What Are the Best First Steps For Becoming a Game Designer?
todd10k writes "I've recently decided to go back to college. I have a lot of experience with games, having played them for most of my adult life, and have always toyed with the idea of making them one day. I've finally decided to give it my best. What I'd like to know is: what are the best languages to study? What are the minimum diploma or degree requirements that most games companies will accept? Finally, is C++ the way to go? ASP? LUA?"
Get out while you still can. I can't imagine a worse career path.
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C. A taste for ramen.
D. A willingness to update your resume every six months.
E. The number of your State Attorney General's Labor Enforcement Division, to file a complaint when they suddenly decide to stop paying you and ask you to work for free until they close the next round of funding, which is always just a week or two away.
If your approach to a new career is to find out the bare minimum you need to start... odds are you're not going to excel.
There's not a lot of stories from successful game developers that start with 'When I got in at 8am' and end with 'Then I left at 5pm.'
If you think you've got 'it', do what the guy who did Braid did -- make it. Don't wait for someone to give you a stamp of approval. Sing it loud.
Otherwise, stick with your day job.
Game development is HARD. It's definitely in the "deep-end" of computer programming. You better know some serious math, too.
What I'm saying is, most of the game developers who have jobs doing it have been doing it "for fun" since they were kids. It takes YEARS of work/experimentation/dedication to develop the skills to write a modern game.
If you are planning just to learn some programming and get a job in the game industry, don't be surprised if you get are stuck in entry-level positions for a LONG time. You aren't going to be game programming, per se. You're going to be debugging the installer for the game, stuff like that.
Game DESIGNER?
Well, you could try to create some board games or your own pen & paper RPG. No programmers required for either of those.
Look around any indie game developer forum and you'll see tons of posts about games that sound great, but only a handful of posts about games that are working and finished. Many of these get through the initial design stages, but their creators stall out at some process after that. Sometimes the design is simply too complicated for a first project. Sometimes they get a few lines of code down, but never return. Sometimes they implement all the interesting parts, but get hung up on the final details necessary for making a release.
My first suggestion is to use Apple as a model and never talk about things you are planning. Only talk about things that are finished or very close to finishing. You may need some outside programming help at some point along the way, of course, but there's rarely a need to get too specific about your game when asking for help.
Second, finish something. It can be a simple as a pong clone. Doesn't matter if anybody ever downloads it, just finish it and release it. Just getting that far puts you above 90% of the indie "developers" out there.
Not a typewriter
Sorry to burst your bubble but game designer/game programmer is one of these professions that you can't just say "hey, I know what I wanna do in life, I want to be a X. Now I'll just go to college to become that!". You can't right out of the blue suddenly decide to go to college to become a successful game designer/programmer/pianist/geologist/astronomer/graphical artist, because to have a successful career in those things you need a passion, and if you had the passion for it then whatever you want to make into a career would be your hobby to begin with.
From what you told us you don't seem to have any such passion, it sounds more like you decided "hey that sounds kind of cool, I'll just put my mind to it and surely I'll succeed". It doesn't work that way, because half of your colleagues will be people who code 512 byte demos in ARM assembly in their spare time just for fun, and who've been doing that type of thing since a decade before you had the bright idea of considering making games. My advice would be, either follow whatever passion you REALLY have, or go for a job that doesn't take any.
You just got troll'd!
I'm sorry, but having been a programming lecturer at the ncca, i actually think it's the worst possible place to start. The industry uses C++; standardized API's (eg, openGL, D3D, openAL); middleware (physX, morpheme); and is largely based in 3D graphics (BSP trees, quad trees, quat blending, shaders etc etc).
I can't see any advantage in wasting time with a basic-like language, on hardware that has very little relation to current consoles (single threaded, no GPU of merit). It may be of some benefit to programming handheld consoles (ok, just the DS), however even that is not going to help in a few years time (the next generation of handhelds are likely to include fairly powerful GPU's - eg PSP).
There is a huge amount of information to learn and digest before you can expect to get a job in this industry, so spend time learning that (by writing games) and not on information that has little real world usage.
...is English.
I am serious. I make games for a living and the most useful tool overall is written communication with the rest of the team. Nobody can remember how every nuance of a game should work so being able to go to the internal wiki or wherever and re-read the explanation is hugely important.
Also, make games. Lots and lots of games. Board games, card games, dice games, any kind of simple game. Look at other games - start with very simple games - and think about them critically. Examine each part of the game and try to figure out why it is that way. If you can't deconstruct games like this you've no business being a game designer.
Graham