting
* Using game engine SDKs
* Writing for portability
* Developing for constrained systems (consoles) incl. fixed point maths
"Game-related" courses can be very involved and just as valid as any other CS degree teaching many of the same concepts and APIs. It's a shame that some people hear the word "game" and become dismissive.
The first thing I thought of in regards to the EA quote was those ITT Tech and other TV commercials who advertise making games after 2 years. That's bullshit, in my humble opinion. I've been programming as a hobby for a while and am in the middle of a 4 year university CS program and, at the moment, would have absolutely nothing worthwhile to add to a game programming team. Or modeling team. Or anything. I could be a beta tester, that's about it. And I have a feeling those aren't in demand. Now granted, I probably have less experience than a person leaving a 2 year game design program because that's so targeted and CS is so general. But I at least have a feeling for how much you can learn in a year.
Point is, games these days are incredibly complex. We're talking multi million dollar budgets, with blockbuster titles reaching the hundred millions. 100+ person programming teams. Kids coming out of a quickie game design degree are going to be poorly prepared, if at all, for this complexity. And it's not fair, because designing games is a process that strengthens programming and general logic abilities.
At least, that's my very opinionated two cents.
My first real programming was done for gaming purposes. I wrote a zork-like thing in Apple Pascal on an Apple IIe in high school (yes I know, get off my lawn). And tried to write Cosmic Encounter for the C64. Running out of room is what moved me to buy an Amiga and my first real C compiler, Aztec C. And my first hard drive once I got sick of programming off of floppies. Which I hardware hacked onto the 86 pin expansion port to make it a full 100 pin ZorroII port.
Anything that gets your butt in the chair and writing code is good. I had no idea what I was getting into when I stared down this path, but it was gaming that was the beginning. And now it's put a roof over my head.
YMMV of course, but for me it's hardly been a waste of time.
Weaselmancer
rediculous.
They talked well and seemed to have the skills but all had poor attitudes and didn't display even rudimentary professional behavior.
Yeah, I'm sure a game written by you guys would be a blast. It's impossible to write a fun game in an environment devoid of it. You have to know what fun is first before you can manufacture it.
And I've got more bad news for you, AC. Programmers are all oddballs. And the more talented the programmer tends to be, the more of an oddball they'll tend to be.
If you're looking for something that wears a suit and says "Yes, sir" and "No, sir" on cue, then you're looking in the wrong place. I think the problem is more likely your hiring practices. Again, if you're looking for someone with impeccable office manners and who looks sharp in a suit - well, that isn't us. All of the time you spend in your early years acquiring social graces, we spent learning assembly.
Change your hiring practices, change your expectations, and lighten up, and I'll bet you start having successes.
Weaselmancer
rediculous.
It's not all like that. I've been a programmer in the video game industry for 11+ years now. The simple fact of the matter is this: if you've got a proven track record as a developer, you'll command a good salary and be in very high demand. It's true that you may not make as much as those with equivalent skills outside the game development industry, but hey, you're making games for a living, which is a pretty cool way to spend your day.
Sure, some companies will think nothing of exploiting you as much as they can. This isn't exactly unique to the game development industry. If you find yourself in such a situation, try to at least finish up your current project (important for your resume), but get the hell out of that company. Once you actually get a few years under your belt and a few shipped titles, you become a highly sought-after commodity. Smart employers recognize this, and work to keep you happy and productive.
You don't hear about it as much, but there *are* companies that treat their employees well. I'm very happy with my current employer, as they understand that a healthy work-life balance is important to keeping employees happy over the long haul. I work 40-hour weeks, get five weeks of paid vacation, good health benefits, a fun and exciting working environment, and a good salary.
Honestly, I can't imagine doing anything else.
Irony: Agile development has too much intertia to be abandoned now.
Education-Unrelated Gaming continues steadily at Colleges.
As a game developer myself, Drawn to Life (2007) Lock's Quest (2008), and a student from a 'video game college', I can offer perspective to interested parties.
Any prospective student should know that it is very difficult to break into the gaming industry. Further, they need to ask themselves why they are attending generic college XYZ for video games. Specifically, what does this college offer and what are their job placement statistics? DigiPen regularly has job placement percentages in the high 90s within 6 months of graduation. Might I add that many of our professors have worked in the industry extensively? Who better to lecture on game networking, audio, physics, etc. than someone who has developed on triple A titles on all of the major consoles? I could spend ample time explaining how the first 2 years at DigiPen covers more than most Master's programs elsewhere in the country, but I digress.
The sad fact of the matter is that most collegiate programs do not have the expertise on the bench to be able to ACTUALLY help students get ready for the real world of video game programming. DigiPen graduates are more-often-than-not able to hit the ground running on most any platform or console.
To compound matters worse, real-time interactive simulations (aka video games or other simulators) are some of the most advanced computing that a developer can strive to code. Everything from memory management to networking has to be properly written for games. You are, in a sense, writing an entire OS on top of the underlying console dashboards. Quite a daunting task.
And to add just a bit more, what is it with Computer Science students who believe they can leave a typical college and hit the ground running with that perfect development job? I've spent a decade of internships, part-time jobs, multiple college degrees, etc. to get to the point where I can competently compete for a development job 'fresh out of college'. And yes, that means I was interning back in high school in development-type jobs.
Real video game colleges spend more time on advanced math (the stuff beyond calculus) and physics than discussing the best attack combo for the latest fighting game. Don't get me wrong, we play video games, but that is typically after an 80-120 hour work week writing code until we actually dream out our coding assignments to only wake up at 4 am to rewrite a memory manager, network engine, sound engine, shader, 3d model file format, etc.
There's a difference between being eccentric and needing to grow the fuck up.